Kingpin: Life of Crime SKILL Mod Development History
V0.1 ALPHA - Release Sunday 16th September 2001 (~10 hours coding)
- Basic game rules running.
Some bugs found during testing:
- At round changes spectators have weapons and can shoot players
- 'ghost' players after forced respawn
To Do:
- Add admin voting system - server vars can only be changed by rcon at present.
- Chase cam for spectators/dead players.
- Scoreboard to reflect wins, not frags.
- Player status - alive, dead, or spectating.
- Active players rejoin at map change - everyone becomes a spectator at present.
- Decide if players can/cannot pick up dropped weapons - can at present.
- More anti-camping code - maybe award win to player with most kills in round if more than one player not dead at time end?
- Remove 'ghost' players at forced respawn.
- Armour at round start - most code done, but not active.
- Add support for grenade launcher and flamethrower?
V0.11 ALPHA - Release Sunday 16th September 2001 (~10 minutes coding)
- Minor fixes to game logic to allow more than 2 players to play correctly
Some bugs found during testing:
- Various issues noted during gameplay
V0.12 ALPHA - Release Sunday 16th September 2001 (~1 hours coding)
- Fixed 'ghost' players after forced respawn
- Some fixes to game logic - handling of event when change from 1 to 2 players, and from 2 back to 1 player
- Scoreboard now reflects wins, not frags
Some bugs found during testing:
- 'ghost' player when player enters game for the first time - same after map change
- chasecam 'jumpy' - probably some flags incorrect or not set
- Scoreboard reflects frags at map end but OK during gametime - turns out I missed a couple of calls at intermission DOH!
To Do:
- Add admin voting system - server vars can only be changed by rcon at present.
- Fix chase cam
- Player status - alive, dead, or spectating.
- Active players rejoin at map change - everyone becomes a spectator at present.
- Decide if players can/cannot pick up dropped weapons - can at present.
- More anti-camping code - maybe award win to player with most kills in round if more than one player not dead at time end?
- Remove 'ghost' players at first-time spawn.
- Armour at round start - most code done, but not active.
- Add support for grenade launcher and flamethrower?
V0.13 ALPHA - Not Released (~2 hours coding)
- Recoding of game logic - now appears to be OK
Some bugs found during testing:
- Various issues noted during gameplay
V0.14 ALPHA - Release Wednesday 19th September 2001 (~6 hours coding)
- Fixed 'ghost' players after first respawn
- Player status display on scoreboard
- Scoreboard now reflects wins, not frags at gametime end
- Removed weapon drop after death
- Added anti-camp code - camping = less frags = dead if timer runs out if not most frags ;-)
- Chasecam messages added - chasecam works OK when spectator (on entering server) and after death
- All players will become spectators at map change until I decide otherwise ;-)
- Armour code implemented - choice of 3 levels - none, 50%, and 100% using CVAR
Some bugs found during testing:
- Minor logic issue after map change - first player to join game gets a free win
- Chasecam - incorrect function after a player 'specs' after being in game, but OK after death and at first entering server if only 2 players - similar problem to 'spec' issue if more than 2 players - strange - maybe because I want to keep stats in case player rejoins action. Change of method required I think........
To Do:
- Add admin voting system - server vars can only be changed by rcon at present.
- Fix chase cam
- Remove spectators from main scoreboard to separate display
- Active players rejoin at map change - everyone becomes a spectator at present.
- Decide if more anti-camping code is needed
- Include a delay before first round starts to allow time for ISDN and 56k'ers to rejoin server
- Add support for grenade launcher and flamethrower?
- Add support for random choice weapon at round change?
- Maybe force no armour if only pistol is supplied. Leads to a pipe fight and timer runs out over 95% of the time. Change pipe for crowbar also?
- 'Most frags' code to decide out of time winner possibly not functioning - further testing required
V0.15 ALPHA - Release Friday 21st September 2001 (~2 hours coding)
- Fixed free win for first player to enter round at map change
- Fixed scoreboard at intermission
- Added 'most frags' per round code
- Added 20 second delay before first round start at map change
Some bugs found during testing:
- 'Most frags' code not working - turns out I missed adding the counter - 1 line of code - DOH!
