Fixed a bunch of “minor” things this update that I’m very happy with, but won’t talk about most of them. Some worthy mentions: * Added sound effects volume * Improved complexity of encrypted file format * Added upload bash scripts for my Linux PC and batch scripts on my Windows video editing / livestreaming PC that downloads and updates local server and client so that I could start livestreaming bug fixing in real time if I want to
Also added in-game healing sound effect and hired another freelancer. Currently working on debugging and fixing some strange quickscope rune aiming bugs that even the original client has suffered from on the client side, and completely messed up multiplayer (including segfault) bugs on the server side. Recent fix: essentially added a getPlayers(x, y, z, width, height) function (API improvement) that can be run in a foreach loop.
I’ve also had to do a lot of sysadmin stuff related to my dev work lately, such as adding automatic backups of my VM/dev files (after a VM drive died on me), installation scripts, etc.
Also added a debug.log file and function to my server to avoid print spam when debugging lol.
Slacked a few days. Worked a fair bit other days. Was a bit more work than expected due to weird and undocumented implementation quirks on the file generation generation side. Spent a day or two figuring that out. Encrypted file generation -> OTClient decryption -> loading of the full file load succeeded for the first time a few hours ago. The cryptography comes implemented with 2 core layers of antiRE so far, and many more layers are to come. Also a couple of bugs (related to debugging) and a missing implementation detail is something I’ll hopefully be working on in the upcoming days.
Been slacking a lot these past days. Been coding maybe an hour a day, had some new ideas, new minor gameplay fix, and slightly improved crypto design structure. Planning on implementing crypto…. maybe tomorrow? 😎