Monday, August 20, 2018

Progress update #10


Hello!

We were not really posting anything new related to the project since release of 0.2.5 build so we felt that it’s time to put some light on the future of the project and what is happening behind curtain in our forks of the main repository.

0.3 development progress

The huge 0.3 build is still work in progress but we slowly are getting closer to its release. Currently we are focused on fixing various bugs and improving performance of the idle new object synchronization approach which would let us synchronize objects that are not directly being interacted by any player for example unoccupied vehicles. The main person responsible for the stuff that will be part of this update is Curtis - big kudos to him!

Update on issues

We know about that currently available builds are far from perfect containing major bugs, crashes etc. Issue tracker on github (https://github.com/MSCMP/MSCMP/issues) is always open for you to report any issue you find during testing the development preview builds, before posting anything make sure there is no similar report already made.
The major issues of 0.2.5 we know about (not mentioning stuff that is not synced yet):
  • Pickupables that not part of the new-game level (are spawned or activated during gameplay) cause assert on pickup.
  • The timeout during joining the game.

Networking overhaul

The plan is to completely overhaul networking, the whole task is super big and first part of it is already implemented in 0.2.5 build. Unfortunately we are not able to dedicate ourselves to the project full-time, because of that it will take few more updates to be completed.

The reason of that overhaul is to be able to implement synchronization of various parts of the My Summer Car much faster without need to write a lot of custom handling code, plus being able to synchronize every aspect of the game as efficient as possible bandwidth-wise.

My Summer Car is a very complex game on it’s own, containing many mechanics and because of that we have to keep that in mind that is a lot of data to synchronize, it’s one of the main reasons we decided not to use any existing network framework available for unity and making our own custom one so we can build it on top of our needs. Of course as any choices this one also has its pros and cons.

The huge pros of this decision is that we can design it just to fit the complexity of the MSC, another one is that we are not limited to any platform, currently in the builds we use steam networking for the low-level network communication, part of the overhaul will let you decide what driver to use potentially opening doors to implement dedicated server support.

Of course there are also cons as we mentioned before, as we decided to write own networking layer it will take a lot of time to develop it the way we want it to be but we feel that it’s worth the effort.

Thank you for your continuous support!

MSCMP Development Team and Contributors!

Tuesday, June 26, 2018

New pre-alpha build 0.2.5 is out!




Hello!

New pre-alpha build is out.

Changelog since 0.2 version:
  • Added crouching, running, leaning, walking, pushing and much more animations. (DarkKostas)
  • Added synchronization of speak messages. (DarkKostas)
  • Added new development console (~ key to activate) (Eryk)
  • Added message list window showing connection related messages (Eryk)
  • Added network statistics window (can be open from developer menu under F3) (Eryk)
  • Added message when player tries to run mod on default branch of the game. default_32bit is still required. (Eryk)
  • Added protocol versioning so players cannot join lobby of player using older client (joining to pre 0.2.5 clients is not recommended and may damage your save!) (Eryk)
  • Optimized the way game objects are collected so loading of the game should be now much faster (Eryk)
  • General improvements to the protocol and better error handling (Eryk)
  • Cleanup of the screen (Eryk)
You can download mod here.

Github tag here.

Report bugs here.

Have fun testing!

Eryk


Sunday, April 15, 2018

Progress update #9 - Is the project dead?



Hello!

People were asking us on the official mod discord about what happens to the mod, is it dead? No it's not, do not worry! Project made some progress over the last 2 months since release of the 0.2 version unfortunately there is not much time the current team of contributors can commit to the project due to various reasons.

Below you can see list of the changes that each contributor did since 0.2 release. (With videos and pictures! 😃)

Eryk

I was working on 64bit support for the launcher and loader - the code can be found in 64bit support branch. Unfortunately it is not working, there is some crash that happens when mono invokes any native call in MSCMP.dll. I was trying to debug the problem, few day however without any visible success so I decided not to waste any more time as the MSC official branch is not yet 64bit only and it's not that big priority. Instead in master branch that will be used for next release there is added better handling of running the mscmp with 64-bit version that describes user what's the problem instead of showing him 'failed to inject dll' error.

I also did is cleanup of network messages and general network code in the whole codebase, it's more quality of development and as for now it does not bring any bigger improvements however in future it may allow much easier increase of the player count limit.

Plus some smaller tweaks and fixes to the bugs with code.

