Project Stealth

Forums => Public Discussion => Topic started by: frvge on February 21, 2008, 09:04:31 PM

Title: Ask-the-Devs
Post by: frvge on February 21, 2008, 09:04:31 PM
Hi all,

The previous version wasn't exactly how I had planned it, so here's another version.

You can target a particular Dev, who will then try to answer your question personally.
The Dev doesn't need to answer questions he doesn't want to answer.
If it's not possible that the Dev answers, or he doesn't want to answer, I'll tell you.
Over-the-top questions may be deleted.

Some tips on questions:
- Try to keep it PS-related
- Personal questions regarding work or social life and background can also be asked. It depends on the Dev is he wants to answer these or not.
- Try not to go too much off-topic.

Devs:

Producer
--------
frvge

Co-Producer
------------
MacBryce

Programmers
------------
MulleDK13
LennardF1989
BakerCo

Programmer Advisor
-------------------
Overstatement

Modellers
---------
Gui Brazil
Bionic-Blob
B1nArY_001
goodkebab

Animators
---------
limikkin
Denny

Level Designers
--------------
Innocent-US
MR.Mic
Zedblade

Sound Producer
---------------
element54

Music Composer
---------------
Theodore W

2D Artist
--------
seefoo

Writer
------
Slowhand

Mystery
-------
Iservealot

Visual Effects
-------
MR.Mic

MR.Mic EDIT: I am the Visual Effects artist, not a level designer (primarily)
Title: Re: Ask-the-Devs
Post by: Vega on February 21, 2008, 11:48:09 PM
Gui Brazil, when did you start modeling?  Personal question; when did you realize that you're a bigger noob at life than that vega guy???

<3
Title: Re: Ask-the-Devs
Post by: Tidenburg on February 22, 2008, 12:22:53 AM
Open Question:What ever happened to the IRC channel?
Title: Re: Ask-the-Devs
Post by: Gui Brazil on February 22, 2008, 12:26:08 AM
Gui Brazil, when did you start modeling?  Personal question; when did you realize that you're a bigger noob at life than that vega guy???

<3

I started doing models a little more than a year ago after seeing a render of a scene done by Mic in Showoff Time back in the Ubi forums.

I realized that I was way more awesome at life than that Vega guy when he stalked me for 2 weeks and a half just to get me to say hi to him.
Title: Re: Ask-the-Devs
Post by: LennardF1989 on February 22, 2008, 12:40:08 AM
Open Question:What ever happened to the IRC channel?

It should still be up, just no one that ever joins again :(
Title: Re: Ask-the-Devs
Post by: Vega on February 22, 2008, 12:46:18 AM
I started doing models a little more than a year ago after seeing a render of a scene done by Mic in Showoff Time back in the Ubi forums.

I realized that I was way more awesome at life than that Vega guy stalked me for 2 weeks and a half just to get me to say hi to him.

Ah yes, I remember that.  Back when the Ubi forums were somewhat cool (although on their way to destruction because of new mods).

yeah it was just so cute seeing you wave and everything, just made me wanna eat you right up!  mmmhmmm!
Title: Re: Ask-the-Devs
Post by: iservealot on February 23, 2008, 11:58:36 PM
Question for Frvge

Why is Iservealot always posted as a mystery? I thought it was obvious by now that I work with the most anything that has to do with the engine and effects. Maybe some levels and UI soon too. :/
Title: Re: Ask-the-Devs
Post by: Zedblade on February 24, 2008, 12:01:31 AM
Question for Frvge

Why is Iservealot always posted as a mystery? I thought it was obvious by now that I work with the most anything that has to do with the engine and effects. Maybe some levels and UI soon too. :/

maybe becuase you haven't actually done anything productive yet? How can we know what you do if you haven't produced any sort of results.
Title: Re: Ask-the-Devs
Post by: Tidenburg on February 24, 2008, 12:13:47 AM
You just got
BOI'ED!!!
Title: Re: Ask-the-Devs
Post by: L3d on February 24, 2008, 12:34:36 AM
Seefoo how come youre fuckin awesome as awesome as you are huh? ??? incorrect inglesh haters fuk off
Title: Re: Ask-the-Devs
Post by: Tidenburg on February 24, 2008, 12:50:04 AM
Quote
Seefoo how come youre fuckin awesome as awesome as you are huh? Huh incorrect inglesh haters fuk off
(http://hosted.thegroupofthey.com/gtfo.jpg)

Sorry, I realise my last two posts were random but somewhat relevant...



OK. New Question
For all developers. Can you reveal how well the spy works at the moment? Is he controllable with the keys and have the ability to crouch, etc?
Title: Re: Ask-the-Devs
Post by: frvge on February 24, 2008, 01:04:53 AM
For all developers. Can you reveal how well the spy works at the moment? Is he controllable with the keys and have the ability to crouch, etc?
We're getting some results, but we're currently waiting for more animations. So it'll take a while till we're ready to show it off. All in due time It'll be worth it ;)
Title: Re: Ask-the-Devs
Post by: Farley4Fan on February 24, 2008, 02:16:46 AM
Are you guys actively searching for animators atm?  It seems like every post I see the devs are talking about waiting for the animators to catch up.  Looks like they are the key to getting the developing process going from what I can see.

Can you guys tell us how well the merc works atm?  Have you been able to atleast move the merc in first person?
Title: Re: Ask-the-Devs
Post by: frvge on February 24, 2008, 02:19:38 AM
Quote
Can you guys tell us how well the merc works atm?  Have you been able to atleast move the merc in first person?
A basic FPS camera works. The Spy's 3rd person camera too.
Title: Re: Ask-the-Devs
Post by: Overstatement on February 24, 2008, 03:05:03 AM
I DID IT ALL! ;D You're welcome. Just joking, it's a team effort.
Title: Re: Ask-the-Devs
Post by: Denny on February 24, 2008, 12:06:07 PM
Are you guys actively searching for animators atm?  It seems like every post I see the devs are talking about waiting for the animators to catch up.  Looks like they are the key to getting the developing process going from what I can see.

Let's just say that animation tends to be the most underestimated part of mod development and that the animators in this team tends to have other things to do outside of PS.
Title: Re: Ask-the-Devs
Post by: Zedblade on February 24, 2008, 12:20:48 PM
Are you guys actively searching for animators atm?  It seems like every post I see the devs are talking about waiting for the animators to catch up.  Looks like they are the key to getting the developing process going from what I can see.

Let's just say that animation tends to be the most underestimated part of mod development and that the animators in this team tends to have other things to do outside of PS.

no and no.

Animations are not underestimated, at least not by the PS dev team. W'eve been expressing how important animations are for a while now and only now have you begun to listen.

It's not like the animators are the only ones that have an outside life. You act like everyone else has made ps their thing 24/7 and do nothing else... :/
Title: Re: Ask-the-Devs
Post by: Denny on February 24, 2008, 12:37:43 PM
Don't jump the gun. Did I say PS specificially? No, I said "Mod development". I also said why it's taking time for the animations to get finished, not what the rest of the guys are doing. Just because I'm saying that we animators have a life outside PS doesn't mean I'm saying you guys don't.

And just for your information - the only reason why I came back is because I know you guys desperately need animations, so don't tell me I didn't know.
Title: Re: Ask-the-Devs
Post by: AgentX_003 on February 24, 2008, 01:15:31 PM
Don't jump the gun. Did I say PS specificially? No, I said "Mod development". I also said why it's taking time for the animations to get finished, not what the rest of the guys are doing. Just because I'm saying that we animators have a life outside PS doesn't mean I'm saying you guys don't.

And just for your information - the only reason why I came back is because I know you guys desperately need animations, so don't tell me I didn't know.

go go  Mighty Morphin Denny !
Title: Re: Ask-the-Devs
Post by: Hyrage on February 24, 2008, 03:47:50 PM
Don't jump the gun. Did I say PS specificially? No, I said "Mod development". I also said why it's taking time for the animations to get finished, not what the rest of the guys are doing. Just because I'm saying that we animators have a life outside PS doesn't mean I'm saying you guys don't.

And just for your information - the only reason why I came back is because I know you guys desperately need animations, so don't tell me I didn't know.

go go  Mighty Morphin Denny !
lollllll
Yeah, the animations are often minimized in the MODS, but it's usually because we would be talking about a FPS game. Projet Stealth isn't completely a FPS and one of the key Elements are the Character Animations. So, I doubt that they will risk to screwed up this part  ::).

Long life to PS. I always been a huge fan of stealth-action games even in a total FPS game XD... backstab! lolll (kidding)
Title: Re: Ask-the-Devs
Post by: scope2005 on February 25, 2008, 07:41:12 PM
General Question:  What do you guys think the hardest part of this mod will be to create, and why?
Title: Re: Ask-the-Devs
Post by: MulleDK19 on February 25, 2008, 07:59:48 PM
At first, I thought the environmental interaction. But now, I'm more worried about replication XD
Title: Re: Ask-the-Devs
Post by: Overstatement on February 25, 2008, 09:20:33 PM
Programming in the worst language possible.
Title: Re: Ask-the-Devs
Post by: Westfall on February 25, 2008, 09:40:47 PM
@ GUI: What have you done so far for the project and how has it influenced the team?

Secondly, why have u been ignoring my calls? You know I can't stand when you do that...rawr
Title: Re: Ask-the-Devs
Post by: Gui Brazil on February 25, 2008, 10:07:52 PM
@ GUI: What have you done so far for the project and how has it influenced the team?

Secondly, why have u been ignoring my calls? You know I can't stand when you do that...rawr
I feel so important. :-*
I've done props (which is everything you see in the map that isn't the merc/spy or the walls) for Project Stealth since I joined it. It's basically the same that binary does but instead of doing the gadgets I do...props.

West, are you sure you're not calling Victoria's Secrets?
Title: Re: Ask-the-Devs
Post by: Westfall on February 25, 2008, 10:09:28 PM
@ GUI: What have you done so far for the project and how has it influenced the team?

Secondly, why have u been ignoring my calls? You know I can't stand when you do that...rawr
I feel so important. :-*
I've done props (which is everything you see in the map that isn't the merc/spy or the walls) for Project Stealth since I joined it. It's basically the same that binary does but instead of doing the gadgets I do...props.

West, are you sure you're not calling Victoria's Secrets?

They told me to call back because you knew the secret...They transfer me to you, but to no avail.

-edit: removed silly links-
Title: Re: Ask-the-Devs
Post by: Farley4Fan on February 26, 2008, 12:12:21 AM
I know the secret.  I've got tapping skills.  It's naughty, very very naughty.   :-X
Title: Re: Ask-the-Devs
Post by: I <3 U on February 26, 2008, 06:40:03 PM
To one of the Level Designers:
Will vents/doors/coop height etc be the same size/distance as in ct?  Thanks.
Title: Re: Ask-the-Devs
Post by: Zedblade on February 26, 2008, 08:53:21 PM
To one of the Level Designers:
Will vents/doors/coop height etc be the same size/distance as in ct?  Thanks.

yes
Title: Re: Ask-the-Devs
Post by: Farley4Fan on February 26, 2008, 11:48:11 PM
Will you put some variation in those sizes?  Maybe not coop, but vents shouldn't all look the same imo.  If you guys have time, will you make vents have their own distinct looks?  Take a look at CT, all the vents have that basic grayish metallic theme.  I say put some rust, change some colors, sizes etc...
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on February 27, 2008, 12:20:20 AM
Programming in the worst language possible.
Brainfuck. Does anyone know how to work with this??
http://en.wikipedia.org/wiki/Brainfuck
Title: Re: Ask-the-Devs
Post by: frvge on February 27, 2008, 12:34:49 AM
I made some LOLCODE once:
Quote
HAI
CAN HAS STDIO?
I HAS A VARIABLE IZ 0
GIMMEH VARIABLE
IZ VARIABLE SMALR THAN 0?
YARLY
 VISIBLE "YAAAAA"
NOWAI
 VISIBLE "NOOOES"
KTNX

KTNXBAI
;D
Title: Re: Ask-the-Devs
Post by: Xris on February 27, 2008, 12:59:30 AM
LOLZ nice frvge
Title: Re: Ask-the-Devs
Post by: Zedblade on February 27, 2008, 01:02:53 AM
Will you put some variation in those sizes?  Maybe not coop, but vents shouldn't all look the same imo.  If you guys have time, will you make vents have their own distinct looks?  Take a look at CT, all the vents have that basic grayish metallic theme.  I say put some rust, change some colors, sizes etc...

up to the individual level designer/artist
Title: Re: Ask-the-Devs
Post by: Farley4Fan on February 27, 2008, 02:19:28 AM
of course...  Aren't there level designers on the dev team?  Do you guys have any input on the question?
Title: Re: Ask-the-Devs
Post by: Zedblade on February 27, 2008, 12:05:21 PM
of course...  Aren't there level designers on the dev team?  Do you guys have any input on the question?

I'm Lead Level Designer/Environment Artist... and the only level designer active at the moment.

So you just got input...

Vents are just a means between areas, they are usually unlit and have no other purpose other then for spy travel. Personally I don't think they deserve much attention as far as dressing. However, I will change the vent size and dress it up when it's in a special place or has a significant purpose.

Other then that, vents don't deserve much attention and I wouldn't try to do anything fancy with them unless an opportunity presented itself... I wouldn't go out of my way.
Title: Re: Ask-the-Devs
Post by: MR.Mic on February 27, 2008, 12:29:22 PM
Edited OP to include my real position on the team (visual effects artist)
Title: Re: Ask-the-Devs
Post by: Zedblade on February 27, 2008, 12:48:31 PM
Edited OP to include my real position on the team (visual effects artist)

Which would make your are particle guy. (Particles fall under effects.) Which Is a good fit. Start working on the Chaff now... kthxbai.
Title: Re: Ask-the-Devs
Post by: Xris on February 27, 2008, 02:34:08 PM
Done the chaff yet??

Seriously you've had 2 hours thats lots  :D

/sarcasm  ::)
Title: Re: Ask-the-Devs
Post by: Farley4Fan on February 27, 2008, 05:35:13 PM
of course...  Aren't there level designers on the dev team?  Do you guys have any input on the question?

I'm Lead Level Designer/Environment Artist... and the only level designer active at the moment.

So you just got input...

Vents are just a means between areas, they are usually unlit and have no other purpose other then for spy travel. Personally I don't think they deserve much attention as far as dressing. However, I will change the vent size and dress it up when it's in a special place or has a significant purpose.

Other then that, vents don't deserve much attention and I wouldn't try to do anything fancy with them unless an opportunity presented itself... I wouldn't go out of my way.

alright, that's cool.  It just got me curious because vent size/variation was mentioned before.
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on February 27, 2008, 06:16:49 PM
How about making the sides of the vents see-through on some places?? Like Shermerhorn has.
This would give LOTS of opportunities to create a well-balanced travelling system IF made correctly.
Title: Re: Ask-the-Devs
Post by: Westfall on February 27, 2008, 07:13:41 PM
How about making the sides of the vents see-through on some places?? Like Shermerhorn has.
This would give LOTS of opportunities to create a well-balanced travelling system IF made correctly.

add slits like in warehouse
Title: Re: Ask-the-Devs
Post by: Overstatement on February 27, 2008, 07:35:42 PM
Edited OP to include my real position on the team (visual effects artist)

Which would make your are particle guy. (Particles fall under effects.) Which Is a good fit. Start working on the Chaff now... kthxbai.

No, make explosions. It's more urgent. If you don't I WILL use a lame placeholder (http://www.clipartheaven.com/clipart/signs/kaboom!.gif) in our beta.
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on February 27, 2008, 07:43:03 PM
HAHAHAHAHA @ lame placeholder
Title: Re: Ask-the-Devs
Post by: Zedblade on February 27, 2008, 08:16:32 PM
Edited OP to include my real position on the team (visual effects artist)

Which would make your are particle guy. (Particles fall under effects.) Which Is a good fit. Start working on the Chaff now... kthxbai.

No, make explosions. It's more urgent. If you don't I WILL use a lame placeholder (http://www.clipartheaven.com/clipart/signs/kaboom!.gif) in our beta.

What? No. UT3 already has a trillion explosions we could use. UT3 however does not have something we can use for chaf.

How about making the sides of the vents see-through on some places?? Like Shermerhorn has.
This would give LOTS of opportunities to create a well-balanced travelling system IF made correctly.

sure why not, but thats' nothing new and it only works in special areas.

