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KitsuneDev Forums :: Internal Forums :: Update Log(Reverse Sorted)


Phil (10000%)
Administrator

541 posts
Fixed the problem where respawning would cause you to start very high in the sky and have to drop down.
(Thanks to user Darklazer for his bug report)
Posted at 10:18:10 on Fri, May 4 2007

Phil (10000%)
Administrator

541 posts
Added NPCs in each starting area who explain territorial control and the pylons. Continuing to design and implement other NPCs to further the feel of the game.

Fixed a sort-of bug where you could exit conversations and re-enter them without the other party taking notice, which led to problems with the Jeonju quest. (Thanks to user Torq for alerting me to this.)
Posted at 12:10:19 on Thu, May 3 2007

Phil (10000%)
Administrator

541 posts
Made the server not spew out as much babble when you log in and, most importantly, fixed the weird glitch in Jeonju where you could fall through the ground.

Converted the dire wolves from sprites to actual meshes. Only sprite that is left is the bear now.
Posted at 3:34:20 on Wed, May 2 2007

Phil (10000%)
Administrator

541 posts
Finished off the layout of the mineshaft area. Currently working on the code for a new way of making money, designed around the mineshaft.

Also working on the "Help" function at the top of the screen.
Posted at 5:32:29 on Wed, Apr 18 2007

Phil (10000%)
Administrator

541 posts
Fixed a glitch that prevented players with less than 50hp from healing by standing still. Thanks to user Portallzaine for alerting me to the problem and helping with the debug process.
Posted at 17:15:01 on Tue, Apr 17 2007

Phil (10000%)
Administrator

541 posts
Fixed a few more glitches, and added a guy in the Nano Citadel who kind of explains what’s going on. Working on doing the same for the Sci and Army base camps.
Posted at 20:02:25 on Wed, Mar 28 2007

Phil (10000%)
Administrator

541 posts
Put some more work into the NPC code. The problem where NPCs would bunch around the no-fire zones has been resolved.

Working on the mine area.
Posted at 15:35:05 on Wed, Mar 28 2007

Phil (10000%)
Administrator

541 posts
Back online again!

After quite a bit of drama, I’m back to working on Project Winter. I’ve decided that it’ll always be a free mmorpg, intead of my original plans of converting it to paid in the future.

Currently working on finishing up the mineshaft area, and then adding new NPCs there. Stay tuned.
Posted at 14:01:49 on Sat, Mar 24 2007

Phil (10000%)
Administrator

541 posts
Just updated the client again. The new "no fire zone" code was causing major slowdowns in the forest area, and a good amount of problems everywhere else. I changed the coding for the no fire zones to make it recalculate the zones once every 1/2 second, instead of once for every AI routine.

Holding at about 50fps in the forest area on my laptop, compared to the previous ~30fps.
Posted at 16:03:43 on Sat, Dec 30 2006

Phil (10000%)
Administrator

541 posts
Major update this time around.

Every class now has their own start point. I reset everybody’s class selection without resetting their character info, so you won’t have to restart your character. If you select a class other than your old one, you’ll lose any class-specific items you may have.

I also added the ability to "capture" various areas in the game. Start areas aren’t capturable, but right now the forest and Jeonju are. As I expand the game world, more areas will be capturable. Being in a captured area will (next update in a few days) increase your stats temporarily, among other things.

Shirt colors have changed as well. Reddish hued shirts are army characters, green for sci, and blue for nano. The shirt colors help tell people apart.

Interface colors have also changed, so army players have a red interface, etc.

Finally, I fixed the irritating problem with the dire wolves in Jeonju getting loose. For now, there is a small no-fire zone around the wolf pen.

For more information about the class competition update, visit the announcements forum.

Enjoy!
Posted at 13:06:01 on Thu, Dec 28 2006

Phil (10000%)
Administrator

541 posts
Created a new frontend and added rocks as landmarks in the forest. Working on a wider variety of rocks.

Also, I changed the wolf again. It’s a blended 3D mesh now.
Posted at 2:52:59 on Fri, Oct 20 2006

Phil (10000%)
Administrator

541 posts
Added dynamic inventories. Shops now go in and out of stock of items. Mostly, it’s possible to buy out all the inventory at a store. Prices are standardized now. Reselling items nets a 25% loss on their value.

Also added are weapon refinements. More refined weapons get a +X after their name. Less refined weapons get a -X after their name. More refined weapons do more damage and attack faster.
Posted at 7:44:24 on Thu, Oct 12 2006

Phil (10000%)
Administrator

541 posts
Added two backpacks, a small and a large one. Both bought from Jeonju. The smaller one costs 400yn and carries 50lbs, and the larger one costs 700yn and carries 200lbs. Minimum strength for the small pack is 5, and minimum for the large pack is 10.
Posted at 2:33:13 on Wed, Oct 11 2006

Phil (10000%)
Administrator

541 posts
Added a compass. It costs 500yn in Jeonju.

Working on a trip meter as well, so you can approximate distances in the forest.
Posted at 1:09:28 on Thu, Oct 5 2006

Phil (10000%)
Administrator

541 posts
Last update, I caused a few problems in Jeonju where the entire map would become flooded with dire wolves. This is fixed, and wolves are now confined to their pen properly. Animals no longer exhibit weirdness around trees and walls.
Posted at 17:54:40 on Tue, Oct 3 2006

Phil (10000%)
Administrator

541 posts
Modified the connecting screen to look better.

Fixed the glitch in the AI where wolves would attack once or twice after being hit, then revert to resting/watching state.

Animals now randomly walk around. Spawners are only active while there are no players nearby, so you can’t sit and shoot at one spawner.

As a result, there’s a glitch in Jeonju where the area gets flooded with dire wolves. I’m working on this right now.
Posted at 22:03:05 on Fri, Sep 29 2006

Phil (10000%)
Administrator

541 posts
Fixed the portaling glitch where you can change areas and appear either really high in the air, or completely out of the area. Area transitions in general are a lot smoother.

Also, added another person in the forest. This one teaches nano-classed players the fireball skill.
Posted at 3:32:49 on Mon, Sep 25 2006

Phil (10000%)
Administrator

541 posts
Brought back online. The problem where the game crashes on area changes (and sometimes when just entering) has been fixed.

Also, the tree code has been changed. Gone are the 10,000+ polygon trees from before. The game’s graphics aren’t supposed to be that pretty anyway, it’s top down. The trees were replaced by simpler trees, and the game now runs smoothly in every area. (even the forest, which on my old computer got an astounding 20fps)

The "quicksand" glitch in Jeonju was fixed as well.
Posted at 19:02:10 on Mon, Sep 18 2006

Phil (10000%)
Administrator

541 posts
Updated again.

Added ground emplacements. Won’t be able to update for a bit, but if there are any problems, I’ll try to address them as soon as possible.
Posted at 14:21:49 on Mon, Feb 27 2006

Phil (10000%)
Administrator

541 posts
Aura:
Score is now permanently stored, and renamed to balance. You also can gain money from causing someone to crash (such as, while they are evading you). Eventually, the money will be used to buy upgrades for your ship.
Posted at 18:58:10 on Sun, Jan 22 2006

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