
72 min · ddurieux, Kainan, bitogno (Bardok absent)
Animations — warpzone_bar has integrated the animations: the placeholder astronaut gives way to an animated mannequin (walking, running, emotes). Crouching and grabbing/dropping an object are still missing. First tests with MakeHuman to put a real model on the rig.
Planet — it rotates in real time, with a day lasting 25 real hours (night shifts as the days go by). Orbital movement around the star is in progress. There is still a distance issue with the two moons.
Crates — only the small yellow crate can be carried, with its serial number displayed. To fix: it's carried 2 m away from the body instead of in the hands.
Sounds — new sounds by Pierrot: drill, torch, truck headlights, electric motor, crossing. CC licenses documented, as for models and textures.
Movement — Bardock's work on speed, jump height, vaulting and climbing.
VOIP — works, but can be heard from 10 km away and even from the menu 😅 The principle is validated, the tuning still needs to be done.
Repository — major reorganization of the files by warpzone_bar, in line with the wiki architecture.
Build — yesterday's update broke for a lot of people; the lead is a desynchronized version file, investigation in progress.
Schedule integrated: 5 NPCs, 5-day rotations, home ↔ work commutes.
Key architecture point: NPCs connect just like players, same code and same constraints, driven by an external service written in Rust. The only difference: navigation from point A to point B via navmesh. Nice consequence: even with no player connected, the NPCs carry on with their lives.
The discussion went all over the place and didn't reach the MVP. What was established:
The map has been found again: big star = town, small stars = villages, big circle = capital. Villages are within a 10-15 km radius of the town, ~45 km between major towns. Three types of roads, the fastest supporting 150-180 km/h (lower gravity) — the current truck tops out at 45-50 km/h.
Test road — ddurieux will create an A → B section combining straight lines, curves and a hill, calibrated for a ~10-15 min trip, with kilometer-marked exits.
Load test late August / early September — spawning 200 to 350 permanent NPCs to simulate as many players and validate server meshing. Prerequisites: add housing (~20 min, duplication + coordinates) and rework the network part. Targets: UID collisions beyond about sixty players and the freeze during server meshing. Side idea: run NPCs from Quebec to test latency.
The truck physics can still be improved (shock absorbers), but vehicle fixes have landed on the Jolt/Godot engine side.
/task add permissions have been opened to leads and subleads. You need to run /task add then /board to refresh the display.ddurieux
Kainan
bitogno