Note:

This is going from an ask-the-devs thread to a post what you want changed thread... lets start moving back on topic and  lets start asking specific members specific questions. K? K.
Title: Re: Ask-the-Devs
Post by: Westfall on February 28, 2008, 12:24:13 AM
@ Zedblade: This question is for you........just joking

@ Mic: What do you do for real life and how much has PS affected that?

@ seefoo: What exactly are you dealing with in PS? How much time have you put into PS?

@ Goodkebab: Why are the devs staying mum about things we're discussing when they were already decided? I understand you guys don't tell us everything and this isn't a "democracy", but shouldn't there be some replies from the team if we are being repetative?

@ GUI: Can I have your autograph?

@ frvge: How will the netcode work for PS? Have you been able to make connections thus far?
Title: Re: Ask-the-Devs
Post by: frvge on February 28, 2008, 02:24:16 AM
Quote
@ frvge: How will the netcode work for PS? Have you been able to make connections thus far?
We've got most replication sorted. Normal language: yes, we can be in the same server with multiple persons. There are still some things to work on, but generally it's ok.
Title: Re: Ask-the-Devs
Post by: Gui Brazil on February 28, 2008, 02:42:15 AM
(http://img210.imageshack.us/img210/6066/autoke3.jpg)
Title: Re: Ask-the-Devs
Post by: Westfall on February 28, 2008, 03:01:49 AM
(http://img210.imageshack.us/img210/6066/autoke3.jpg)

awesome.
Title: Re: Ask-the-Devs
Post by: Vega on February 28, 2008, 04:38:51 AM
<3 <3 <3
Title: Re: Ask-the-Devs
Post by: Overstatement on February 28, 2008, 10:51:35 AM
@ frvge: How will the netcode work for PS?

You seem to be under the impression that frvge involvement with programming is somewhere above absolute zero.
Title: Re: Ask-the-Devs
Post by: Westfall on February 28, 2008, 01:08:42 PM
@ frvge: How will the netcode work for PS?

You seem to be under the impression that frvge involvement with programming is somewhere above absolute zero.

I was.
Title: Re: Ask-the-Devs
Post by: frvge on February 28, 2008, 01:11:33 PM
I don't program for PS.
Title: Re: Ask-the-Devs
Post by: MR.Mic on February 28, 2008, 01:39:44 PM
@ Mic: What do you do for real life and how much has PS affected that?

I am a full time student at the Savannah College of Art and Design, and it has not affected me in school at all.
Title: Re: Ask-the-Devs
Post by: Westfall on February 28, 2008, 03:11:40 PM
I don't program for PS.

but you know plenty im sure.

@ Mic: What do you do for real life and how much has PS affected that?

I am a full time student at the Savannah College of Art and Design, and it has not affected me in school at all.

I'm sure your teachers might like to see some of the things you're doing for this project. What do you plan to do when you graduate?
Title: Re: Ask-the-Devs
Post by: I <3 U on February 28, 2008, 06:24:26 PM
Hi, might sound like a retarded question, and im pretty sure i know the answer to it already, but will it have ragdoll?, it was one major thing lacking in CT.

The question is at anyone who knows 8)
Title: Re: Ask-the-Devs
Post by: frvge on February 28, 2008, 07:36:33 PM
Quote
Hi, might sound like a retarded question, and im pretty sure i know the answer to it already, but will it have ragdoll?, it was one major thing lacking in CT.
The ragdoll question depends on how well we can have them for getting KOed and then having a normal animation to get up.
Ragdoll when the characters are really dead are possible, but that depends on the animators/riggers.
It'll need some play-testing too.
Title: Re: Ask-the-Devs
Post by: seefoo. on February 28, 2008, 10:16:52 PM
@james - i only really did logo and wallpapers (these are more for fun not required by PS) so far.  Basically I am making sure that everything that is 2d is takin care of.  UI is next for me.  if the PS guys let me, I will release it on public forums (once all the screens are done) so you all can see what it will look like before it's animated elements are put in.

the amount of time i have put into PS - not that much really around 20 hours if that (wish had more time but life...).  most of the time was spent doing the stupid UI contest.  lots of time will be put into the final designs for UI though.  actually i really haven't done much lately because my home office was in process of setting up after a new move and new tower -.o.  now its up and running so once i get all my backup files, ect ect on the new hard drives, customize Leopard(woohoo) and catch up on some real work, i will be jamming on PS.
Title: Re: Ask-the-Devs
Post by: I <3 U on February 29, 2008, 12:25:39 AM
Quote
Hi, might sound like a retarded question, and im pretty sure i know the answer to it already, but will it have ragdoll?, it was one major thing lacking in CT.
The ragdoll question depends on how well we can have them for getting KOed and then having a normal animation to get up.
Ragdoll when the characters are really dead are possible, but that depends on the animators/riggers.
It'll need some play-testing too.

i just wna be able to headshot them of a zipline and see them fly ;D
Title: Re: Ask-the-Devs
Post by: Westfall on February 29, 2008, 12:48:21 AM
Quote
Hi, might sound like a retarded question, and im pretty sure i know the answer to it already, but will it have ragdoll?, it was one major thing lacking in CT.
The ragdoll question depends on how well we can have them for getting KOed and then having a normal animation to get up.
Ragdoll when the characters are really dead are possible, but that depends on the animators/riggers.
It'll need some play-testing too.

i just wna be able to headshot them of a zipline and see them fly ;D

LOL @ the dumbasses who took the zipline ;)
Title: Re: Ask-the-Devs
Post by: Farley4Fan on February 29, 2008, 12:53:50 AM
I say we do the following for headshots:

- Make them blow up, nuclear size explosion.

- Make them fly back 200 feet, 66 yards, however you want to swing it.  Basically, headshot bullets have a million tons of force.

- Make the spy catch the bullet with their teeth by biting it, but later the spies eventually die of lead poisoning in the game.

- Make the spy go "wtf was that?" and continue to live.

- The spy's head gets pinned to the wall, but the spy can still use his arms/legs/sticky shocker and all other gadgets.



On the serious side, I do really want rag doll, but it may look stupid in some cases.
Title: Re: Ask-the-Devs
Post by: Overstatement on February 29, 2008, 02:09:30 AM
I hate how ragdoll is the solution for every kind of death.

But, this isn't a ragdoll thread.
Title: Re: Ask-the-Devs
Post by: MR.Mic on February 29, 2008, 04:04:57 AM
I'm sure your teachers might like to see some of the things you're doing for this project.
I don't know, maybe.

What do you plan to do when you graduate?
Game Development or Architectural Visualization.
Title: Re: Ask-the-Devs
Post by: Cyntrox on February 29, 2008, 07:08:57 AM
- The spy's head gets pinned to the wall, but the spy can still use his arms/legs/sticky shocker and all other gadgets.
But your camera gets moved to the point of your head, so it's hard to see anything :P
Title: Re: Ask-the-Devs
Post by: I <3 U on February 29, 2008, 01:59:52 PM
I say we do the following for headshots:

- Make them blow up, nuclear size explosion.

- Make them fly back 200 feet, 66 yards, however you want to swing it.  Basically, headshot bullets have a million tons of force.

- Make the spy catch the bullet with their teeth by biting it, but later the spies eventually die of lead poisoning in the game.

- Make the spy go "wtf was that?" and continue to live.

- The spy's head gets pinned to the wall, but the spy can still use his arms/legs/sticky shocker and all other gadgets.



On the serious side, I do really want rag doll, but it may look stupid in some cases.

lets make it so when the merc hs the spy, the spies camera follows the bullet towards himself, and when this happens you can control how wide his mouth is/ big his teeth are to stop the bullets, but its all in slowmotion ofcourse  ;)

But back on topic, yeh ragdoll would own. is it alot more work to have ragdoll? (sorry it comes across as an assy question but its not)
Title: Re: Ask-the-Devs
Post by: MulleDK19 on February 29, 2008, 02:16:15 PM
It takes some time to make the actual physics assets for the players, but when that's done, it's as easy as pie.
Title: Re: Ask-the-Devs
Post by: Xris on February 29, 2008, 03:45:45 PM
I say we do the following for headshots:

- Make them blow up, nuclear size explosion.

- Make them fly back 200 feet, 66 yards, however you want to swing it.  Basically, headshot bullets have a million tons of force.

- Make the spy catch the bullet with their teeth by biting it, but later the spies eventually die of lead poisoning in the game.

- Make the spy go "wtf was that?" and continue to live.

- The spy's head gets pinned to the wall, but the spy can still use his arms/legs/sticky shocker and all other gadgets.



On the serious side, I do really want rag doll, but it may look stupid in some cases.

lets make it so when the merc hs the spy, the spies camera follows the bullet towards himself, and when this happens you can control how wide his mouth is/ big his teeth are to stop the bullets, but its all in slowmotion ofcourse  ;)

But back on topic, yeh ragdoll would own. is it alot more work to have ragdoll? (sorry it comes across as an assy question but its not)

Actually it would be cool to see how you died, kinda like DA style.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on February 29, 2008, 04:53:34 PM
No kill cam.  That just led to issues.  And you can usually tell where you died from.  If you couldn't tell where you died from then you don't deserve to see where/who you were killed by.
Title: Re: Ask-the-Devs
Post by: Xris on February 29, 2008, 07:05:03 PM
OK, well seeing the last bullet goign throught your body would be cool, agreed if u cant tell u were blown up by the proxy mine beside you, you should not be playing....
Title: Re: Ask-the-Devs
Post by: Tidenburg on February 29, 2008, 07:44:04 PM
Multiple times i've been killed IN kill cam so I say no.
Title: Re: Ask-the-Devs
Post by: I <3 U on February 29, 2008, 10:03:30 PM
Multiple times i've been killed IN kill cam so I say no.

Heh, But what about a bug free Kill Video (like COD4) then u can see if they really were luckers^^?
Title: Re: Ask-the-Devs
Post by: I <3 U on February 29, 2008, 11:42:07 PM
Hello Question at anyone who knows:

"Im not sure" if my copy of UT3 is legit, Will PS still work, and will i be able to connect to all servers? ???
Title: Re: Ask-the-Devs
Post by: frvge on February 29, 2008, 11:58:53 PM
Quote
"Im not sure" if my copy of UT3 is legit, Will PS still work, and will i be able to connect to all servers? Huh

Project Stealth is only allowed by the Mod License to run on the full-game. So no demos.
I don't know what implications this has for non-legit copies of UT3. I advice to confirm if its legit and if not, get a legit one.
Title: Re: Ask-the-Devs
Post by: Westfall on March 01, 2008, 12:47:57 AM
Quote
"Im not sure" if my copy of UT3 is legit, Will PS still work, and will i be able to connect to all servers? Huh

Project Stealth is only allowed by the Mod License to run on the full-game. So no demos.
I don't know what implications this has for non-legit copies of UT3. I advice to confirm if its legit and if not, get a legit one.

Oh, its not a demo, its the full game, cept i dont think my key is legit, jus wondering if i could join all servers on PS if its not legit?



This is probably something you would never want to talk about really.
Title: Re: Ask-the-Devs
Post by: frvge on March 01, 2008, 01:14:00 AM
Correct, if you PM me, I'll remove it.
Title: Re: Ask-the-Devs
Post by: Tidenburg on March 01, 2008, 01:16:33 AM
Yea, I know alot of forums such as the one I use for flash help where if illegal copies are even suggested by its members they can get in loads of trouble the the people who sponsor the site so they're really strict on shiz like that. I don't see why youd tell all in a public forum anyway. The bots are tracing you IP addy right now ;)
Title: Re: Ask-the-Devs
Post by: Farley4Fan on March 01, 2008, 03:05:18 AM
QUICK!!  Change it lol
Title: Re: Ask-the-Devs
Post by: LennardF1989 on March 01, 2008, 08:59:10 AM
No questions for me :( /ran
Title: Re: Ask-the-Devs
Post by: Westfall on March 01, 2008, 01:04:00 PM
No questions for me :( /ran

why did you stop running?
Title: Re: Ask-the-Devs
Post by: Vega on March 01, 2008, 01:10:14 PM
No questions for me :( /ran

Do you normally run?  How many days a week and how many kilometers?
Title: Re: Ask-the-Devs
Post by: I <3 U on March 01, 2008, 02:04:05 PM
Yea, I know alot of forums such as the one I use for flash help where if illegal copies are even suggested by its members they can get in loads of trouble the the people who sponsor the site so they're really strict on shiz like that. I don't see why youd tell all in a public forum anyway. The bots are tracing you IP addy right now ;)

AHHH, i removed then, I dont want bots turning up on my door:(
Title: Re: Ask-the-Devs
Post by: Tidenburg on March 01, 2008, 02:07:13 PM
Sorry. Its already to late. However on behalf of the dev team (because I doubt they'll get here before you're "dealt with") I'd like to thank you for joining project stealth forums! ;)
Title: Re: Ask-the-Devs
Post by: I <3 U on March 01, 2008, 02:16:08 PM
Sorry. Its already to late. However on behalf of the dev team (because I doubt they'll get here before you're "dealt with") I'd like to thank you for joining project stealth forums! ;)

Oh noes, I dont wanna get hurt, but hey, they are still...only human.

Question to anyone who knows:

Not sure if this has been discussed, but will teh torchlight be adjustable (e.g. wide and short OR Narrow and Long), or will it be a fixed width and length?
Title: Re: Ask-the-Devs
Post by: frvge on March 01, 2008, 04:02:55 PM
Quote
Not sure if this has been discussed, but will teh torchlight be adjustable (e.g. wide and short OR Narrow and Long), or will it be a fixed width and length?
Not been implemented, so no real decision. I believe we like the adjustable version, but I could be wrong.
Title: Re: Ask-the-Devs
Post by: Overstatement on March 01, 2008, 10:04:01 PM
We are apparently very indecisive.
Title: Re: Ask-the-Devs
Post by: Xris on March 02, 2008, 12:48:18 AM
I was indecisive ... but now im not sure  ;D
Title: Re: Ask-the-Devs
Post by: I <3 U on March 02, 2008, 12:59:29 AM
To anyone who knows:

Percentage wise, how far through the project are we?

Maybe a ROUGH guide of when the first stuff will be release? hehe

Oh and another Idea, maybe we could use the Crosshairs of the damien3k hud? Not all the other hackz0r shiz, which damien included with his hud, just the unzoomed crosshairs. That would make it look like were trying to be different to the game that should not be named, which is good? right? And it might save you guys time?

PS: I hope you understood me
Title: Re: Ask-the-Devs
Post by: frvge on March 02, 2008, 01:13:34 AM
Percentage wise, how far through the project are we?
It's too dangerous to really put our current status into a number. We don't want to raise or lower expectations. It's done when we feel it's done.

Maybe a ROUGH guide of when the first stuff will be release? hehe
Images and 2 videos of the Spy and Merc models are on ModDB.com

Oh and another Idea, maybe we could use the Crosshairs of the damien3k hud?
Own crosshairs
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on March 02, 2008, 01:49:46 AM
If UT can change Crosshairs, PS will have this ability too. Right? Tell Me that I'm right.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on March 02, 2008, 04:48:08 AM
IT's POSSIBLE that it would be put in, but it's not going to be in automatically.  Right?  Tell me I'm right! :D
Title: Re: Ask-the-Devs
Post by: I <3 U on March 08, 2008, 12:53:44 AM
Question to whoever knows:

You said you have the basic first person view of merc done, and 3rd person view of spy done, can u put some screenshots somewhere, i wanna see how sexy it all looks?

Oh and another thing, will you guys be asigning different buttons for grab and punch?
Title: Re: Ask-the-Devs
Post by: frvge on March 08, 2008, 01:09:51 AM

You said you have the basic first person view of merc done, and 3rd person view of spy done, can u put some screenshots somewhere, i wanna see how sexy it all looks?
Not yet

Oh and another thing, will you guys be asigning different buttons for grab and punch?
Yes
Title: Re: Ask-the-Devs
Post by: Cyntrox on March 08, 2008, 01:15:21 AM
frvge, how the hell do you pronounce your nickname?
Title: Re: Ask-the-Devs
Post by: frvge on March 08, 2008, 01:16:26 AM
ef-ar-vee-gee-ee or fridge  ;D
Title: Re: Ask-the-Devs
Post by: Zedblade on March 08, 2008, 01:45:24 AM
frvge, how the hell do you pronounce your nickname?

