I figured I’d present my tentative plan for an update to the Taketori, and give people a chance to provide feedback on it here before I release it.
What I’m thinking is that I’ll do some tweaks to the timing, since that’s been the hot-button topic of the instant messages I’ve been getting in-world, as well as revisit the kick push.
I think the smartest way for me to do the timing tweaks is to roll back that code to a previous version (thank goodness for SVN) and go from there, so that as much as possible I avoid the drifting effect of patching a patch, then applying whatever changes might be necessary.
I’ll do the same thing with the kick code. That code has a more easily understood reason for being off (remember when Kelly Linden told me I’d have to modify the push power to be consistent with the new Havok 4 changes?), so I’ll roll back to the original kick code and start the testing from there, tweaking if and where necessary.
I also downloaded the newly-released Release Candidate viewer that has Mono support, and will play around with that. There are a large number of known bugs with this viewer, and I have no idea where Mono support is, so it may not work out to test sword scripts in Mono on the main grid. If I can get it working without obvious disastrous problems, I’ll pass around some beta weapons running on Mono-compiled script to see how those do. No promises there, though, I just don’t know if Mono is worthwhile yet.
I do know that Archanox has been testing out Mono on the Beta grid, and has been working on refactoring the C:SI scripts to take advantage of the Mono runtime’s better memory handling and increased memory space. This should allow us to consolidate several scripts that were only split up due to limitations in LSL, and I’m quite excited about his progress so far. I can’t wait to hear more about his experience with this!
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Yup… Those of you who’ve upgraded to the V1.0.5 Taketori Katana have probably already found the bit of debug code I had in there for the benefit of my beta testers, and which I should have taken out before releasing a general update. I know that a few people have already reported (why only a few? What’s up with that?) that when they kill an opponent with the Taketori they heal to 100% no matter how low in health they were during the duel.






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