Characters

Work on loadout replication continues…

Pretty rough (lighting etc), but the information travels across the network correctly, which is the most important thing.

dev_ingame_20130213a

Loadouts are saved in the JSON format to make sharing and editing them a lot easier. To make this easier to send across a network, the client will take this loadout and reduce it down to references from a item list that has been synchronised between the server and client, then send that to the server.

After verifying its contents, based on admin, gametype or scenario restrictions, the server then distributes this to all the clients, as required.

This allows for plenty of player customisation, but ensures that the server remains king.

Another decent step towards a playable build 🙂

-Kris

Hats

Kind of a small update, but we thought we would show off some art and explain a bit about character customization. First the art:

Nothing to special really. Black, Tan and Green are in game assets with normal map, diffuse and specular maps.  The lower 2 being high resolution sculpt and in-game asset wireframe. One neat thing we are doing is to allow players to add individual or team patches to the hats. The velcro section on the front is a separate material that can hold whatever patch design you or your group want to include. This patch will be distributed to all clients unless they choose to not accept client patches(will be an option). You will also have this ability on your arm as well.

There will be a wide variety of customization choices and hats are just the beginning.