I pronounce it 'douchebag.'
Title: Re: Ask-the-Devs
Post by: Gui Brazil on March 10, 2008, 01:25:32 AM
ef-ar-vee-gee-ee or fridge  ;D

calling him fridge is so much easier.
Title: Re: Ask-the-Devs
Post by: neth on March 16, 2008, 09:06:41 PM
To map creator dev (Zedblade?):

In other topic frvge said you have plenty of map ideas. What are these ideas and whats the priority of creating them?
Title: Re: Ask-the-Devs
Post by: Farley4Fan on March 17, 2008, 06:35:26 AM
Also @ Zedblade:  Are the maps going to be taken from the ideas of the community?  Or is it strictly all ideas from the dev team?  You guys should hold a vote or something.
Title: Re: Ask-the-Devs
Post by: Zedblade on March 17, 2008, 08:50:39 PM
To map creator dev (Zedblade?):

In other topic frvge said you have plenty of map ideas. What are these ideas and whats the priority of creating them?

So far we have three 'official' maps. One of which is in pre-alpha state and the other two in initial design and prop construction stage. I won't say anything about the two in initial design but It's pretty obvious which one is in pre-alpha. There is a rendered out screenshot floating around here somewhere... even though it's from a pretty old build. However, I can say what everyone already knows, it is inspired by Clubhouse. However, It will only have a passing resemblance to the CT map and will  be a completely different map with its own set of tactics and strategy. Also, it is and will be the only map based on anything from CT.

And of course, The pre-alpha map has priority over all the others, since it will be the basis for balancing and creating standards and other things.

As for my personal Ideas I can say what I want since they aren't yet official PS maps. These maps may or may not be PS maps. They may never be made, become strictly UT3 maps or just fall into the black oblivion that is my mind.

Sunshine: Set in an research station orbiting the Sun. One main feature would be using the Light to hide by turning off certain windows Filters and letting the pure sunlight flood the room, obscuring all vision. If you seen the movie Sunshine, this is pretty much a complete rip-off :P.

Crashsite: Set in an open clearing in the middle of a forest. In the clearing is a crashed alien vessel surrounded by US government Tents and Trailers.

Endgame: Less amount of design as gone into this one. The idea however is that it takes place during Armageddon, with Nukes going off in the background.. Story details aren't fleshed out completely, so this one is still very early.

Out of those three, Sunshine is the furthest along. It's the only non-official PS map that is actually in the Editor.

Keep in mind PS takes place in the future. Not super far away, but about 30-40 years from now.

Also @ Zedblade:  Are the maps going to be taken from the ideas of the community?  Or is it strictly all ideas from the dev team?  You guys should hold a vote or something.

That's a possibility, but It won't happen untill our official maps are done or really close to be completed.
Title: Re: Ask-the-Devs
Post by: frvge on March 17, 2008, 10:15:09 PM
Note that the maps Zed just named are his personal maps. His ideas haven't been discussed yet in the team ;) (first time I see them too).

Anyway, we listen to the fans, but we don't have the capacity to focus on more than 1 map at a time. Making a map takes many months, so don't expect anything new to surface soon.
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on March 17, 2008, 10:26:25 PM
Will there be a separate patch for UEd to make maps or everything will be done with the current editor?
Title: Re: Ask-the-Devs
Post by: frvge on March 17, 2008, 10:30:25 PM
Will there be a separate patch for UEd to make maps or everything will be done with the current editor?
There will be some files that you'll need to change. It's too soon to really get into details, but generally it's just the UE3 editor.
Title: Re: Ask-the-Devs
Post by: neth on March 17, 2008, 11:23:44 PM
These are questions to any dev that can answer them.

1. How's the animation part going on ? What percentage of all animations needed you have right now ?
   Do you suffer from not having required ammount of animators ?
2. Has there been any changes in weapon model ? Has the hands been added to it ?
3. What is kebab working on now, when char. models are finished ?
4. When can we expect new tick tock thread ? Nothing has been revealed for over 2 months.
Title: Re: Ask-the-Devs
Post by: frvge on March 17, 2008, 11:34:38 PM
1. How's the animation part going on ? What percentage of all animations needed you have right now ?
   Do you suffer from not having required ammount of animators ?
Limikkin is back, so we hope we'll have some more soon. There are a LOT of needed animations. I believe we have counted over 60 for the Spy. Compare that to the 20-30 of a normal FPS. I think you can do the math: we still have a long way to go, but we'll get there.
2. Has there been any changes in weapon model ? Has the hands been added to it ?
The screenshot you saw was just a mockup/render without the Merc model.
Hands have not been added to it, but that can be interpreted in multiple ways...
3. What is kebab working on now, when char. models are finished ?
He's been busy with making a kick-ass logo. And he's busy with work.
4. When can we expect new tick tock thread ? Nothing has been revealed for over 2 months.
No comment, but you'll probably like it when it's here.
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on March 26, 2008, 01:48:50 PM
Will the maps be made mostly with static meshas as in UT3 or it'll be more BSP work?
Title: Re: Ask-the-Devs
Post by: Zedblade on March 27, 2008, 01:38:25 AM
Will the maps be made mostly with static meshas as in UT3 or it'll be more BSP work?

Erm.. mostly with Staticmeshes unless you want it to look really blocky and run like shit.
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on March 27, 2008, 01:54:10 AM
I thought that BSP is faster to calculate than meshes ::)
Title: Re: Ask-the-Devs
Post by: Zedblade on March 27, 2008, 03:58:03 AM
I thought that BSP is faster to calculate than meshes ::)

Nope. Other then certain occasions, BSP sucks and shouldn't be used. Oh...

Please don't roll your eyes, I might just have to spank you. KTHXBAI

Title: Re: Ask-the-Devs
Post by: Ion.67 on March 27, 2008, 11:04:51 PM
Go!  ::)
Title: Re: Ask-the-Devs
Post by: I <3 U on March 28, 2008, 12:49:50 AM
 ::) If you want some spanking, get the fuck in line!
Title: Re: Ask-the-Devs
Post by: Ion.67 on March 28, 2008, 01:27:24 AM
Zed, I like your sig.

To gui: Have you made a starbucks static mesh yet?
Title: Re: Ask-the-Devs
Post by: Gui Brazil on March 28, 2008, 04:40:05 PM
I have the whole place done already.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on March 29, 2008, 04:21:27 AM
Ion, you only LIKE his sig?  ZOMG GET OUT OF HERE YOU FLAAAMER!!!!11!1 zomg  :D

I'll take a spanking from that chick, or give one.
Title: Re: Ask-the-Devs
Post by: AgentX_003 on March 29, 2008, 06:39:52 AM
Ion, you only LIKE his sig?  ZOMG GET OUT OF HERE YOU FLAAAMER!!!!11!1 zomg  :D

I'll take a spanking from that chick, or give one.

off topic =/ your not asking the devs a question of relevance , Leave before the Admin bans you X)
Title: Re: Ask-the-Devs
Post by: Farley4Fan on March 29, 2008, 08:47:56 AM
For the last time stop using gay smilies before I, well, uh, I don't know what I'd do.
Title: Re: Ask-the-Devs
Post by: I <3 U on March 29, 2008, 10:36:34 AM
For the last time stop using gay smilies before I, well, uh, I don't know what I'd do.

Spank him, I heard he's into all that stuff...
Title: Re: Ask-the-Devs
Post by: Farley4Fan on March 29, 2008, 08:16:27 PM
I was thinking about it.  Then I realized why give something to someone that they want when you are trying to get revenge on someone?  Spanking is out of the question now, since he likes it, so ya. 

And what's up with the forum lately?  Everyone is calling everyone gay and such.  It's so funny.  :D
Title: Re: Ask-the-Devs
Post by: I <3 U on March 29, 2008, 08:21:01 PM
I was thinking about it.  Then I realized why give something to someone that they want when you are trying to get revenge on someone?  Spanking is out of the question now, since he likes it, so ya. 

And what's up with the forum lately?  Everyone is calling everyone gay and such.  It's so funny.  :D

lol, yea dont give him the satisfaction. Anyway people are calling each other names atm cos were all getting bored nothing has been released so theres fuck all to talk about.
Title: Re: Ask-the-Devs
Post by: Gui Brazil on March 29, 2008, 09:12:54 PM
Can we get back on topic, please? :/
Title: Re: Ask-the-Devs
Post by: Ion.67 on March 29, 2008, 09:48:03 PM
Can we get back on topic, please? :/

Depends on how good the sex is
Title: Re: Ask-the-Devs
Post by: Xan on March 29, 2008, 09:52:26 PM
What areas of the game have been coded and whats on the immediate to-do list?
Title: Re: Ask-the-Devs
Post by: frvge on March 29, 2008, 11:11:46 PM
Good question.
I'll leave that to Lennard.
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on March 29, 2008, 11:26:16 PM
How much do the PS files weight right now, and how much do you plan it to be on the release version?
Title: Re: Ask-the-Devs
Post by: Tidenburg on March 29, 2008, 11:31:14 PM
AFAIK files actually weigh nothing! It's the incredible power of memory (Don't worry, it shocked me at first aswell)!
;D
Title: Re: Ask-the-Devs
Post by: LennardF1989 on March 29, 2008, 11:37:19 PM
What areas of the game have been coded and whats on the immediate to-do list?
Well, the milestones are quite up-to-date, but I guess I could tell just a little more ;)

Ofcourse, we have a base version of PS done. We managed to make PS run as a Total Conversion from it's own directory with it's own intro's, splash screen, and all the other fancy stuff. We even customized the Editor in a way we want to see it (added special EE volumes - see blog -, optimized StaticMeshActors, custom splash screen, etc.)
It can also load a menu and start an offline game, or join an online game (no, you can't join us :P).

After loading any map you wish, you can test the visions (which happens blazingly fast, next blog update will be about how the visions work). Besides that, you can choose wheter you want to be a spy or a merc and just run around and chat with eachother in case it's an online game.

As you can hear, we don't have any real gameplay yet. Though, we do have the code for most of the deployable gadgets and a pre-alpha security system.

The most important thing to get done is an inventory system, if I get it implemented (which I will
be doing in the next few days) we can start adding gadgets and weapons to the game. Besides that I'm reworking some stuff within the code. If all goes fine, MulleDK13 should be able to make any progress with the animation tree and the story mode. I don't make promises, but we might be able to do a semi-real PS game when this all is
done. ***

*** It won't be soon, adding each gadget is a lot of work!

How much do the PS files weight right now, and how much do you plan it to be on the release version?
Currently it weights around 50-60 mb. And we aim for "as much as we need", we are not going to strip down the quality just to spare some Gigabytes/Megabytes.
Title: Re: Ask-the-Devs
Post by: I <3 U on March 30, 2008, 12:13:09 AM
What areas of the game have been coded and whats on the immediate to-do list?
Well, the milestones are quite up-to-date, but I guess I could tell just a little more ;)

Ofcourse, we have a base version of PS done. We managed to make PS run as a Total Conversion from it's own directory with it's own intro's, splash screen, and all the other fancy stuff. We even customized the Editor in a way we want to see it (added special EE volumes - see blog -, optimized StaticMeshActors, custom splash screen, etc.)
It can also load a menu and start an offline game, or join an online game (no, you can't join us :P).

After loading any map you wish, you can test the visions (which happens blazingly fast, next blog update will be about how the visions work). Besides that, you can choose wheter you want to be a spy or a merc and just run around and chat with eachother in case it's an online game.

As you can hear, we don't have any real gameplay yet. Though, we do have the code for most of the deployable gadgets and a pre-alpha security system.

The most important thing to get done is an inventory system, if I get it implemented (which I will
be doing in the next few days) we can start adding gadgets and weapons to the game. Besides that I'm reworking some stuff within the code. If all goes fine, MulleDK13 should be able to make any progress with the animation tree and the story mode. I don't make promises, but we might be able to do a semi-real PS game when this all is
done. ***

*** It won't be soon, adding each gadget is a lot of work!

How much do the PS files weight right now, and how much do you plan it to be on the release version?
Currently it weights around 50-60 mb. And we aim for "as much as we need", we are not going to strip down the quality just to spare some Gigabytes/Megabytes.

Ive heard nothing about this blog, linkage please:P From the sounds of this (sounds promising) we should be expecting some screens soon :P.
Title: Re: Ask-the-Devs
Post by: I <3 U on March 30, 2008, 12:18:01 AM
How far into the actual animations are you, as i here this is one of the biggest jobs relating to ps?

Roughly how many out of the full amount of animations have you completed (eg. 2/10)?
Title: Re: Ask-the-Devs
Post by: Overstatement on March 30, 2008, 12:24:36 AM
Currently it weights around 50-60 mb. And we aim for "as much as we need", we are not going to strip down the quality just to spare some Gigabytes/Megabytes.

Yeah, we're freeloading off the server so we're going to aim for huge files! And you forgot to mention the HUDs for merc and spy is mostly coded and same with the art for it.
Title: Re: Ask-the-Devs
Post by: Tidenburg on March 30, 2008, 12:33:34 AM
^
Yeas, I've heard its lush but we still know nothing 'bout what it looks like! Next Tack Tock thread!
Title: Re: Ask-the-Devs
Post by: Xan on March 30, 2008, 12:34:24 AM
Just a couple of additional questions:

       1)  Are the merc and spy fully differentiated, so different hitpoints, speeds, etc?

       2)  You mention EE and refer to the blog, but i can't find any actual information there.
            Are there now climbable objects?

       3)  To what extent are the spy and merc movements complete (ignoring animation if
            they're missing,) are charge and roll implemented? Can spies mantle objects?

       4)  How many gadgets have been finished (from a coding perspective), how many are
            underway? And how many do you intend to finish before your first release?

       5)  What do to foresee will be the biggest problem to overcome?

You've made great progress and should be commended for it!

Well done!

 
Title: Re: Ask-the-Devs
Post by: frvge on March 30, 2008, 12:59:24 AM
We're not that far yet. So there's not really an answer to those questions.
Title: Re: Ask-the-Devs
Post by: Xan on March 30, 2008, 01:07:39 AM
We're not that far yet. So there's not really an answer to those questions.

Surely the answer would be "No" to most of them in that case, and the last one isn't dependant on progress...
Title: Re: Ask-the-Devs
Post by: frvge on March 30, 2008, 01:09:45 AM
Biggest problem: animations. And more people who know how to use UE3 in a qualitative way.
Title: Re: Ask-the-Devs
Post by: Xan on March 30, 2008, 01:15:41 AM
You've got 3 level designers, how many would you like to have ideally?

How many maps do you want to have before release?
Title: Re: Ask-the-Devs
Post by: T2C LeBron on March 30, 2008, 01:36:17 AM
Will PS roxor? and not teh suxzor  ???

Will stealth be stressed more then SCCT or SCPT?  will you get rid of noise when you crouch so people with teh 1337 comp or teh loud headphones r@pe you.
Title: Re: Ask-the-Devs
Post by: frvge on March 30, 2008, 04:08:02 AM
Mapping is currently done by Zedblade.
Goodkebab will kick into mapping later.

I dont know how many maps we want to have.

PS will roxor.

Stealth will get more attention, but that's basically done by balancing stuff (boosting gadgets). Aggro will still be possible.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on March 30, 2008, 07:14:37 AM
Quote
Aggro will still be possible.

But incredibly nerfed.  With the slow down p. nades, if implemented, and a boosted tazer.  But I can see that they aggro will be helped out by vision changing/nerfing and hopefully more reliable flash bangs.  I've come to realize that after playing PC version for awhile and not console version that flash bangs are way less effective, and I hate that.
Title: Re: Ask-the-Devs
Post by: AgentX_003 on March 30, 2008, 11:59:48 AM
Quote
Aggro will still be possible.

But incredibly nerfed.  With the slow down p. nades, if implemented, and a boosted tazer.  But I can see that they aggro will be helped out by vision changing/nerfing and hopefully more reliable flash bangs.  I've come to realize that after playing PC version for awhile and not console version that flash bangs are way less effective, and I hate that.

>_> where are you ..im waiting to search and destroy =/.... GET ON XFire kid
Title: Re: Ask-the-Devs
Post by: I <3 U on March 30, 2008, 12:56:45 PM
How many animations have you guys done?

How many map concepts do you guys have/How many are you SURE will be made?
Title: Re: Ask-the-Devs
Post by: LennardF1989 on March 30, 2008, 12:58:48 PM
Blog link is in my signature.

How far into the actual animations are you, as i here this is one of the biggest jobs relating to ps?

Roughly how many out of the full amount of animations have you completed (eg. 2/10)?
We have some in the game, but it's not even close to how many we need.

