I was able to drop hulks in pretty easily, and despite my annoyance at not having time to think about it, the STO system is robust and well defined enough that even I couldn’t break it. On the other hand, we’ve had all sorts of problems with hulks so far, but on the client end. Hulks on bridges are a no go because we don’t actually know where bridges are except on the client, and we don’t know, therefore, if a hulk is on a bridge. Uhm.
Had a few quirks with Ramp’s new squad stuff, but whatcha think to this?
(Do me a favor, por favor :) Don’t rush and tell your friends about this, don’t post it on your forums, don’t rush to the Playnet forums and link to my blog. See it, enjoy it, bask in your privelidgeness…)
If your initial reaction is “ugh”, I know, it’s not pretty, but it is functional, and when you actually get your hands on what Ramp has done with 1.24 so far, I think you’re gonna likey a lot, even if it chunky/up-sized scale of it (it’s all designed to work in 800×600) makes you wonder if you’re playing transport tycoon.
Knocked a bunch of little irks out of the way today, including an extension to the weather which is variable haze – aka fog patterns. Basically each weather pattern has 3 fog patterns that go with it, giving us 9 overall weather patterns.
And I had a bug in my squad-name icons system; the decision was always being based on whether or not the previous viewer should have been able to see the tag. Whoopsie!
I made a quick start on a GM tool for changing squad names, but I got sidetracked into propogating the whole squad id / squad name data in order for that to work, but with that done I may even finish that up from home tonight.
It’s good having something actually in beta, and I should be back on TOEs again start of next week if not sooner.