The blog for the bleeding-edge news in the server of Research and Development.

CSRD Update: 16 May 2016

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It's been a while! Here's the (mostly) fun stuff that's been worked on since the last changelog.

In map related news:

  • Sulfur has an updated navigation mesh! Bots are kind of aware of the main point as it changes.
    • They also manage to get out from under the first point now! Details here.
    • However, they still try to swim in the boiling water. Dummies.
    • TF2 seems to treat a timer reduction as a center point capture (internally fourth), implying all points are capped. It's weird.
  • Fixed some wonky box support on Chasm (KOTH).
  • Persia has been added to the list of custom maps, with a tweaked navigation mesh for tricky displacements and removing areas outside of the map.
  • Haste, Rooftop, Vanguard (KOTH), and Beerbowl have all gained support for bots.
  • Occult disappeared from the Workshop, and as a result, it's currently missing from the server rotation. No idea why the author removed it.
  • Yuno was taken down and put up under a new Workshop ID (456832326 → 682704531). No action is necessary; the old copy should automatically be removed from your Workshop content directory.

Shiny new optional client features:

  • Added Building Radar. Did you forget where your buildings are? Use your "X here" voice commands to find them!

Under the hood:

  • General software updates for stability. You know, the usual software updates.
  • Added Accelerator to find out why the server keeps crashing sometimes.

In the pipeline:

  • A major rewrite of the round end music system.
    • This rewrite will internally choose tracks from "playlists" instead of separate tables.
  • Possibly a rewrite of Download Preferences. It still needs threading!
  • Migrating to a static site setup. Still.
    • The plan is to migrate to Pure CSS.
    • I don't think anything about the site design is planned to change, but I'll think about it.
    • I'm thinking about slimming the index page down a bit, though; something more like the blurb from the group.
  • Further streamlining the mapcycle process
    • Right now, a major pain point is that the current mapcycle updater writes to the same list that it reads from. Ideally, it should only need to write to the file.
    • At that point, I can organize maps and include new mapcycles as necessary (i.e., for future campaign updates).
  • Additional process streamlining by using modd, which will be utilized to handle static site updates and some custom TF2 update handling.

That's it for now! Between classwork, cats, and doing stuff with friends, I've been pretty busy.

(Up you go!)