Currently it weights around 50-60 mb. And we aim for "as much as we need", we are not going to strip down the quality just to spare some Gigabytes/Megabytes.

Yeah, we're freeloading off the server so we're going to aim for huge files! And you forgot to mention the HUDs for merc and spy is mostly coded and same with the art for it.
True

Just a couple of additional questions:

       1)  Are the merc and spy fully differentiated, so different hitpoints, speeds, etc?

       2)  You mention EE and refer to the blog, but i can't find any actual information there.
            Are there now climbable objects?

       3)  To what extent are the spy and merc movements complete (ignoring animation if
            they're missing,) are charge and roll implemented? Can spies mantle objects?

       4)  How many gadgets have been finished (from a coding perspective), how many are
            underway? And how many do you intend to finish before your first release?

       5)  What do to foresee will be the biggest problem to overcome?

You've made great progress and should be commended for it!

Well done!
1. It's way to early for that, that's stuff you do when the game is close to completation. Though, spies and mercs do have a different speed.

2. Make a search for Environmental Events, though, you could compare them to GE's.

3. They only walk around for now, nothing special (I'm not saying we have only that amount of animations!).

4. None, we only have the code to make most of the deployable gadgets implemented.

5. If you mean coding: None really, the biggest we had/foreseen was making visions work clientside (again, see next blog update). But that's all A-OK now. If you mean overall point of view: animations.

How many animations have you guys done?

How many map concepts do you guys have/How many are you SURE will be made?
Stop asking any further questions about the animations, they are a problem (this is already like your third post about it in a row). No comment.
Title: Re: Ask-the-Devs
Post by: Gawain on March 30, 2008, 02:17:55 PM
Quote
Aggro will still be possible.

But incredibly nerfed.  With the slow down p. nades, if implemented, and a boosted tazer.  But I can see that they aggro will be helped out by vision changing/nerfing and hopefully more reliable flash bangs.  I've come to realize that after playing PC version for awhile and not console version that flash bangs are way less effective, and I hate that.
that's not really true:
-the most common death reasons for good spies are lag charges, soundloss (mines), insta frag nades and inability to get a SS hit in time; all this will hopefully be history.
-the boosted tazer doesn't stopp hack-n-run tactics, but only makes going for necks and running around next to the merc harder
-the ph nade slow-down effect like suggested in the ph n. thread isn't that big, it's rather an addition so that ph nades also help against aggro and not only against stealth

flash bangs work quite reliable in ct if you taze the merc and throw it on the ground with quick-drop.
Title: Re: Ask-the-Devs
Post by: Tidenburg on March 30, 2008, 02:26:30 PM
I really hope agro isn't nurfed, it was a game play choice. Question to any dev, are you actually planning on crippling agro or are you going to do the smarter thing and just make stealth more attractive. i.e easier than agro (why most people go agro in the first place)
Title: Re: Ask-the-Devs
Post by: Gawain on March 30, 2008, 03:17:06 PM
the biggest problem regarding stealth is probably the sound implementation.
Title: Re: Ask-the-Devs
Post by: I <3 U on March 30, 2008, 03:30:01 PM
Blog link is in my signature.

How far into the actual animations are you, as i here this is one of the biggest jobs relating to ps?

Roughly how many out of the full amount of animations have you completed (eg. 2/10)?
We have some in the game, but it's not even close to how many we need.

Currently it weights around 50-60 mb. And we aim for "as much as we need", we are not going to strip down the quality just to spare some Gigabytes/Megabytes.

Yeah, we're freeloading off the server so we're going to aim for huge files! And you forgot to mention the HUDs for merc and spy is mostly coded and same with the art for it.
True

Just a couple of additional questions:

       1)  Are the merc and spy fully differentiated, so different hitpoints, speeds, etc?

       2)  You mention EE and refer to the blog, but i can't find any actual information there.
            Are there now climbable objects?

       3)  To what extent are the spy and merc movements complete (ignoring animation if
            they're missing,) are charge and roll implemented? Can spies mantle objects?

       4)  How many gadgets have been finished (from a coding perspective), how many are
            underway? And how many do you intend to finish before your first release?

       5)  What do to foresee will be the biggest problem to overcome?

You've made great progress and should be commended for it!

Well done!
1. It's way to early for that, that's stuff you do when the game is close to completation. Though, spies and mercs do have a different speed.

2. Make a search for Environmental Events, though, you could compare them to GE's.

3. They only walk around for now, nothing special (I'm not saying we have only that amount of animations!).

4. None, we only have the code to make most of the deployable gadgets implemented.

5. If you mean coding: None really, the biggest we had/foreseen was making visions work clientside (again, see next blog update). But that's all A-OK now. If you mean overall point of view: animations.

How many animations have you guys done?

How many map concepts do you guys have/How many are you SURE will be made?
Stop asking any further questions about the animations, they are a problem (this is already like your third post about it in a row). No comment.

Instead of just ignoring my post like you did last time, you could say "were not very far into it, and havent done hardly any" that way i wouldnt post it 3 times...
Title: Re: Ask-the-Devs
Post by: I <3 U on March 30, 2008, 03:32:50 PM
Quote
Aggro will still be possible.

But incredibly nerfed.  With the slow down p. nades, if implemented, and a boosted tazer.  But I can see that they aggro will be helped out by vision changing/nerfing and hopefully more reliable flash bangs.  I've come to realize that after playing PC version for awhile and not console version that flash bangs are way less effective, and I hate that.
that's not really true:
-the most common death reasons for good spies are lag charges, soundloss (mines), insta frag nades and inability to get a SS hit in time; all this will hopefully be history.
-the boosted tazer doesn't stopp hack-n-run tactics, but only makes going for necks and running around next to the merc harder
-the ph nade slow-down effect like suggested in the ph n. thread isn't that big, it's rather an addition so that ph nades also help against aggro and not only against stealth

flash bangs work quite reliable in ct if you taze the merc and throw it on the ground with quick-drop.

Yeh but it still sucks ass when it doesn't work..
Title: Re: Ask-the-Devs
Post by: Gawain on March 30, 2008, 04:41:36 PM
even when it's working, smoke > flash because it drains mask which make the almighty "adhesive cams" even more potent.
Title: Re: Ask-the-Devs
Post by: Zedblade on March 31, 2008, 10:40:04 AM
Blog link is in my signature.

How far into the actual animations are you, as i here this is one of the biggest jobs relating to ps?

Roughly how many out of the full amount of animations have you completed (eg. 2/10)?
We have some in the game, but it's not even close to how many we need.

Currently it weights around 50-60 mb. And we aim for "as much as we need", we are not going to strip down the quality just to spare some Gigabytes/Megabytes.

Yeah, we're freeloading off the server so we're going to aim for huge files! And you forgot to mention the HUDs for merc and spy is mostly coded and same with the art for it.
True

Just a couple of additional questions:

       1)  Are the merc and spy fully differentiated, so different hitpoints, speeds, etc?

       2)  You mention EE and refer to the blog, but i can't find any actual information there.
            Are there now climbable objects?

       3)  To what extent are the spy and merc movements complete (ignoring animation if
            they're missing,) are charge and roll implemented? Can spies mantle objects?

       4)  How many gadgets have been finished (from a coding perspective), how many are
            underway? And how many do you intend to finish before your first release?

       5)  What do to foresee will be the biggest problem to overcome?

You've made great progress and should be commended for it!

Well done!
1. It's way to early for that, that's stuff you do when the game is close to completation. Though, spies and mercs do have a different speed.

2. Make a search for Environmental Events, though, you could compare them to GE's.

3. They only walk around for now, nothing special (I'm not saying we have only that amount of animations!).

4. None, we only have the code to make most of the deployable gadgets implemented.

5. If you mean coding: None really, the biggest we had/foreseen was making visions work clientside (again, see next blog update). But that's all A-OK now. If you mean overall point of view: animations.

How many animations have you guys done?

How many map concepts do you guys have/How many are you SURE will be made?
Stop asking any further questions about the animations, they are a problem (this is already like your third post about it in a row). No comment.

Instead of just ignoring my post like you did last time, you could say "were not very far into it, and havent done hardly any" that way i wouldnt post it 3 times...

Come on. It's been said a trillion times. Animations are our biggest problem. Stop asking the same question over and over. We got shit for animations. There now be silent.

You've got 3 level designers, how many would you like to have ideally?

How many maps do you want to have before release?

We have 1. Me.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on March 31, 2008, 01:27:19 PM
Quote
Aggro will still be possible.

But incredibly nerfed.  With the slow down p. nades, if implemented, and a boosted tazer.  But I can see that they aggro will be helped out by vision changing/nerfing and hopefully more reliable flash bangs.  I've come to realize that after playing PC version for awhile and not console version that flash bangs are way less effective, and I hate that.
that's not really true:
-the most common death reasons for good spies are lag charges, soundloss (mines), insta frag nades and inability to get a SS hit in time; all this will hopefully be history.
-the boosted tazer doesn't stopp hack-n-run tactics, but only makes going for necks and running around next to the merc harder
-the ph nade slow-down effect like suggested in the ph n. thread isn't that big, it's rather an addition so that ph nades also help against aggro and not only against stealth

flash bangs work quite reliable in ct if you taze the merc and throw it on the ground with quick-drop.

Flash bangs are garbage on PC compared to xbox version.  Even on xbox they aren't 100% effective all the time, but on PC it's hardly reliable except for a few situations.  The reason why the tazer isn't in your list of most common spy deaths is because it sucks, you can see that pop on your list if the tazer is boosted properly.  And that is THE best tool against aggro if it gets a boost, which it should (Don't forget that lag will be way less of an issue so tazer misses due to lag are out of the question).  On top of that you have the p. nade, which takes away the spy's speed advantage allowing the merc more time to shoot/tazer the spy.  If you look at the effective radius you suggested, all you would have to do is throw a few down and you've got a large area covered where a spy can't run away from you, or quickly toward you.

BUT, as I said before, this is somewhat balanced out by the fact that visions will be nerfed/changed.  And lag charge kills will be less common I'm guessing.  Still, flash bangs deserve a boost after what I've noticed from the xbox ---> PC switch.  They're almost completely useless and inferior to the smoke nade in every way.
Title: Re: Ask-the-Devs
Post by: neth on March 31, 2008, 01:48:11 PM
And that is THE best tool against aggro if it gets a boost

If you consider aggro to be foolish running to get a grab, it sure is useful...But aggro is not played like that.
Title: Re: Ask-the-Devs
Post by: Spekkio on March 31, 2008, 04:17:37 PM
Quote
Flash bangs are garbage on PC compared to xbox version. 
LoL?

Flashbangs are plenty effective. You may not prefer them, but they are just as good as smoke.
Title: Re: Ask-the-Devs
Post by: Tidenburg on March 31, 2008, 05:18:09 PM
Smoke obscures your vision and makes u move slow. Flash needs somthin else ^^
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on March 31, 2008, 05:22:17 PM
Flash disables your hearing ability btw.
Title: Re: Ask-the-Devs
Post by: I <3 U on March 31, 2008, 06:58:41 PM
Smoke obscures your vision and makes u move slow. Flash needs somthin else ^^

God tidenburg, that sig is way to distracting ^^, i spend like 5 mins "re-reading" your posts.  ;D
Title: Re: Ask-the-Devs
Post by: Gawain on March 31, 2008, 08:32:49 PM
flash isn't underpowered, it's just a little buggy. it's rather that smoke is op.
Title: Re: Ask-the-Devs
Post by: Westfall on March 31, 2008, 08:43:20 PM
Neither are overpowering. Flash is only buggy because it only works if it is thrown in front of you, shot at your feet, or shot at your head. Thats not really buggy imo. Nothing needs to be changed on either.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on March 31, 2008, 09:24:33 PM
Quote
Flash bangs are garbage on PC compared to xbox version. 
LoL?

Flashbangs are plenty effective. You may not prefer them, but they are just as good as smoke.

I said they are garbage compared to xbox version's flash bangs.  They are much more effective on xbox and even when they are that powerful they aren't overpowering.  You think they are plenty effective? You don't know what you're missing.  They aren't as good as smoke, even on the xbox version.
Title: Re: Ask-the-Devs
Post by: frvge on March 31, 2008, 09:32:44 PM
For open spaces, like Factory's main hall flash > smoke.
However, it doesnt work well in dark open spaces, because Mercs are usually in MT or EMF/laser then.

I used to take flash on clubhouse.
Title: Re: Ask-the-Devs
Post by: Spekkio on March 31, 2008, 10:53:14 PM
flash isn't underpowered, it's just a little buggy. it's rather that smoke is op.

Flash makes you blind for 3-5 seconds and takes away your hearing. It also takes you out of sniper mode instantly. It's countered by vision modes (minus the snipe part), which are countered with the sticky shocker or chaff.

Smoke slows you down while you're in the cloud and knocks you out if you don't put on mask or sit in the cloud. It somewhat obscures vision. It's countered by mask, which has no counter at all, and vision modes/laser to see through the smoke.

I don't see how either of these are overpowered or underpowered. They're just different gadgets for different purposes.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on March 31, 2008, 11:31:23 PM
Blind for 3-5 seconds?  Lol?  Makes your screen take on a somewhat whitish overtone for 2 seconds tops.  Yeah, it takes away your hearing, but that doesn't matter much when the spy who used it on you is plain in sight.  How hard is it go back in sniper mode?  Not at all.  Although that is a good use for it I admit.  One of the only on PC.

You are right, they are different gadgets for different purposes.  But don't you think that the flash's use should be a little better?   I mean, Smoke obscures visions more effectively than a flash bang right in a merc's face.  Plus, it usually slows down a merc outside of the cloud anyways. A smoke nade can handicap a merc that is sniping also.  The sniping merc has to turn on gas mask, which is always a plus for spies.  And it forces the merc to go into motion.  All the spy has to do is stop moving until the merc eventually quits sniping and moves to a different position.  If the merc doesn't move then the spy has taken away a big chunk of the merc's only defense against smoke, gas mask.

Smoke isn't overpowered, it is useful.  Flash is useless AND underpowered.
Title: Re: Ask-the-Devs
Post by: Xris on March 31, 2008, 11:33:46 PM
I just had an interesting idea ... what if chaff effected mask.  Not because its eletrical, but because the chaff particles would plug the holes, and then once again u can't breath, however this will be due to lack of oxygen no because of smoke.  This also means if u had mask on preparing for a cam, and got chaffed, you could potentialy get KO'd from lack of oxygen if you didn't take mask off.

Also I'm not saying it's perfect but mask kinda does need a counter.
Title: Re: Ask-the-Devs
Post by: Spekkio on March 31, 2008, 11:34:17 PM
Quote
Blind for 3-5 seconds?  Lol?  Makes your screen take on a somewhat whitish overtone for 2 seconds tops.
Only if you use it at a far distance. Otherwise, you're just flat out wrong.

Quote
But don't you think that the flash's use should be a little better?
Nope.

Quote
Flash is useless AND underpowered.
I've seen plenty of players, including myself, use flash to great effect. That, by definition, makes them useful. As for underpowered: you may not prefer flashbangs, but enough people use flash that I don't think it needs any changes.

I've got well over a thousand hours logged on the PC version of SCCT, and you've got what, a few dozen if that? I suggest you play it more before you automatically dub something useless, especially since you outline some fantasy scenario where a spy is somehow dropping smoke grenades right next to a merc in sniper mode.
Title: Re: Ask-the-Devs
Post by: Gawain on March 31, 2008, 11:44:05 PM
smoke nades are clearly op. they are that op that every player needs to use a hard counter (mask) against the pure possibility of having to oppose a spy using them (and sticky cams), and still they're #1 choice in a competitive match. like i've pointed out before, i suggest these changes to smoke and stickies:
-make smoke nades slow down a little less and don't knock out mercs
-cut the amount of stickies to 3
flash nades would be perfectly fine if they worked reliably, eg always kicking the merc out of sniping mode and blinding (a merc not using a special vision) for at least 3s.
Title: Re: Ask-the-Devs
Post by: Spekkio on March 31, 2008, 11:47:26 PM
smoke nades are clearly op. they are that op that every player needs to use a hard counter (mask) against the pure possibility of having to oppose a spy using them (and sticky cams), and still they're #1 choice in a competitive match. like i've pointed out before, i suggest these changes to smoke and stickies:
-make smoke nades slow down a little less and don't knock out mercs
-cut the amount of stickies to 3
flash nades would be perfectly fine if they worked reliably, eg always kicking the merc out of sniping mode and blinding (a merc not using a special vision) for at least 3s.
If you take out mask, then yes smokes are very OP. However, with the mask, smokes and cams are balanced. A good merc doesn't run out of mask often, and usually has enough lives to spare to suicide to get more in the rare event he does.

