August 2023 Update Report #361
MotoLegacy
announced in
Announcements
Replies: 0 comments
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
Introduction
This post is also available on ModDB.
I was very pleasantly surprised last week when I announced my Patreon in a GitHub Discussions thread. I had previously signed off of the project due to financial concerns, and had (mostly) committed to that sign-off, but I woke up that morning and decided "fuck it, post my Patreon" and was met with some nice contributions, which were able to allow me to spend the last week giving the project a fist-full of update content. I wanted this week to somewhat reflect the expectation for a the development period a little longer than that, to assert my worth to everyone.
In that time I made 74 commits (updates) total to all of the project components. Mostly bug fixes, but with quite a bit of polish, and a major re-write to a component as well.
Mystery Box Rewrite
The biggest contribution made was a re-write of the Mystery Box component. The Mystery Box was re-written to more accurately reflect the base of Call of Duty: World at War. The terms for movement, the way it moves, all of the timings, etc. were adjusted. Read more about it's changes here.
PlayStation Portable Memory Optimizations
Being a project on so many platforms, scale-ability is important. When it comes to scale, the most important component is memory consumption. Every texture loaded is now DXT1 compressed, including Quake MDL embedded textures. This means the size in RAM is halved, from eight bits per pixel (1 byte) to four. This along with a PSP-1000 specific optimization to limit texture resolution on-the-fly allowed for an increase in the "hunk" size -- the chunk of RAM where models and sounds are loaded and managed. This increase significantly prevents stuttering and allows maps of a larger capacity to run more effectively. Shpuld also made some contributions for vertex optimization on models, what a legend!
FTE (PC) Stopwatch for Speedruns
NZ:P has received interest from Call of Duty: Zombies Speedrunners as of recent, and to accommodate them, a built-in stopwatch was added to the HUD via a cvar to accurately detail game run-time. For ease of implementation it is FTE (PC) specific right now, though it is written in the TODO to implement this elsewhere eventually. It is controlled via "scr_serverstopwatch" in the development console, off by default.
Launch of Nintendo Switch Version on the Homebrew Store
The Nintendo Switch version of NZ:P is one of the more neglected, mostly for development environment inconvenience. Despite this, I had spent a couple days focusing on fixing a lot of it's UI and HUD issues to make it feel more in-line with over platforms. Once I was satisfied, I decided to try and draw more attention to it by launching it on the Switch Homebrew Store. You can read more about that here.
Misc. Bug Fix Bullet List
FTE (PC):
Nintendo Switch/PlayStation VITA:
Global:
And more, and more, and more.. See you next month!
Thanks to my Patrons!
Beta Was this translation helpful? Give feedback.
All reactions