What is in U6 so far...
- Node Trees (& Portals) : Make your game run faster
- CSG Commands : Maplet / Cartography Style cutting shapes out of objects using other objects
- Vertex Commands (finally!) : Direct & much faster manipulation of the vertex data of objects (no need to use memblocks + the current solution of CHANGE MESH is slow and wipes out any special FX applied)
There probably are a few other things, but those are the main highlights AFAIK.
Personally, I feel that
arrays in types would be very welcome.
Proper
polygon to polygon collision is really an essential as well.
I think the BSP collision system needs to be changed to be honest, as it is very fiddly to get working absolutely right at the moment. The main problem is the documentation and the fact that the example BSP demo doesn't have any stairs or other "tricky" collision places. INTERSECT BSP would be nice as well, then we could program our own sliding collision.
@Ryan
I think you need to rework the way that you send data around, I'm sure a few extra commands would make this easier, but firstly combine everything into one message, secondly, you could try sending relative movement instructions, rather than absolute positions each loop for example. If you are careful the current mp commands will suffice.
You talked about all the PCs being in sync - that isn't a worry if you are careful. The game StarWraith was written using DB Extended's mp commands (effectively the same as those in DBP), and it works fine on multiplayer - which prooves that it is possible. Read the design doc under TECHNICAL DOCUMENTS carefully.