You see most players taking them these days because most people, quite frankly, don't know how to play the damn game. Most people take the same exact loadout and try to do the same exact dumb shit that involves attempting (poorly) to abuse host exploits. The game is way past its hayday and the people left playing it generally have next to no innovation of tactics at all.

So basically, someone hosted a game, used shock + runaround + spam smoke, someone else saw it and said "gee, that looks easy" and copies it, and voila the majority of players do it because it's so mindless. Nevermind the fact that anyone good will still mow the player down pretty easily, and it's next to impossible to do this as a client. So yea, I guess if you're a merc trying to chase a spy through smoke in 250 ping, your mask won't last long. In most other cases, the spy doesn't last long, so I don't see the problem.

What's funny is how little I see camnet these days, which is the most overpowered POS in the game. Probably because Kronf and Led are the most ubiquitous good team still playing, so everyone is playing copycat to them. But hey, since the majority of players now take double backpack + mines + nades + mask, I suppose we need to buff camnet.

If the mask is to remain a selectable gadget, which is likely, I agree with toning down smoke a bit in order to make the mask a choice, not a necessity. This is from a design perspective, not a balance perspective. If the mask is given to the mercs outright, then it's fine as it is.

Cams are fine.
Title: Re: Ask-the-Devs
Post by: T2C LeBron on April 01, 2008, 12:40:59 AM
Quote
Flash bangs are garbage on PC compared to xbox version. 
LoL?

Flashbangs are plenty effective. You may not prefer them, but they are just as good as smoke.

I said they are garbage compared to xbox version's flash bangs.  They are much more effective on xbox and even when they are that powerful they aren't overpowering.  You think they are plenty effective? You don't know what you're missing.  They aren't as good as smoke, even on the xbox version.

Papa skull who r you? I've never seen you on xbl for ct, and i know almost everyone.  Are you one of those DM'ers?

I don't use flash i take spybullets instead.  Smoke is plenty for me.  But thats just ME i guess. I have a question do people play ct on comp?  Because i'm so close to buying it because you can use xbox controller for SPY.
Title: Re: Ask-the-Devs
Post by: Hyrage on April 01, 2008, 04:09:23 AM
I thought most of the people here were playing the PC version!?
Title: Re: Ask-the-Devs
Post by: T2C LeBron on April 01, 2008, 05:15:13 AM
I thought most of the people here were playing the PC version!?

Nope but i play computer games COD4, COD2, crysis ect

The reason I stuck to xbox sc is because its less buggy, I know the community, gamebattles(well not anymore), and everyone has the same setup no advantages ect., were not the plague don't worry.
Title: Re: Ask-the-Devs
Post by: Cyntrox on April 01, 2008, 07:51:58 AM
Most people on here play PC, but there's still a few who plays xbox.

Oh, and this is very off-topic.
Title: Re: Ask-the-Devs
Post by: Spekkio on April 01, 2008, 02:13:09 PM
I thought most of the people here were playing the PC version!?
You would think so since this is slated to be a PC mod, but oh well.
Title: Re: Ask-the-Devs
Post by: T2C LeBron on April 02, 2008, 12:41:43 AM
I thought most of the people here were playing the PC version!?
You would think so since this is slated to be a PC mod, but oh well.

Just because we have a xbox doesn't make us not have computers....plus nobody is(can) make a xbox mod.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on April 02, 2008, 04:21:52 AM
After the hours I've put into PC on CT, around 30 safe to say, I can say that xbox version is a lot less buggy/laggy.  Sure controls may be better, but the netcode award definitely goes to console versions.  To me, it's still preference, and I still prefer xbox version.  I've got a good PC but the problem is that my 8800GT doesn't run CT well because it has a dynamic shadows glitch.  That takes away a lot from the game.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on April 04, 2008, 07:05:00 AM
Quote
Flash bangs are garbage on PC compared to xbox version. 
LoL?

Flashbangs are plenty effective. You may not prefer them, but they are just as good as smoke.

I said they are garbage compared to xbox version's flash bangs.  They are much more effective on xbox and even when they are that powerful they aren't overpowering.  You think they are plenty effective? You don't know what you're missing.  They aren't as good as smoke, even on the xbox version.

Papa skull who r you? I've never seen you on xbl for ct, and i know almost everyone.  Are you one of those DM'ers?

I don't use flash i take spybullets instead.  Smoke is plenty for me.  But thats just ME i guess. I have a question do people play ct on comp?  Because i'm so close to buying it because you can use xbox controller for SPY.

Lmao, as far as I know, I've always been papa skull.  Maybe you know me by the following names:  Appl3Gen0cider, or Baddboyz1322 (first name I had, randomly generated)

I've never seen you either on xbox.  What times do you play?  Are you from Europe/Asia? If so, you play at different hours than me most likely.  That's probably why we never see eachother online.  Either that or we just happen to miss eachother all the time.
Title: Re: Ask-the-Devs
Post by: neth on April 12, 2008, 10:27:18 PM
To anyone: When will we be able to see new update ? Its been 3 months now without revealing anything new and it would be good to show us and people on moddb or other sites new stuff so they dont thing the mod is dead...
Title: Re: Ask-the-Devs
Post by: LennardF1989 on April 12, 2008, 10:54:02 PM
"Just you wait" - Worms 2
Title: Re: Ask-the-Devs
Post by: frvge on April 12, 2008, 10:58:50 PM
I made a new thread. It only needs to be filled now ;)
Title: Re: Ask-the-Devs
Post by: I <3 U on April 12, 2008, 11:25:57 PM
To anyone: When will we be able to see new update ? Its been 3 months now without revealing anything new and it would be good to show us and people on moddb or other sites new stuff so they dont thing the mod is dead...

Yeh u guys should hurry the F up already with some screens or something, im getting impatient here. :P
Title: Re: Ask-the-Devs
Post by: Phaaze on April 20, 2008, 06:26:18 AM
I think it'd be interesting if the graphic designers, modelers, and animators could make three separate educational videos for one specific model... (Such as the Rotating Camera...) Would be cool to see how things are made from a blank slate to being rendered and then animated.

Plus it would give the anxious people here on the forums something else to view and hold their hunger for a bit longer. ;)
Title: Re: Ask-the-Devs
Post by: goodkebab on April 20, 2008, 09:35:54 AM
Teaching people the trade requires a lot of time to do,  time that takes us away from PS.  What people may not understand is that some of us like myself have 2-3 hrs in the day dedicated to PS and the rest of the time is required for real life. (job, family,  house chores).

So time to to teach or create tutorials is negligable, especially when we ourselves did the research on the net to learn it!
Title: Re: Ask-the-Devs
Post by: Gawain on April 20, 2008, 10:55:27 AM
yeah i don't want any previes that take away too much time from working on the project.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on April 20, 2008, 07:59:17 PM
Same here.  But maybe if you guys are waiting on someone to finish something up so you can keep going you could do something like that.  But not while it takes work time away from something that takes a long time.
Title: Re: Ask-the-Devs
Post by: Gui Brazil on April 20, 2008, 08:18:02 PM
I really liked the way Mic presented the EMF and I actually think that more like those would be good on the next tick tocks but making instructional videos and teaching how to model/texture/animate/whatever, that's a whole different story..
Title: Re: Ask-the-Devs
Post by: Gawain on April 20, 2008, 11:46:39 PM
mr.mic's work on the emf explanation vid is probably not wasted once ps is released as the map could be used quite well for the tutorial...
Title: Re: Ask-the-Devs
Post by: Gui Brazil on April 21, 2008, 12:22:18 AM
nobody ever said it was wasted time...
Title: Re: Ask-the-Devs
Post by: Gawain on April 21, 2008, 12:24:09 AM
but nobody said that it was usefull neither :P
Title: Re: Ask-the-Devs
Post by: frvge on April 21, 2008, 12:27:13 AM
You guys wanted something and luckily Mic made that thing like 2 days before.
Really, after a Tick Tock, we dont have much held back ;). That's why it takes some time before we have another major release.
Title: Re: Ask-the-Devs
Post by: Xris on April 24, 2008, 07:31:18 PM
QUESTION!!!
Lennard, I just noticed ##s after your user name.  Is it the year you were born? or something else?
Title: Re: Ask-the-Devs
Post by: LennardF1989 on April 24, 2008, 07:40:46 PM
Year I've been born ^^
Title: Re: Ask-the-Devs
Post by: Xris on April 24, 2008, 07:43:08 PM
Very cool, you must be a smart young lad. (HAHA jjk, I'm only 4 yrs older ...)

PS: Where's MacBryce, I haven't seen him in like a month?
Title: Re: Ask-the-Devs
Post by: Xris on April 24, 2008, 07:54:57 PM
Quote from: LennardF1989
we will probably be releasing some kind of SDK soon so everyone can make a "real" PS map.
Will this be before PS is released, or with its release?
Title: Re: Ask-the-Devs
Post by: LennardF1989 on April 24, 2008, 08:40:34 PM
Quote from: LennardF1989
we will probably be releasing some kind of SDK soon so everyone can make a "real" PS map.
Will this be before PS is released, or with its release?
Not decided yet, not even discussed yet, but probably before PS' release, but it won't be doen yet untill we can make some full-featured maps with it ourselves. Just one of those things... note the probably in that sentence ;)
Title: Re: Ask-the-Devs
Post by: Xris on April 24, 2008, 08:58:38 PM
Yea, I'm noticing it now ...  :P

What about my MacBryce question?
Title: Re: Ask-the-Devs
Post by: neth on April 24, 2008, 10:41:25 PM
Have you finally contacted Ben Sillis from PC gamer and can we count on that PS will be in PCG soon ?
Title: Re: Ask-the-Devs
Post by: LennardF1989 on April 24, 2008, 10:43:18 PM
Yea, I'm noticing it now ...  :P

What about my MacBryce question?
I believe he is staying somewhere in China/Japan/country somewhere in that direction.
Title: Re: Ask-the-Devs
Post by: Tidenburg on April 24, 2008, 10:58:40 PM
Open Question, where has good kebab vanished to? Frvge now seems like the upmost in the project the amount hes on here, has he kidnapped GK and locked him in his cellar?!
Title: Re: Ask-the-Devs
Post by: frvge on April 24, 2008, 11:13:11 PM
lol, kebab's just not active on the public forums.
Title: Re: Ask-the-Devs
Post by: Tidenburg on April 24, 2008, 11:30:56 PM
Very sneaky frvge, but don't think I didn't notice you neglected my second quest. What have you done to him!!1oneone!!!!
Title: Re: Ask-the-Devs
Post by: frvge on April 24, 2008, 11:33:19 PM
I am not going for self-incrimination here.
Title: Re: Ask-the-Devs
Post by: Gui Brazil on April 25, 2008, 02:01:01 AM
You know, just because we don't reply, it doesn't mean we're not doing anything..Frvge is just the lazy biatch who has all the time in the world to reply to all threads. :P


Kidding
Title: Re: Ask-the-Devs
Post by: Xris on April 25, 2008, 01:41:16 PM
Sounds about right ... HA  :P
Title: Re: Ask-the-Devs
Post by: SWAT_Pointman on April 28, 2008, 01:50:32 AM
Will the Rail pull move be in?
Will there be a co-op mode?

Can you carry or drag bodies?
Title: Re: Ask-the-Devs
Post by: Farley4Fan on April 28, 2008, 02:20:47 AM
Will the Rail pull move be in?
Will there be a co-op mode?

Can you carry or drag bodies?

Absolutely rail pulls will be possible.
It's strictly SvM.  Unless the devs are doing a coop mode behind our backs, which I strongly doubt.

Well, you can drag a merc that you grab, but I know what you mean.  I'm sure the answer is no.
Title: Re: Ask-the-Devs
Post by: SWAT_Pointman on April 28, 2008, 02:35:51 AM
drag his dead body or unconscious body.
Title: Re: Ask-the-Devs
Post by: Savior20061 on April 28, 2008, 02:52:45 AM
I think Papa suggested dragging bodies a few months ago. Didn't you?
@ Devs: uh.......I know! Will there be just one gun (the rifle w/sniper attachment) or 3. (uzi and shotgun).
Yes, I know I've asked you guys this before, but I guess I want to know as soon as possible.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on April 28, 2008, 05:54:56 AM
I suggested something LIKE that yes, but no one really liked it.  I realized it could lead to a lot of problems and it's not necessarily needed - too bad I tried to explain it to everyone for weeks.  :D
Title: Re: Ask-the-Devs
Post by: AgentX_003 on April 28, 2008, 07:16:59 AM
I suggested something LIKE that yes, but no one really liked it.  I realized it could lead to a lot of problems and it's not necessarily needed - too bad I tried to explain it to everyone for weeks.  :D

yup and you still haven't explained why you don't play for weeks.
Title: Re: Ask-the-Devs
Post by: Gui Brazil on April 28, 2008, 05:39:03 PM
What's the point in dragging bodies when they're gonna disappear in 2 seconds?
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on April 28, 2008, 05:44:41 PM
Make 0.02% of dead spies respawn with an anime girl skin (Orihime from Bleach, any1?).
Just an idea.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on April 29, 2008, 03:01:31 AM
I suggested something LIKE that yes, but no one really liked it.  I realized it could lead to a lot of problems and it's not necessarily needed - too bad I tried to explain it to everyone for weeks.  :D

yup and you still haven't explained why you don't play for weeks.

Don't hijack the thread, and wtf is your deal?  I've explained that to you.  I play, just not with xfire on.  Deal with it.  And lately I haven't been on, you are right, but I have had things to take care of - family matters, baseball, comp problems, I've been busy.  You really shouldn't care Agent.
Title: Re: Ask-the-Devs
Post by: SWAT_Pointman on April 30, 2008, 03:33:20 AM
Maybe he has special feelings for you :P
Title: Re: Ask-the-Devs
Post by: Farley4Fan on April 30, 2008, 05:37:28 AM
You know something, that's really scaring me.  He's like obsessed with me yet he's never played with me.  I've chatted with him on xfire a bit but most of the time it was just me telling him to stfu.
Title: Re: Ask-the-Devs
Post by: AgentX_003 on April 30, 2008, 06:12:52 AM
You know something, that's really scaring me.  He's like obsessed with me yet he's never played with me.  I've chatted with him on xfire a bit but most of the time it was just me telling him to stfu.

Im obessed in beating you into the ground , and every time i give you an oppertunity to play with some real mature good players, you screw it up and then to only get your attention , I type it here cause your too thick headed to check ur pm box.
Title: Re: Ask-the-Devs
Post by: Hyrage on April 30, 2008, 06:35:42 AM
You know something, that's really scaring me.  He's like obsessed with me yet he's never played with me.  I've chatted with him on xfire a bit but most of the time it was just me telling him to stfu.

Im obessed in beating you into the ground , and every time i give you an oppertunity to play with some real mature good players, you screw it up and then to only get your attention , I type it ,hear cause your too thick headed to check ur pm box.
Maybe he prefers Deathmatch, but nver publicly admitted it  ::) - kidding
Title: Re: Ask-the-Devs
Post by: Westfall on April 30, 2008, 06:37:18 AM
You know something, that's really scaring me.  He's like obsessed with me yet he's never played with me.  I've chatted with him on xfire a bit but most of the time it was just me telling him to stfu.

Im obessed in beating you into the ground , and every time i give you an oppertunity to play with some real mature good players, you screw it up and then to only get your attention , I type it ,hear cause your too thick headed to check ur pm box.

Now now Agent. What have I told you about stalking people? Take some deep breaths. Papa should show his face in the PC world at some point. Especially to get some good games in. What he chooses to do is his route though. You judge him accordingly ;)

I'm not judging you Papa...but I would like some games tooooo.

Maybe he prefers Deathmatch, but nver publicly admitted it  ::) - kidding

Ouch. Don't speak such harsh words.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on April 30, 2008, 07:41:02 AM
You know something, that's really scaring me.  He's like obsessed with me yet he's never played with me.  I've chatted with him on xfire a bit but most of the time it was just me telling him to stfu.

Im obessed in beating you into the ground , and every time i give you an oppertunity to play with some real mature good players, you screw it up and then to only get your attention , I type it here cause your too thick headed to check ur pm box.

Lmao!  To get my own attention?  I responded to your PM btw, guess I'm too thickheaded, oh WAIT!  That's you! 