- Complaint from playtesters - 20 seconds not long enough to join server
- Complaint from playtesters - pistol round takes too long
- Complaint from playtesters - wins not shown on HUD
To Do:
- Add admin voting system - server vars can only be changed by rcon at present.
- Fix chase cam
- Remove spectators from main scoreboard to separate display
- Decide if more anti-camping code is needed
- Increase delay at map change
- Add support for grenade launcher and flamethrower?
- Add support for random choice weapon at round change?
- Maybe force no armour if only pistol is supplied. Leads to a pipe fight and timer runs out over 95% of the time. Change pipe for crowbar also?
- Add pistol damage mod
V0.16 ALPHA - Release Saturday 22nd September 2001 (~1.5 hours coding)
- Added pistol damage mod
- Added crowbar
- Added flamethrower
- Fixed 'most frags' per round code
- Changed server start delay to 30 seconds
- Changed reading of RCON variables for weapons and armour
- Minor logic change when only 1 player in game - checks RCON vars for weapons and armour
- Added wins to HUD
- Moved code for custom HUD value display
Some bugs found during testing:
- Minor HUD display issue when 1 or more win displayed - hired guy icon from single player appears
- Flood protection when in spec mode after just joining server - cannot talk for 10 seconds - after first show of this error, always flood protection
- Spectating a player who then dies, and then spectates, you continue to spec the dead player and follow who they are spectating
- Complaint from playtesters - flamethrower does not make for a good game
- Request from playtesters - grenade launcher request
To Do:
- Add admin voting system - server vars can only be changed by rcon at present.
- Fix chase cam
- Remove spectators from main scoreboard to separate display
- Decide if more anti-camping code is needed
- Add support for grenade launcher? - allow on very small maps only
- Add support for random choice weapon at round change?
- Fix HUD display issue
- Fix flood protection issue
- Remove flamethrower from weapon rotation - will leave manual select capability
- Add grenade launcher support
V0.17 ALPHA - Release Sunday 23nd September 2001 (~4 hours coding)
- Fixed scoreboard - now correctly sorts scores based on wins, frags, and deaths
- Fixed HUD display issue
- Removed flamethrower from weapon rotation - also lowered fuel amount from 500 to 250
- Added grenade launcher support to weapon rotation
- Fixed chase cam
- Finalized game logic - testing shows correct function under all conditions
Some bugs found during testing:
- Casecam stats not being displayed correctly - supposed to show chased player stats - wins and frags always zero - map timer not shown
- Complaint from playtesters - they want flame thrower back in weapon rotation
To Do:
- Fix chasecam stat display
- Replace flamethrower in weapon rotation
V0.18 ALPHA - Release Monday 24th September 2001 (~1.5 hours coding)
- Fixed chasecam stat display - chased player stats now show correctly
- Replaced flame thrower in weapon rotation
Some bugs found during testing:
To Do:
- Add admin voting system - server vars can only be changed by rcon at present.
- Remove spectators from main scoreboard to separate display
- More anti-camping code is needed - I have noticed that if there are some players on equal frags then the players with very little health occasionally avoid other players until timer runs out. Since no-one wins if no more kills are made then no loss to the player from their point of view - I have thought of a solution based on remaining health to avoid this.
- Add support for random choice weapon at round change?
V0.19 ALPHA - Not Released (~0.5 hours coding)
Some bugs found during testing:
To Do:
- Add admin voting system - server vars can only be changed by rcon at present.
- Remove spectators from main scoreboard to separate display
- More anti-camping code is needed - I have noticed that if there are some players on equal frags then the players with very little health occasionally avoid other players until timer runs out. Since no-one wins if no more kills are made then no loss to the player from their point of view - I have thought of a solution based on remaining health to avoid this.
- Add support for random choice weapon at round change?
V0.20 BETA - Release Wednesday 26th September 2001 (~3 hours coding)
- Added full admin support - a player can 'elect' to be admin - the other players have the opportunity to vote for or against the request for admin. The requesting player must be awarded admin within 30 seconds or the request for admin will fail.