Curtis

Curtis was working hard in his branch on the vehicle synchronization improvements. Most of the vehicle features are synchronized as can be seen in the video below.



There are still problems that cause desync of the vehicle state that does not allow us to merge this feature into the release branch.

Dark Kostas

Dark Kostas was working in his branch on better representation of the player in world. Including model improvements and animations for most of the actions. Here you can see very early version of new animations.


Plus support for multiple player looks. We will allow you to use your custom textures on your player model so you can put your face into game!

Kullu and Eryk posing.


When next version will be released?

As we are all working in our free time on the mod we do not have any deadlines and release plan so unfortunately I cannot give you any estimation other than when it's ready. 😉

Thank you for reading and your patience.

Eryk


Monday, February 12, 2018

New pre-alpha build 0.2 is out!




Hello!

New pre-alpha build is out. First of all we changed versioning. The version format is:

major . minor . build_number . revision

Each new public release will increment minor version by 1. In case we will release some hotfix the build_number and revision will change. Current version is: 0.2.6617.37417. The major version will change when we will reach stable release.

Most of the features in this build were made by two of the mod contributors Curtis and kuba45209 thanks a lot guys!

Changelog since 0.1 version:
  • Added synchronization of beer cases - when you drink beer your friend will see it disappear from the beercase. (Curtis)
  • Added synchronization of the light switches in players house. (Curtis)
  • Added synchronization of the weather. (kuba45209)
  • Added synchronization of the mailbox name. (kuba45209)
  • Doors are now identified by world position when opening instead of interaction ray. This one should prevent 'unable to find doors' error. (Curtis)
  • Fixed crash when entering game while another player is being in vehicle. (RootKiller)
You can download mod here.

Github tag here.

Have fun testing!

Eryk


Sunday, January 14, 2018

Progress update #8 - Charity stream is over!


Hello!

Another progress update! The mod development stream last 21 hours (instead of 24 because i was way too tired to work on satsuma assembling :D).  Thanks to everyone for viewing and donating - we managed to collect 355,48€ and all of this money was donated to donated to The Great Orchestra of Christmas Charity. Thank you again!

I spend something around 18 hours on the stream working on the mod - it was definitely the longest session I had with MSCMP code ever. What changed?

  • Pickupables spawning sync.
  • Support for debugging via Visual Studio.
  • Pickupables destroying sync.
  • Pickupable teleport sync. (to garbage for example)
  • Time and day sync.
  • Disable saving and loading game for players. (host save is being used)
  • Loading screen when joining session.

Detailed changes: https://github.com/RootKiller/MSCMP/commits/master

Now it's time to take some rest! :D

Thank you for your continuous support!
Eryk

Friday, January 12, 2018

Development charity 24h stream!



Hello everyone!

It's time for another development stream - this time it will be special! We will stream development of the mod for 24 hours with enabled donations which will be later donated to The Great Orchestra of Christmas Charity.

Stream starts tomorrow (13.01.2018) at 12:00 CET, during the stream on official mod discord in StreamPublic voice channel you will be able to talk with developers of the mod. Stream will be available here: twitch.tv/rootkillerpl

Let's show the magic of modding communities, spread the word and let everyone know something like that will happen!
Thank you!
Eryk

Wednesday, January 3, 2018

Let's make multiplayer together!

Hello!

So it's my birthday! Yay! I'm one year older and I think it's time to make some adult decisions. As I'm totally overloaded with work life it's time to say that the development would definitely take longer than I expected at the beginning of the project (I know, it's nothing new - estimations at such early stages are always (very) far from the truth). Anyways don't be sad! I will definitely keep working on the project, but! Also the project is now open source! You can grab source code and develop from this link https://github.com/RootKiller/MSCMP

Remember that this version is pre-alpha and it's not playable. You will definitely expect crashes and other bugs. I don't care about any bug reports at this stage so you just have to live with them.

What features does it have:

  • Sessions
    • When you continue/start new game session starts. (you can invite players via steam friends list)
    • You can join any player hosting session when you are in main menu and click JOIN in the steam friends list.
  • On foot sync
    • Walking
    • Running
    • Jumping
    • Pickupables grabbing (crashy and buggy - still work in progress)
  • Vehicles sync (WIP)
    • Position & rotation
I will try to post TODO list ASAP and update documentation for contributors.

Have fun!
Eryk