This is how the conversation went, for all those wondering:

*I log on*
Agent: Holy Bajeesus you are online.
Me: Yeah, looks like Xfire is starting to work better.
Agent: :/  (another one of his smilies)
Agent: Want to play a game?
Me: K
Me: Wtf is up w/ mah internetz? 
*Modem Breaks, have to call comcast to come and replace it with a brand new one, took over an hour*
*Plays Rock Band while internet is being fixed :)*

I just said "K", not once did I say: "OMGF SAVE ME A FRIGGIN SPOT CUZ I WANT TO BE WIT YA SOOO BAD AGENTZ!!!"  I did want to play, just not to the obsessive freaky extent that Agent reaches daily.  Good lord.

About an hour after that Agent decides to post a ridiculous hate thread about me, that 1 minute later gets locked.  I did not ditch any match, I do not avoid you, I've been busy and I've had problems with the game.  Big deal. I'm sure they let people grow out of their diapers in Canada. 

This got way off topic.  Sorry...  :-X
Title: Re: Ask-the-Devs
Post by: AgentX_003 on April 30, 2008, 08:08:43 AM
LMAO obsessive freaky extent lololololololololololololololololoolololololololololol ....................  :'(
Title: Re: Ask-the-Devs
Post by: I <3 U on April 30, 2008, 11:42:35 AM
I don't know why this is such a big fuckin' deal. Who gives a fuck if Papa couldn't play because of problems (no offence) but Agent you're taking this way to far, just drop it, it's a fucking game, not life or death. And you wonder why no one wants to play with you...

@ papa: OMFGLEAVERNOOBSAUCEPLAYFTWORGTFO  ;)
Title: Re: Ask-the-Devs
Post by: Gawain on April 30, 2008, 11:47:51 AM
i don't wanna play with agentx anymore because he accused me of glitch-coop and kept me and my mate waiting for nothing for over 30min.
but you guys should stop discussing this here, do it in private or in the off-topic section.
Title: Re: Ask-the-Devs
Post by: BurningDeath on April 30, 2008, 01:53:32 PM
i don't wanna play with agentx anymore because he accused me of glitch-coop and kept me and my mate waiting for nothing for over 30min.
but you guys should stop discussing this here, do it in private or in the off-topic section.
haha .. you are not exactly the right person to complain about such things.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on May 01, 2008, 04:49:55 AM
i don't wanna play with agentx anymore because he accused me of glitch-coop and kept me and my mate waiting for nothing for over 30min.
but you guys should stop discussing this here, do it in private or in the off-topic section.

Wait a minute. I did take it to PM's, and tried to keep it there.  Agent just tries to bring his "problems with me" into the public eye, in every thread possible.  For example if I say in some random thread: "I like to eat spaghetti"  He would say: "You probalby ar ditchin me 2 Eatz ur spaghettiz!!"

It needs to stop, Agent, it's weird and clogs up the forum.
Title: Re: Ask-the-Devs
Post by: Gui Brazil on May 01, 2008, 02:31:51 PM
Stop this gay "oh noes you suck. No way you suck more" bullcrap.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on May 01, 2008, 04:51:32 PM
I never said he or I was better than the other.  Neither did he.  He's just obsessed with playing me.  He doesn't know when to stop.  Now Agent, stop bringing this up.

On Topic.
Title: Re: Ask-the-Devs
Post by: LennardF1989 on May 01, 2008, 05:05:40 PM
Get your arses back on topic please... This is the Ask-the-Devs topic, not the Flame-everyones-ass topic, that one is located at SC Lamers.
Title: Re: Ask-the-Devs
Post by: Gawain on May 01, 2008, 05:23:41 PM
@all devs: how much do you like this awesome song: http://youtube.com/watch?v=eBGIQ7ZuuiU (http://youtube.com/watch?v=eBGIQ7ZuuiU)?
aaaand: what's your favourite ct map?
Title: Re: Ask-the-Devs
Post by: Zedblade on May 01, 2008, 07:34:30 PM
@all devs: how much do you like this awesome song: http://youtube.com/watch?v=eBGIQ7ZuuiU (http://youtube.com/watch?v=eBGIQ7ZuuiU)?
aaaand: what's your favourite ct map?

Would you stop posting that fucking thing please. This isn't my request, but a request from the dev team. It's stupid and was never funny.

Anyway, my favorite CT map was a tie between Orphanage and Factory.
Title: Re: Ask-the-Devs
Post by: LennardF1989 on May 01, 2008, 08:28:24 PM
Yea, let's quite the Rickrolls, I understand your point how awesome it would be as a humaliation move....

My favorite map is Polar Base, it's small and compact, easy to learn and I like the setting of the environment.

Btw... Did anyone already see the new theme on the blog (http://project-stealth.lennardf1989.com), how would you guys like that as the new forum theme.
Title: Re: Ask-the-Devs
Post by: Tidenburg on May 01, 2008, 08:40:00 PM
Yea. The darkness is good. I like the text colours aswell. Maybe your should think about changing those icons aswell seeming as they're from chaos theory?
Title: Re: Ask-the-Devs
Post by: element54 on May 01, 2008, 10:37:01 PM
Rick Astley fuckin rocks..  :D :D :D :D

nVidiaCorp takes my top vote for best CT Map evar.....

After that it would be either.

Factory or Zioplex

Title: Re: Ask-the-Devs
Post by: Farley4Fan on May 02, 2008, 12:03:26 AM
I love the new theme over there, I'd welcome it here.

Factory is my fav, haven't gotten around to playing custom maps a whole lot. 
Title: Re: Ask-the-Devs
Post by: neth on May 30, 2008, 08:14:57 PM
So, its been like a month since the last update. How's the work going, what's the progress since that time and when can we expect something new to show us.


That's a question to any dev.
Title: Re: Ask-the-Devs
Post by: frvge on May 30, 2008, 08:23:35 PM
It's exam for school/college and bugcrunch times for the actual developers, so progress is temporarily slowing down.
We're working on something reasonably big tho, but it'll take some more time before we can surprise you :). As always, I think you'll like it. I'm not a certain games developer, so I won't give a time indication. There'll be a Tick Tock when we're close to releasing it.
Title: Re: Ask-the-Devs
Post by: Zedblade on May 30, 2008, 08:33:26 PM
We're working on something reasonably big tho, but it'll take some more time before we can surprise you :). As always, I think you'll like it. I'm not a certain games developer, so I won't give a time indication. There'll be a Tick Tock when we're close to releasing it.

We are?
Title: Re: Ask-the-Devs
Post by: neth on May 30, 2008, 08:48:01 PM
We're working on something reasonably big tho, but it'll take some more time before we can surprise you :). As always, I think you'll like it. I'm not a certain games developer, so I won't give a time indication. There'll be a Tick Tock when we're close to releasing it.

We are?

You are ?
Title: Re: Ask-the-Devs
Post by: Hyrage on May 30, 2008, 09:19:53 PM
God ;D
Title: Re: Ask-the-Devs
Post by: Zedblade on May 31, 2008, 12:50:31 AM
Rick Astley fuckin rocks..  :D :D :D :D

nVidiaCorp takes my top vote for best CT Map evar.....




LMFAO

Maybe true if it was ever released, had a complete layout change and ran at a Framerate higher then 20...
Title: Re: Ask-the-Devs
Post by: neth on June 09, 2008, 07:46:53 PM
To anyone:

Has anything changed with rifle look ? Have you added hands and has there been any progress with spy tazer ?
Title: Re: Ask-the-Devs
Post by: frvge on June 09, 2008, 07:52:55 PM
Rifle look has changed slightly AFAIK, but most is on the technical side.
We're mostly doing preparations so it can be used in-game as a sort of HUD.

Hands are added when we get more animations, so that's a no for now.

Spy tazer is a no for now too.
Title: Re: Ask-the-Devs
Post by: Westfall on June 09, 2008, 08:30:27 PM
To all:

Is PCGamers article accurate when it states that you guys are 50% completed with the project?
Title: Re: Ask-the-Devs
Post by: frvge on June 09, 2008, 08:49:38 PM
I had to guesstimate the amount of work completed like 1 month ago. There have been some set-backs in the meantime, and the percentage is based on finished gameplay and 1 finished map out of 4.

So if you go by those 'rules', it's around 50%. Probably between 40%-50%.

Title: Re: Ask-the-Devs
Post by: Tidenburg on June 09, 2008, 08:57:28 PM
Awesome.
Title: Re: Ask-the-Devs
Post by: neth on June 09, 2008, 09:35:34 PM
This topic is awesome.
Title: Re: Ask-the-Devs
Post by: frvge on June 09, 2008, 09:36:19 PM
Just to be clear: we're not implementing 'real' gameplay yet, and Lakehouse is still at pre-alpha. But time-wise, we should be close to ready with a working gameplay and 1 finished map if you double the time. Which happens to be around the final phase of MSUC ;).
Title: Re: Ask-the-Devs
Post by: neth on June 09, 2008, 09:38:36 PM
MSUC ?
Title: Re: Ask-the-Devs
Post by: frvge on June 09, 2008, 09:48:21 PM
Make Something Unreal Contest.
Title: Re: Ask-the-Devs
Post by: Gawain on June 10, 2008, 03:58:49 PM
so the current estimation is august 31, 2009?
Title: Re: Ask-the-Devs
Post by: Farley4Fan on June 10, 2008, 04:32:56 PM
I guess I can wait.  I've got UT3, Gears 2, Far Cry 2, etc... to keep me busy until then.  And of course there is always real life. hehe
Title: Re: Ask-the-Devs
Post by: Elite Ronnie on June 11, 2008, 08:07:59 PM
So i just turned 30 last month and have never really played a game on pc {besides AA a few times} so im too old to learn to use mouse and keyboard so I was wondering 2 things and im pretty sure the answer to the first is a big fat no. So first will you be able to get this through XBL, Im sure this would be a big damn deal to get done so probably not, but is there any chance? And second will I be able to play this with a 360 controller on my PC. ohh also are the maps going to be made for 2 on 2 or will there ever be 3 on 3? Thats the only thing DA did well was the idea of 3 on 3.
Title: Re: Ask-the-Devs
Post by: Tidenburg on June 11, 2008, 08:18:57 PM
If you have vista there are apparently programs to map the controller to certain keys so im guessing yes to the second and No to the first. Vista recognises 360 controllers from the go.
Title: Re: Ask-the-Devs
Post by: Elite Ronnie on June 11, 2008, 10:57:24 PM
Ahhh  I dont have vista. And i'd probably have to buy a video card as well. Dang MS I wish they would let people put there games on xbl.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on June 11, 2008, 11:41:33 PM
You don't HAVE to have Vista.  If the devs would be real nice to us and let the few xbox players like Invisible, Tidenburg (?), and I test the controls out and find out which would be best for a default controller scheme, it would be awesome.  UT3 supports gamepads, as far as I know, and I doubt that it would be difficult or time consuming to allow gamepads in Project Stealth.

As for Elite Ronnie, a good program to get is "Pinnacle Profiler 4".  It's free software that allows you to map your keys to your gamepad pretty easily.
Title: Re: Ask-the-Devs
Post by: neth on June 11, 2008, 11:46:56 PM
This is "ASK the devs", please don't turn this topic into pointless babbling, go away, shoo, shoo
Title: Re: Ask-the-Devs
Post by: Farley4Fan on June 11, 2008, 11:51:32 PM
K, Neth.

Are you (the devs) going to include swapping your firing shoulder for spies?  Maybe mercs?  It would be nice to have a choice of having your gun on the left or right side of the screen eh? It's a basic mechanic that is present in most 3rd person games and hopefully at least the spies can perform this.
Title: Re: Ask-the-Devs
Post by: Tidenburg on June 11, 2008, 11:52:53 PM
Yes I am an xbox'er PapaSkull :) I want controller support, but i'll be quiet now incase Neth comes back with a baseball bat.
Title: Re: Ask-the-Devs
Post by: frvge on June 12, 2008, 12:24:55 AM
@Papa Skull:

Not planned, but we'll see.
Title: Re: Ask-the-Devs
Post by: Tidenburg on June 14, 2008, 10:28:09 PM
Quote
If the devs would be real nice to us and let the few xbox players like Invisible, Tidenburg (?), and I test the controls out and find out which would be best for a default controller scheme, it would be awesome.
No need! Thanks to my guitar strings breaking and a large dose of epic boredom I made a controller map :P
(http://img294.imageshack.us/img294/2196/controllermapsjh4.jpg)
Does UT3 have controller support built in or do you have to use an external mapping program?
(Neth, you can't hurt me for turning it into pointless babbling, ^ that right there is a question to the devs :D)
Title: Re: Ask-the-Devs
Post by: Farley4Fan on June 14, 2008, 10:49:20 PM
We're gonna have some disagreements.   :D
Title: Re: Ask-the-Devs
Post by: Snakebit. on June 29, 2008, 05:01:03 PM
I got few questions for the devs but before that i will need to explain few things. This topic has been already discussed here but i would like to talk about it again.


1st of all. The equipment problem. There are 2 very popular kits in ct .

      Nades + Mask + backpack + Mines *2

 A lot of people take this equipment for 2 mercs . But i hope it won't be as usefull as it is in PS as in CT. This equipment heavily relies on bugs in Chaos theory . [ Insta nades + sound loss of mines * 2x spam of all of that + its possible to produce the insta nade bug a lot more frequently if they are thrown under 'some' conditions ] I think that this equipment will be okay for PS as well but i guess it might need some Buffing because it will be not as usefull against aggro as it is now.


       Nades + Mask + Camnet + Mines
       Nades + Mask + backpack + Mines

 Things get a little complicated with Camnet. When i played with my teammait solidus this was our main equipment in almost all maps, exept those where camnet was useless [ Ump did a bad job in placing camnet and camera rotation so its basiclly most ump maps and some ct maps like warehouse. ]
 As stated some pages ago by Spekkio , Camnet is VERY OVERPOWERED if used correctly. I have been using it since i started to play ct so i suppose i know all the tricks at using it and i would like to explain them.
  1st of all : Camnet allows to trap spies at their spawn in some maps or make stealth 'very hard' in rivermall [ But i guess its a neccesaty there because of its large size and long routes ]

   Traping spies at spawn is done by having camnet at spy spawn exits [Club house , Station , Factory etc ] or even observing their spawn is possible [ Bank , Polar base ]. All that makes life of spies hell a lot harded . For example we can take Bank . [ NOTE not a lot of people at all use camnet here and even fewer know its uses here so before crtisizing this just try it ] Its impossible almost for spies to use the rush vent because of it . Its nadeable all the time and with far nade the vent is just blocked.
 That forces the spies to use the slow way to hacks which both wastes time and makes the level almost impossible. The same i could say about polar base . Its a bit eazier to get out of the spawn but nades + camnet will make you loose some lifes.

    Another big problem with Camnet being overpowered is its fast switch rate. For example i use it a lot on Orphanage . [ Well again not a lot of people use it here but its usefull ] . For example there is a tactic where i mine Canteena with 3 mines at start and head to storage . Now 2 merks are at laundry/storage
and cantena has 3 mines which people always blow up on if they are pressured . At storage i start checking canteena and storage inside all the time . The camnet cams are 'next to each other' so it takes less then a second to check 2 rooms . Well actually almost in every map you can check everything with camnet in 3-4 seconds . [ Less if you know where the spy is not for sure ]

    Yet another trick with camnet is to use it with visions and stuff like that . 'Emf ghosting' and 'Mt whoring' makes it very effective . I hope this will be fixed.


Now for the spy equipment .

Flashbangs . Some people said this before but flashbangs in my opinion are okay. They don't need changing and totally fine if you fix that it dosen't flash people 30% of the time if you throw it from your gun.

Sticky cams . Now this part of equipment is a bit overpowered as hell but i don't really see a way to fix them. There are 2 things about them that makes them very powerfull. One of them is that you can't hear them sometimes when they hit on the wall . Hosts have an advantage in that in ct which makes caming people a lot more eazier.  Another big problem is so called 'xboxes taz + flash + cam' tactic. Altghouth its a lot harder on pc because of the 'Flash not hiting bug' and flashes being less effective + the ability to react faster with keybord and mouse . It is still possible to use it near dores and in small places .
The only way i see to fix this is the ability to deactivate or activate the mask during taz.


Oh and i almost forgot about the gasmask bug or trick . I don't really know for sure. You see when you use gasmask and run througth shot fire extinquisher and remove the gasmask after it , it also removes the white thing from your face . I don't know if this is a trick of the game or a glitch so ......