- elect - request admin
- settimelimit - sets map time - minimum 5 minutes
- setroundtimelimit - sets round time limit - minimum 1 minute
- setweaponcycle - 0 = OFF, 1 = ON - if on, weapon will change each round to next in cycle list
- setweaponstart - sets weapon for next round - 0 = pistol, 1 = shotgun, 2 = tommy gun, 3 = HMG, 4 = rocket launcher, 5 = grenade launcher, 6 = flame thrower
- setarmourlevel - sets amount of initial armour for next round - 0 = none, 1 = 50%, 2 = 100%
- dropadmin - stop being admin
Some bugs found during testing:
- Error on setting roundtimelimit - I was converting to minutes at entry, and again at round reset to minutes became hours. DOH!
- Voting for admin did not work correctly - using ints instead of floats when calculating percentage.
To Do:
- Admin is cleared at map change - decide whether or not to keep current admin at map change
- Remove spectators from main scoreboard to separate display
- More anti-camping code is needed - I have noticed that if there are some players on equal frags then the players with very little health occasionally avoid other players until timer runs out. Since no-one wins if no more kills are made then no loss to the player from their point of view - I have thought of a solution based on remaining health to avoid this.
- Add support for random choice weapon at round change?
- Add 'setmap' admin command to change current map
- Add 'reset' admin command to restore all admin accessible values to default
- Add 'admin' command to allow server operator to override any current admin
- Fix roundtimelimit setting
- Fix vote counter
V0.21 BETA - Release Saturday 29th September 2001 (~2 hours coding)
- Fixed vote counter
- Fixed roundtimelimit setting - also set round time maximum to 5 minutes
- Added 'admin' command and associated RCON variable
- Added 'reset' admin command to restore server default (recommended) values
- Added 'setmap' admin command to change map
- Added 'listmaps' client command to view possible map selections
Some bugs found during testing:
- Error displaying 'elect' stats
To Do:
- Fix 'elect' stats
- Admin is cleared at map change - decide whether or not to keep current admin at map change
- Remove spectators from main scoreboard to separate display
- More anti-camping code is needed - I have noticed that if there are some players on equal frags then the players with very little health occasionally avoid other players until timer runs out. Since no-one wins if no more kills are made then no loss to the player from their point of view - I have thought of a solution based on remaining health to avoid this.
- Add support for random choice weapon at round change?
V0.22 BETA - Release Sunday 30th September 2001 (~1 minutes coding)
- Fixed 'elect' stats - forgot to cast a float as an int
To Do:
- Admin is cleared at map change - decide whether or not to keep current admin at map change
- Remove spectators from main scoreboard to separate display
- More anti-camping code is needed - I have noticed that if there are some players on equal frags then the players with very little health occasionally avoid other players until timer runs out. Since no-one wins if no more kills are made then no loss to the player from their point of view - I have thought of a solution based on remaining health to avoid this.
- Add support for random choice weapon at round change?
V0.23 BETA - Release Sunday 25th November 2001 (~10 minutes coding)
- Minor update to admin functions
V0.24 - Release Sunday 6th January 2002 (~30 minutes coding)
- Added rcon to select weapons to included in weapon cycle. Changes take effect at map change.
V0.24a - Release Sunday 6th January 2002 (~25 minutes coding)
- Added admin command 'setmatrix' to select weapons to included in weapon cycle. Changes take effect at next round.
- e.g. setmatrix NYNYYN - sets only tommygun, grenade launcher and rocket launcher in rotation.
V0.24b - Release Monday 7th January 2002 (~2 minutes coding)
- Modified 'setmatrix' parameters to include setting pistol in rotation - I forgot about this ;-)
- e.g. setmatrix NNYNYYN - sets only tommygun, grenade launcher and rocket launcher in rotation.
V0.24c - Release Saturday 30th March 2002 (~1 hours coding)
- Fixed 'setmatrix' error-correction
- Added variable MOTD - can be set by server op
- Added variable view - typing admin command without a parameter returns the current value
- Added server var update - current settings can now be viewed in programs such as GameSpy
- Added new display for spectators - now removed from main scoreboard
- Added empty server default settings timer - hard-coded to 10 minutes for test - will add cvar for next release
V0.25 - Release Sunday 21st July 2002 (1 hours coding)
- Server reset defaults grabbed from initial cvars.
- Full electable admin covering all game specific variables.
- Server Op can grab admin and set all game specific variables. Default server reset values can also be changed. Server Op has own password to allow access.
- Weapon matrix for choosing weapons in round rotation - includes intelligent matrix validation.
- Server idle reset hard-coded at 10 minutes - will only reset if something has been changed.