EvilPootCat's Shifter Changes


Tribes is the only game I've bought that was worth the full price, in no small part to its extensibility, rules-centric and team-centric gameplay and lack of overblown storyline and graphics. (Tribes 1 is multi-player only, with some training exercises). And from Sierra/Dynamix, no less. I can picture the conversation in my head...

Lead Developer: EarthSiege/Starsiege has played out its storyline for now, so we're going to try this FPS thing, but we don't even know if the project will work or not.
Marketing Exec: Really? We'll set our writers to work on other projects then, like Kings' Quest XVII.
Lead Developer: Oh. Ok. Score!
Anyway, I was looking for a project to practice code optimization one day, So I figured, "Why not dig into Shifter? Let's see what happens." Aside from changing projectile and weapons parameters, I've tried to optimize code in certain (ok, semi-random) functions. Some of them seem to work, some patches broke the original code, and some I can't tell the difference. The idea is efficiency, without affecting functionality (except for the scoring changes).

I've used Shifter0928 (2000) as my codebase, and I'll be plugging in pieces of various shifter versions, mostly 0928 and _v2. My changes reflect my (unproven) assumption that this scripting language functions in an interpreted fashion (variables instantiated on-demand), and contains short-circuiting logic for compound conditions.


Shifter_v2: Accel Pad

(Dec. 2002) This snippet contains code to replace AccelPadPack::CheckPlayer() and ::OnCollision(), located in staticshape.cs. I'd already done similar things to 0928's version, but the _v2 code here can be plugged into 0928. Which you'll want to do, as it looks like czar has added directional boost capability. a la Merc's advanced booster. Changes:


Changes to Shifter_v1_09282000

(Apr. 2001) Changed scripts are contained in this zip (~91k); specific code and value changes are flagged with initials mkp. Coming Soon: code comparisons and maybe even some performance timing. If you try any of this on a 'real' (>8 player) server, I'd like to hear how well the modified code held up. Particularly the accel pad; I can feel a difference, even training mode.

'Important' (noticible impact) changes

Other changes

Miscellaneous gameplay changes (not an exhaustive list, just the highlights)...



Last Updated on 12/15/2002
shoot.the.food@gmail.com
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