Okay now the questions .

1: Will their be any buff of Nades + Mask + Backpack + Mines *2 Combo ? As stated above it won't be as effective against aggro without insta nades and mines loosing sound.

2: Will Camnet be nerfed a bit ? The fast switching of cams + other various tactics explained above make it a bit overpowered.

3: Will the placing of Camnet be 'balanced' ?

4: What will you guys do with flashbangs ? Will they remain the same or will you change them ?

5: Sticky cams ? Will it be possible to use the ' taz + flash + cam ' tactic  ?

6: Gasmask trick ? Will it still remain in the game as a trick ? Or will it be removed ? Well are there gonna be even fire extinquisher ?

7: Double jump ? How about returning it in PS ? Not the taz + jump but just Double jump . If i am able to jump you 1 time normally without taz then i think i should be able to do the same when you are waking up.
[ Well i just miss it it from pt :-) ]

P.s. I didn't check my post so their might be a lot of mistakes.
Title: Re: Ask-the-Devs
Post by: frvge on June 29, 2008, 06:00:08 PM
1:
Bugs of CT will hopefully be non-existing in PS. The equip you mention will therefor lose some of its powers, but I think if those extra powers depend on bugs/glitches, they shouldnt be there in the first place.
In general, we will buff some other gadgets in order to make them compete more with the popular CT equipment (double backpack, mines, frags, mask).

2:
EMF and MT will be nerfed. There have been certain ideas for nerfing camnet. I'm pretty sure it'll happen in one way or another.

3:
Depends on the person making the maps. Our main mapper is Zedblade, and I think he knows what he's doing with respect to balance ;)

4:
Same, or some small adjustments.

5:
There might be a delay between the cam sticking to the wall and the actual firing of the gas.

6:
I didnt know about this one in CT :p. Seems like a bug, so itll most likely be removed. There will probably be fire extingishers in the game.

7:
No. Double jump breaks the game balance because its basically an instant kill. We might implement a 'more damage if jumped from higher' system tho.
Title: Re: Ask-the-Devs
Post by: Snakebit. on June 29, 2008, 06:11:14 PM
Ah okay . Thanks for answer scworld :-) . I don't think that some time before firing smoke from the cam is the solution. It will make the cams almost useless [ Exept old cam ] . The gasmasm solution which i mentioned should be better i think but you guys are the creators so it is for you guys to decide .
Title: Re: Ask-the-Devs
Post by: Gawain on June 29, 2008, 07:24:38 PM
it's a fact that sticky cams (especially quick-cams) and camnet (on most standard maps) can destroy the whole gameplay in the hands of a skilled player.
camnet is easy to fix: removal of special visions and balanced placement. s
ticky cams are a bit harder to balance especially considering the new sound system. even with super-eax-hearing sticky cams are op, but taking away the quickcam option totally sounds a bit over the top to me. there are a bunch of other balance factors like gun-pulling noise (also connected with hbs), ko-timer, amount of cams, flying speed, etc so maybe some1 comes up with a better idea than nothing but a delay.

the gasmask trick with the fire extuingisher feels quite coherent to me: you put glasses on over your hud, they get dirty, you put them back off, you see clear again. though i'm not sure if the dirt on the mask glasses should be removed (=cleaned) instantly.
Title: Re: Ask-the-Devs
Post by: Snakebit. on June 29, 2008, 10:50:24 PM
SPain just won the crapie eu2008 ;-( . But geting offtopic . I thought about few stuff and figured out some questions .

1st :Will we be able to grab people on stairs ^^ ?


2 : Will there be hitbox for hand jump [ like in ct for example if you land near your opponent than it jumps him] ?

3 : Still 3 weapons for merc or will be back to 1 weapon ? or may be even more weapons ?

4 : Well now this is unlikely but will the walls be shootable througth ? Like in cod4 or cs ?

5 : What kind of specs would you need to run this game . I mean to run it properly with no lags ?
What you need more ? Cpu power ? Memory ? Very good graphics card ?

6 : I checked a bit some map ideas but it seems there are gonna be maps during DAY or near SUN [ eh how did spies even get there ? ] . How can we be stealthy in light ? Or will they just be full aggro ?

7 : On the side note . Are you guys gonna do a closed beta testing during production and is it possible to take part in it with solidus ?
Title: Re: Ask-the-Devs
Post by: Farley4Fan on June 29, 2008, 10:56:49 PM
Speaking of grabbing people on stairs, what about elbowing people on stairs?  I think it would be great if you elbowed a merc while on stairs the merc should be set into a rag doll animation and roll down.  Same with being charged or berserked on stairs when you are a spy.
Title: Re: Ask-the-Devs
Post by: Zedblade on June 29, 2008, 10:59:41 PM
Ahhh  I dont have vista. And i'd probably have to buy a video card as well. Dang MS I wish they would let people put there games on xbl.

XP and Vista support the 360 controller from the get go. Just plug it in. Also, UT3 supports controllers (It is on the PS3 and 360 as well) so you won't have a problem.
Title: Re: Ask-the-Devs
Post by: I <3 U on June 30, 2008, 11:55:36 AM
Ahhh  I dont have vista. And i'd probably have to buy a video card as well. Dang MS I wish they would let people put there games on xbl.

XP and Vista support the 360 controller from the get go. Just plug it in. Also, UT3 supports controllers (It is on the PS3 and 360 as well) so you won't have a problem.

XP requires drivers. You dont even need the "Official Windows controller" either, you can use any wired controller you've got and just download the drivers, and it works flawlessly.
Title: Re: Ask-the-Devs
Post by: I <3 U on June 30, 2008, 12:13:51 PM

5:
There might be a delay between the cam sticking to the wall and the actual firing of the gas.



If you do this quick cam will be impossible.
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on June 30, 2008, 02:54:04 PM
Well, you could remove the cam 'flying time', but then quickcams youd hav e a huge boost.
Title: Re: Ask-the-Devs
Post by: Gawain on June 30, 2008, 03:08:34 PM
oO
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on June 30, 2008, 04:11:58 PM
o0?
Snares and bullets stick instantly.
Title: Re: Ask-the-Devs
Post by: VaNilla on June 30, 2008, 06:06:00 PM
Maybe an idea for cams would be to shoot them and instead of having that delay, were you have to watch the cam while it flies to the wall, place it just like a spy bullet but you need to wait a certain amount of time depending on your distance before you can use them. This would stop people dying because of cam placing delay, but without strengthening cams in any way.
Title: Re: Ask-the-Devs
Post by: Gawain on June 30, 2008, 07:44:26 PM
interesting idea
Title: Re: Ask-the-Devs
Post by: Farley4Fan on July 01, 2008, 10:19:18 AM
Any dev want to comment of the possibility of elbowing mercs down stairs?  Or charging spies down stairs?  I talked a bit more about it a few posts up.
Title: Re: Ask-the-Devs
Post by: frvge on July 01, 2008, 10:24:18 AM
Nope. We first have to see what's possible with the rigs and stuff. We're still not in the phase for implementing gameplay.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on July 01, 2008, 10:47:26 AM
How about this.  You can make it detect whether or not that merc or spy is on a set of stairs, right?  Then if the berserk, elbow, or charge animation hits, the victim will be put into rag doll mode.  Could you guess if this would even be possible?  I think it would be awesome to elbow a merc down a set of stairs, put a bullet in him, and run away.
Title: Re: Ask-the-Devs
Post by: .leelu12. on July 01, 2008, 11:33:23 AM
it's a fact that sticky cams (especially quick-cams) and camnet (on most standard maps) can destroy the whole gameplay in the hands of a skilled player.

if u play someone skilled, ur probably going to feely the gameplay is destroyed anyway as you wont be winning?
a lot of these changes sound nice but rnt the 3 big influences: server (polish servers seem really hard to charge), strength of partner (2 x mediums usually beat 1 skilled + 1 below medium. Best player in a server isnt always the one on the winning team.), luck (sometimes everything goes nicely and other times mercs just charge when ur about to cam n stuff)  ???

Sometimes u can play all day and do ok and then at night, some usa players come and destroy you easily!
Title: Re: Ask-the-Devs
Post by: Gawain on July 01, 2008, 03:52:10 PM
i'm not saying i can't win against skilled opponents, i'm just saying that most of the "good" players nowadays use cheap tactics that make gameplay boring. i'm not complaining about those players, i just think it's time to fix the balance issues.
Title: Re: Ask-the-Devs
Post by: .leelu12. on July 01, 2008, 04:00:26 PM
i'm not saying i can't win against skilled opponents
I know lol! i didnt mean that  :P at all, iv played u and ur far better than i am!
Title: Re: Ask-the-Devs
Post by: I <3 U on July 01, 2008, 10:23:27 PM
i'm not saying i can't win against skilled opponents
I know lol! i didnt mean that  :P at all, iv played u and ur far better than i am!

o0 RAMBO U'VE BEEN PLAYING AND YOU DIDNT TELL ME!!!!! ;D ARHGHRHGHRHGH RICE CRISPIES!!!
Title: Re: Ask-the-Devs
Post by: Farley4Fan on July 01, 2008, 11:26:48 PM
Haha!  Imagine the rage Agent will feel when I tell him I have been playing.  Oops!  The cat is out of the bag!  :o
Title: Re: Ask-the-Devs
Post by: I <3 U on July 01, 2008, 11:45:13 PM
HAHA I JUST SAID THAT TO HIM WHILST ON MIC, CLASSIC MOMENT

"I TOLD THAT MOTHERFUCKER TO COME PLAY ME"

*STAMPS KEYBOARD!*

"IM GOING ON CHAOS THEORY TO FIND HIS ASS!"

"WHERE IS THAT MOTHERFUCKER IM LOOKING FOR HIM RIGHT NOW!"
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on July 01, 2008, 11:48:16 PM
...and he actually went through the servers one by one?
Title: Re: Ask-the-Devs
Post by: Farley4Fan on July 01, 2008, 11:52:18 PM
...and he actually went through the servers one by one?

Lol, if he really went looking that will be the funniest thing I have ever heard.  I actually haven't been playing.  Was just messing with agent.  :D :D :D  I need a better laughing smiley!!  HAHAH OMFG!
Title: Re: Ask-the-Devs
Post by: VaNilla on July 05, 2008, 12:56:45 PM
Maybe an idea for cams would be to shoot them and instead of having that delay, were you have to watch the cam while it flies to the wall, place it just like a spy bullet but you need to wait a certain amount of time depending on your distance before you can use them. This would stop people dying because of cam placing delay, but without strengthening cams in any way.

Just to bring that to attention again.
Title: Re: Ask-the-Devs
Post by: Solar.Disciple on July 08, 2008, 06:50:12 PM
How about this.  You can make it detect whether or not that merc or spy is on a set of stairs, right?  Then if the berserk, elbow, or charge animation hits, the victim will be put into rag doll mode.  Could you guess if this would even be possible?  I think it would be awesome to elbow a merc down a set of stairs, put a bullet in him, and run away.

I like the idea and I believe this implementation is possible. A bit of moderate scripting would do the job. The way I see it, you would place stairs, small ledges, etc., in a certain class of objects. So when certain actions are performed on this class, a player model would be animated as rag-doll as you said. This could lead to some cool shit  :o It would also be cool to be able to push people out windows and the like  ;D
Title: Re: Ask-the-Devs
Post by: Farley4Fan on July 09, 2008, 07:04:14 AM
Speaking of through window moves, I'd love to be able to pull a merc through a window like on DA.  Does anyone remember pulling nubs out of the window near the red objective on Boss House?  Classic times...  One of the few memorable things from DA.
Title: Re: Ask-the-Devs
Post by: frvge on July 18, 2008, 11:15:12 AM
removed 4 pages of bitching. The last interesting subject was the ways of placement of cams.

Only questions to the devs from now on, please.
Title: Re: Ask-the-Devs
Post by: Tidenburg on July 25, 2008, 10:22:51 PM
Question to Kebab, frvge or whoever is running the show now, we've seen alot of the graphical parts of the game now (well at least for the first map). How are things going on the coding front? Probably more aimed a Lennard actually, I take it you got more than a room full of moving players now, or what we saw in MrMics demo.
Which basic things have you added and which do you think will be the most challenging to add later on in development?
Title: Re: Ask-the-Devs
Post by: frvge on July 25, 2008, 10:32:59 PM
We're still working on getting the animations ingame.
Some other concepts like GE's are being worked on.
I think Lennard can have a Blog update on that stuff fairly soon. Like in 1-2 weeks.
Title: Re: Ask-the-Devs
Post by: LennardF1989 on July 26, 2008, 08:39:39 PM
I'll make a super awesome blog update later following week with a lot of screenshots (if the team agrees on it). It's going to be so big it's going to get it's own header ;D Hopefully will have some functioning EE's then (Don't know what EE's are? Check the blog: http://project-stealth.lennardf1989.com).

Edit: Since when did I pass the 1000 posts ??? Ah well, 1024 will be a milestone xD
Title: Re: Ask-the-Devs
Post by: Tidenburg on July 27, 2008, 02:27:53 AM
Pfft Lennard, its half one in the morning and my volume was full. Rick better not have woken anyone ;)
Title: Re: Ask-the-Devs
Post by: LennardF1989 on July 27, 2008, 12:57:23 PM
Pfft Lennard, its half one in the morning and my volume was full. Rick better not have woken anyone ;)
Haha, what's better than waking up with a rickroll ;D Anyway, I was serious that you could find what an EE is in the second programmers update. I was also serious about the big update. But amoung serious stuff, there has to be at least one joke :D

Want to be rickrolled, go to: http://project-stealth.lennardf1989.com
Don't want to be rickrolled (you humorless ass), go to: http://projectstealth.lennardf1989.com
Title: Re: Ask-the-Devs
Post by: Tidenburg on July 27, 2008, 01:06:55 PM
Which gadgets can you throw/deploy now? Do they just land there or do they actually have an effect already? (Such as smoke grenades poofing).
Title: Re: Ask-the-Devs
Post by: AgentX_003 on August 01, 2008, 05:04:45 AM
in conjunction with the Unreal 3 engine would who ever we add to the friends list just on UT3,

Does it stay?, or will you guys have your own friends list setup ?
Title: Re: Ask-the-Devs
Post by: Savior20061 on August 01, 2008, 07:00:11 PM
I don't know if this has already been asked but...
will there be alternate gadgets for the spies and mercs. By alternate gadgets I mean the "weird stuff". The optic camouflage (have it be almost completely invisible if the answer is yes), the heartbeat sensor, the camnet cams.
Title: Re: Ask-the-Devs
Post by: frvge on August 02, 2008, 11:14:33 PM
Yes, Yes and Yes. But better and better and, wait for it... better.
Title: Re: Ask-the-Devs
Post by: frvge on August 03, 2008, 12:10:57 PM
in conjunction with the Unreal 3 engine would who ever we add to the friends list just on UT3,

Does it stay?, or will you guys have your own friends list setup ?
Dont know.
Title: Re: Ask-the-Devs
Post by: LennardF1989 on April 03, 2009, 04:18:41 PM
CRASH CART COMING IN!

CLEAR!

NO HEART BEAT!

CLEAR!

I HAVE A REGULAR BEAT!

So, are there any new questions. Rules are still the same, we can choose to ignore any question ;D
Title: Re: Ask-the-Devs
Post by: Spekkio on April 10, 2009, 04:12:56 AM
Zedblade, will you marry me  ???
Title: Re: Ask-the-Devs
Post by: Westfall on April 10, 2009, 05:14:09 AM
I've been awaiting the online marriage proposal. Gay marriage isn't legal over the interwebz.
Title: Re: Ask-the-Devs
Post by: frvge on April 10, 2009, 12:28:12 PM
It's in the Netherlands. So it's possible.
Title: Re: Ask-the-Devs
Post by: greenday5494 on April 11, 2009, 06:51:17 AM
you guys think you'll have that extra-cool "big explosion" level-altering map-specific stuff? like in steel squat, factory, and even small things like in Aquariums (which i must ask, why isnt Aquarius being remade? it was the best map)
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on April 11, 2009, 12:50:17 PM
why isnt Aquarius being remade? it was the best map
Maybe. It was a bit unbalanced though, when mercs just camped tech and the corridor pir-greek.
I'd much rather see Orph or Warehouse ::)
^Yes I know I contradict myself here.
Title: Re: Ask-the-Devs
Post by: frvge on April 11, 2009, 01:18:45 PM
you guys think you'll have that extra-cool "big explosion" level-altering map-specific stuff? like in steel squat, factory, and even small things like in Aquariums (which i must ask, why isnt Aquarius being remade? it was the best map)

We're trying to have that. Depends on the level I think.
Title: Re: Ask-the-Devs
Post by: greenday5494 on April 11, 2009, 09:13:19 PM
why isnt Aquarius being remade? it was the best map
Maybe. It was a bit unbalanced though, when mercs just camped tech and the corridor pir-greek.
I'd much rather see Orph or Warehouse ::)
^Yes I know I contradict myself here.

it might have been, maybe, but i liked the dynamic objectives. also, project stealth is it's own entity, they can balance it all they want :)
Title: Re: Ask-the-Devs
Post by: Farley4Fan on April 12, 2009, 04:36:17 AM
You liked the dynamic objectives?  Simple solution, make dynamic objectives in the new maps.  I'd like even more drastic effects than Aquarius too.  Why?  Just simple priorities for defending/capturing would make for more tactical and intense games.  Not so much so that it makes maps imba. though.
Title: Re: Ask-the-Devs
Post by: greenday5494 on April 15, 2009, 06:59:58 PM
Will you guys keep the merc's perspective TOTALLY in First Person? (except when dead, of course). i always loved that when you're grabbed, over the edge, or anything, you're ALWAYS in first person. most games take the lazy way out (L4D and it's healing animation comes to mind) and just go into 3rd person. Please?
Title: Re: Ask-the-Devs
Post by: frvge on April 15, 2009, 07:23:35 PM
Yes. I don't see a reason not to have it the same.
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on April 15, 2009, 07:34:16 PM
Guys... now that Greenday mentioned it:
Dead mercs should only be able to spectate their mate in 1st person.
I mean, when you die you get the dying animation, but right after that you're thrown out to your mates view.

lol
There are moments when I think I'm not thinking properly.
Title: Re: Ask-the-Devs
Post by: frvge on April 15, 2009, 08:12:15 PM
We can probably do that, yes. We'll have to playtest other options.
Title: Re: Ask-the-Devs
Post by: LennardF1989 on April 15, 2009, 08:14:15 PM
Guys... now that Greenday mentioned it:
Dead mercs should only be able to spectate their mate in 1st person.
I mean, when you die you get the dying animation, but right after that you're thrown out to your mates view.

lol
There are moments when I think I'm not thinking properly.
I'm pretty sure we'll make it in such a way you can't manipulate the view of your teammate (as in, you see what he sees, nothing more).
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on April 15, 2009, 10:04:47 PM
Guys... now that Greenday mentioned it:
Dead mercs should only be able to spectate their mate in 1st person.
I mean, when you die you get the dying animation, but right after that you're thrown out to your mates view.

lol
There are moments when I think I'm not thinking properly.
I'm pretty sure we'll make it in such a way you can't manipulate the view of your teammate (as in, you see what he sees, nothing more).
THAT is already in UT3.
Now what I want is that after dying you'd instantly switch to your mates view.
One of the things I hated in CT was that even when you died you had like 10-15 seconds of time to freely write to your mate about what's happening. WTF?
Title: Re: Ask-the-Devs
Post by: frvge on April 15, 2009, 10:25:05 PM
If you block that, people will just use third-party voice-comms. But we can tweak/change it :)
Title: Re: Ask-the-Devs
Post by: LennardF1989 on April 15, 2009, 11:22:36 PM
THAT is already in UT3.
Now what I want is that after dying you'd instantly switch to your mates view.
One of the things I hated in CT was that even when you died you had like 10-15 seconds of time to freely write to your mate about what's happening. WTF?
FYI: We use our own code-base. The only thing we use from UT3 is the menu code (even though it's HIGHLY optimized), because they've got a lot of useful native functions.

So don't say things as: "They have it in UT3", again, we have no connections to UT3 code whatsoever, beside the menus (in functionality, not look, UT3's menu sucks balls).
Title: Re: Ask-the-Devs
Post by: Succubus Dryad Of The Undying Comet on April 15, 2009, 11:38:13 PM
Oh alright.
If you block that, people will just use third-party voice-comms. But we can tweak/change it :)

What I meant was, when you die in CT you can look around your dead body for ~10 seconds.
I'd like this to be gone, so that the mercs can't tell where did the spies run to.
So basically to remove that I suggest that the view is switched to spectating your mate the moment your 'body' touches the ground (after you die).

Sorry if this still isn't clear enough :/
Title: Re: Ask-the-Devs
Post by: LennardF1989 on April 16, 2009, 12:08:16 AM
Oh alright.
If you block that, people will just use third-party voice-comms. But we can tweak/change it :)

What I meant was, when you die in CT you can look around your dead body for ~10 seconds.
I'd like this to be gone, so that the mercs can't tell where did the spies run to.
So basically to remove that I suggest that the view is switched to spectating your mate the moment your 'body' touches the ground (after you die).

Sorry if this still isn't clear enough :/
I know what you mean, don't worry. I just think the player needs to get a change to see himself die (as much as the spy can). It will just feel weird to suddently pop to your mates view.
Title: Re: Ask-the-Devs
Post by: Westfall on April 16, 2009, 04:10:24 AM
yea, but body should drop and that's it. No need to keep it the same as CT since it was such a flaw.
Title: Re: Ask-the-Devs
Post by: MulleDK19 on May 15, 2009, 11:34:06 PM
My thoughts on the death of both spies and mercenaries is: As soon as you die: Black screen (You're dead. No vision, no feelings, no hearing. Nothing)
Title: Re: Ask-the-Devs
Post by: neth on May 16, 2009, 12:49:15 AM
I think exactly same thing should be with falling asleep, so you can't tell your mate where spy hid or went just after ko-ing you or using the cam.
Title: Re: Ask-the-Devs
Post by: Tr1k on May 16, 2009, 01:07:53 AM
Hi all  :) I would like to know if There will be a mode "rank" as on scct ?
Your last vidéo "Basic movement Animations" is  Is interesting ;).
Title: Re: Ask-the-Devs
Post by: frvge on May 16, 2009, 01:32:58 AM
We currently are not planning ranked games because it promotes bad sportmanship to gain more points/lose less points, but it should be easy to add later.
Title: Re: Ask-the-Devs
Post by: Tr1k on May 16, 2009, 01:59:51 AM
Thank you for the fast answer  :)
 I can understand than the "rank" mode Will be not to integrate by default on "PS" (he can have a poor ambience Between players)  but it is a good idea To wait to see the opinions of the players before adding maybe the "rank".
 good week end  ;)
Title: Re: Ask-the-Devs
Post by: Gawain on May 17, 2009, 03:36:06 PM
bad sportmanship
=cheating?
if you can prevent cheating, the biggest remaining problems with rank are smurfing and the team thingy: joining as a team on rank servers can be hard, and playing as a team versus strangers is totally unfair.
Title: Re: Ask-the-Devs
Post by: frvge on May 17, 2009, 04:23:57 PM
I mean more:
saying "lag", "bullshit" etc when it's not really like that,
kicking people who you think are cheaters,
leaving because you are losing/because your teammate sucks
Title: Re: Ask-the-Devs
Post by: Gawain on May 17, 2009, 05:13:05 PM
I mean more:
saying "lag", "bullshit" etc when it's not really like that,
kicking people who you think are cheaters,
leaving because you are losing/because your teammate sucks
flaming doesn't influence the score, so who cares.
kicking people shouldn't be possible in rank mode in the first place, just as playing against the same folks repeatedly.
to me the game is no fun with an idiotic teammate no matter if it's in rank or ffa, so i would leave anyways. this point brings me also back to the team thingy; it makes no sense to mix up teams and solo players in one ladder.
Title: Re: Ask-the-Devs
Post by: Tr1k on May 17, 2009, 06:18:35 PM
Hi  :), The best alternative maybe for the "rank", would be that a system can allow only the players of clan/team to meet for To avoid playing with a unknown/noob player.
If on "project stealth" We can create a clan / tag as on double agent ,we will be able to meet more easily between members of clans/teams mates.
Title: Re: Ask-the-Devs
Post by: frvge on May 17, 2009, 06:23:06 PM
If we implement it, we'll have a 'tag'-system. So one username can append/prepend different tags. But we're currently not planning it.
Title: Re: Ask-the-Devs
Post by: I <3 U on May 17, 2009, 11:57:52 PM
this point brings me also back to the team thingy; it makes no sense to mix up teams and solo players in one ladder.

I have an idea...

Why don't you an option so that both players have to select their partner from their friends list. A request cud be sent to that player saying "freeman has sent you a partner request for rank"  "do u wish 2 accept". Once this is done the ranking could be based by each team, not individually.

Something like

Team xxx
>Rambo
>Freeman

Then statistics would appear on a team basis. For example:

Team xxx                                                                       Team yyy
  >Rambo                                         VS                          >Pooface
 >Freeman                                                                   >Analmonkey


Wins: 4                                                                          Wins: 2
Losses:2                                                                       Losses: 4

You could select which team u wish to compare statistics with aswell.

Just an idea if you implement rank... :] It'd probably take way to much time an effort, a nice to have feature though not necessity.
Title: Re: Ask-the-Devs
Post by: Gawain on May 18, 2009, 12:49:32 AM
pooface  ;D
some team joining/matchmaking function could really be sweet.
but it would be better to have as few different game modes, ladders etc. as possible considering the small number of players.
this is probably too early to discuss stuff like this, i think lennard is clever enough to allow systems like this to be easily implemented later on.
Title: Re: Ask-the-Devs
Post by: AgentX_003 on March 17, 2011, 04:18:29 PM
Excuse me for resurrecting an old thread but I just thought it was deemed appropriate , so my question would be  are you guys taking advantage of the March release of UDK allowing to utilize  DX 11 ?
Title: Re: Ask-the-Devs
Post by: DreadStunLock on March 17, 2011, 04:20:25 PM
I think this game needs to be a bit more friendly to the "Crappy PC/Laptops" community, but I would like to know as well.

P.S: Wouldn't that mean you have to change everything? Like the water effect?
Title: Re: Ask-the-Devs
Post by: Sunshine on March 17, 2011, 08:55:04 PM
I have a question:
How's everything going with PS? I don't see any updates since a very long time.
Title: Re: Ask-the-Devs
Post by: CurdyMilk on March 17, 2011, 09:23:44 PM
I have a question:
How's everything going with PS? I don't see any updates since a very long time.
LOL.  Is <24 hours ago a long time?
Title: Re: Ask-the-Devs
Post by: knooger on March 17, 2011, 09:29:33 PM
This is not really a update :P One picture... ^^
Title: Re: Ask-the-Devs
Post by: frvge on March 17, 2011, 09:37:10 PM
Excuse me for resurrecting an old thread but I just thought it was deemed appropriate , so my question would be  are you guys taking advantage of the March release of UDK allowing to utilize  DX 11 ?
Not for Lakehouse, mostly because Zedblade's graphics card can't handle it. Maybe in some later levels. We'll see about Asylum.
Title: Re: Ask-the-Devs
Post by: frvge on March 17, 2011, 09:37:46 PM
One picture is the start of... uh... we'll see ;)
Title: Re: Ask-the-Devs
Post by: knooger on March 18, 2011, 02:56:31 PM
I think this game needs to be a bit more friendly to the "Crappy PC/Laptops" community, but I would like to know as well.

P.S: Wouldn't that mean you have to change everything? Like the water effect?

People need just a lot of graphic settings like in UT2k4.
You should be able to adjust everything from useless blurs to decals and textures quality.(Post processing always high? or it doesn't matter for visions quality anymore?)
Graphics fanatics should be happy then and people with low specs or minimalism graphics fanatics :D

I hope Devs will not make such a mistake like in CT versus two graphics settings +  resoultion.

There are games on UE3 which works good even with older PCs ;) Ofcourse we are not talking about people who have Celeron 1.7ghz S478 512mb ram and 5500fx :D
Title: Re: Ask-the-Devs
Post by: DreadStunLock on March 18, 2011, 03:39:50 PM
I'd go for WoW style, you can remove literally everything and even PCs from 2000 can run it and raid with 20 fps, which is more than enough to play. Same for Starcraft 2 and Diablo, fucking hell come to think of Blizzard makes such great games when it comes to options :/
Title: Re: Ask-the-Devs
Post by: MulleDK19 on March 18, 2011, 03:54:11 PM
I'd go for WoW style, you can remove literally everything and even PCs from 2000 can run it and raid with 20 fps, which is more than enough to play. Same for Starcraft 2 and Diablo, fucking hell come to think of Blizzard makes such great games when it comes to options :/

Project Stealth will never be able to run on anything less than XP.

Windows 2000 and below does not have DirectX 9+.
Title: Re: Ask-the-Devs
Post by: DreadStunLock on March 18, 2011, 04:19:38 PM
That's fine, just have something like.


Texture Quality

Projectiles

Effects

Resolution

Fog

The more the better, just have loads of options to choose, detail, pixels as many resolutions as possible, U

Something like Ultra-low spec selection or whatever.


+ I am sure that WoW has DX10/11.....Hmmm need to re-check.
Title: Re: Ask-the-Devs
Post by: knooger on March 18, 2011, 06:38:41 PM
No Fog because it will be unfair if on any map will be fog and u will just delete it or make long distance visibility.
PS maps will be not that huge so we dont need adjust fog.. if any will be on maps.
Title: Re: Ask-the-Devs
Post by: DreadStunLock on March 18, 2011, 07:29:43 PM
Yeah, I kind of gone too far on that one, but stuff like Texture quality, particles, special effects, view distance etc.
Title: Re: Ask-the-Devs
Post by: AgentX_003 on March 18, 2011, 08:58:06 PM
Another question on my mind is  , when are we going to see the surfacing of the live broadcast recorded  video of lakehouse ?
Title: Re: Ask-the-Devs
Post by: frvge on March 19, 2011, 02:11:43 AM
I did not find time to re-record it. It's still on my HDD tho, totalling over 70GB of raw footage.
Title: Re: Ask-the-Devs
Post by: Farley4Fan on March 19, 2011, 10:53:34 AM
Just upload the 70 gigs then

totally serious
Title: Re: Ask-the-Devs
Post by: DreadStunLock on March 19, 2011, 11:18:29 AM
70GB on a website, I wonder how will it affect the speed of browsing it xD
Title: Re: Ask-the-Devs
Post by: zglina on March 19, 2011, 02:18:45 PM
upload video in parts
Title: Re: Ask-the-Devs
Post by: DreadStunLock on March 19, 2011, 03:40:29 PM
Now that will be just boring, same way it's boring to watch videos on YouTube in parts like real films.
Title: Re: Ask-the-Devs
Post by: knooger on March 19, 2011, 04:07:06 PM
No one of you guys heard about video compression?
Title: Re: Ask-the-Devs
Post by: Wh1tE_Dw4rF on March 19, 2011, 04:07:41 PM
If you would be able to turn down the smoke graphics, you will have an advantage over people who wish to play on max settings.

For example in BF2 you can see other players much easier with everything on low. (No shadows in buildings, barely any "cover" smoke, lol'ing at ghuily suit snipers in a grass field because you turned off grass.)
Title: Re: Ask-the-Devs
Post by: Farley4Fan on March 19, 2011, 07:52:02 PM
For example in BF2 you can see other players much easier with everything on low. (No shadows in buildings, barely any "cover" smoke, lol'ing at ghuily suit snipers in a grass field because you turned off grass.)

lol that's fucking hilarious

70GB on a website, I wonder how will it affect the speed of browsing it xD
upload video in parts
No one of you guys heard about video compression?

None of you guys heard about sarcasm? :D
Title: Re: Ask-the-Devs
Post by: knooger on March 19, 2011, 08:23:55 PM
If you would be able to turn down the smoke graphics, you will have an advantage over people who wish to play on max settings.

For example in BF2 you can see other players much easier with everything on low. (No shadows in buildings, barely any "cover" smoke, lol'ing at ghuily suit snipers in a grass field because you turned off grass.)

Not at all, grass is dissapearing on long distances same like small brushes, if you disable shadows in settings then all brushes have shadows but players not so you can see differience between them ;)

Low details give little advantage in most games.
Title: Re: Ask-the-Devs
Post by: DreadStunLock on March 19, 2011, 09:45:11 PM
Of course we ain't talking "No shadows literally" :P
Title: Re: Ask-the-Devs
Post by: AgentX_003 on March 20, 2011, 03:35:48 AM
Of course we ain't talking "No shadows literally" :P

Man up and say what you mean then