Project Stealth

Archives => Presentation Forum => Topic started by: frvge on October 08, 2008, 08:33:25 PM

Title: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: frvge on October 08, 2008, 08:33:25 PM
Tick... tock.. tick... tock...
ETA T minus 75.5 hours
Tick... tock.. tick... tock...
Title: Re: Tick...Tock ?!?
Post by: Succubus Dryad Of The Undying Comet on October 08, 2008, 09:00:13 PM
YAY :D
Title: Re: Tick...Tock ?!?
Post by: Tidenburg on October 08, 2008, 10:18:17 PM
U gotta be pissing me. Time warp please... :D

*impatience*
Title: Re: Tick...Tock ?!?
Post by: frvge on October 08, 2008, 10:20:05 PM
No timewarp this time. Unless I dont make it, because it's the evening of a birthday here then.
Title: Re: Tick...Tock ?!?
Post by: Gawain on October 08, 2008, 11:33:09 PM
so birthdays can bend the time? :D
Title: Re: Tick...Tock ?!?
Post by: frvge on October 09, 2008, 12:36:48 AM
Definately.
Last time time was bend, there was this interesting documentary on tv. I love certain science-documentaries on the Discovery Channel. Wait what  ;D
Title: Re: Tick...Tock ?!?
Post by: Gui Brazil on October 09, 2008, 01:22:57 AM
Frvge, is this the time where you're gonna announce we have been bought by lemonparty and that we'll have a few banners and pop ups here and there from them?
Title: Re: Tick...Tock ?!?
Post by: frvge on October 09, 2008, 01:33:53 AM
Hush, hush, that's for another day. Can't give away all the surprises eh?
Title: Re: Tick...Tock ?!?
Post by: AgentX_003 on October 09, 2008, 03:50:53 AM
Quote from: frvge on October 09, 2008, 01:33:53 AM
Hush, hush, that's for another day. Can't give away all the surprises eh?

your not canadian Frvge  >:( , but carry on  :-*
Title: Re: Tick...Tock ?!?
Post by: neth on October 09, 2008, 11:43:52 AM
can't wait. I'm counting on gameplay video this time.



Quote from: AgentX_003 on October 09, 2008, 03:50:53 AM
your not canadian Frvge  >:( , but carry on  :-*


Canadians are murderers.
Title: Re: Tick...Tock ?!?
Post by: Succubus Dryad Of The Undying Comet on October 09, 2008, 11:57:54 AM
Quote from: neth on October 09, 2008, 11:43:52 AM
can't wait. I'm counting on gameplay video this time.

I wanna see how the charge and snipe look :D
Title: Re: Tick...Tock ?!?
Post by: Kurbutti on October 09, 2008, 03:22:53 PM
Oh my GOD! OH MY GOD!? Sweeeeet!
Title: Re: Tick...Tock ?!?
Post by: frvge on October 09, 2008, 06:03:18 PM
FYI: gameplay and gameplay animations are still far off. The moment we have that, I'll let you know without a Tick Tock ;) Just to clear it up.
Title: Re: Tick...Tock ?!?
Post by: Succubus Dryad Of The Undying Comet on October 09, 2008, 06:11:40 PM
Quote from: frvge on October 09, 2008, 06:03:18 PM
FYI: gameplay and gameplay animations are still far off. The moment we have that, I'll let you know without a Tick Tock ;) Just to clear it up.
I hold you on that ;)
Title: Re: Tick...Tock ?!?
Post by: frvge on October 09, 2008, 06:14:39 PM
Assuming I dont forget :P harhar.
Title: Re: Tick...Tock ?!?
Post by: Succubus Dryad Of The Undying Comet on October 09, 2008, 08:04:19 PM
I'll make sure you won't :)
Title: Re: Tick...Tock ?!?
Post by: Zedblade on October 09, 2008, 09:15:32 PM
Quote from: Liqu1D_133 on October 09, 2008, 06:11:40 PM
Quote from: frvge on October 09, 2008, 06:03:18 PM
FYI: gameplay and gameplay animations are still far off. The moment we have that, I'll let you know without a Tick Tock ;) Just to clear it up.
I hold you on that ;)

seriously, we should have that by now. fucking pethetic that we don't. Blame all the 'animators' that jumped on the team, only to dissappear without doing effing crap.
Title: Re: Tick...Tock ?!?
Post by: neth on October 10, 2008, 12:48:09 AM
so who works on animations now ?
Title: Re: Tick...Tock ?!?
Post by: frvge on October 10, 2008, 07:37:13 AM
Wolf.
Title: Re: Tick...Tock ?!?
Post by: frvge on October 11, 2008, 01:15:12 AM
Tick... tock.. tick... tock...
ETA T minus 22.75 hours
Tick... tock.. tick... tock.
Title: Re: Tick...Tock ?!?
Post by: Spekkio on October 11, 2008, 01:44:06 AM
Quote from: frvge on October 11, 2008, 01:15:12 AM
Tick... tock.. tick... tock...
ETA T minus 22.75 hours
Tick... tock.. tick... tock.
I love it when you tease me, sweetie.
Title: Re: Tick...Tock ?!?
Post by: frvge on October 11, 2008, 02:21:19 AM
prrrrttt
Title: Re: Tick...Tock ?!?
Post by: Vega on October 11, 2008, 03:20:02 AM
Quote from: Spekkio on October 11, 2008, 01:44:06 AM
Quote from: frvge on October 11, 2008, 01:15:12 AM
Tick... tock.. tick... tock...
ETA T minus 22.75 hours
Tick... tock.. tick... tock.
I love it when you tease me, sweetie.

Yeah you like it you dirty whore, you take it all in mmm slurp it up mmmm that taste good doesn't it?







:-X
Title: Re: Tick...Tock ?!?
Post by: Gui Brazil on October 11, 2008, 04:29:07 AM
Ok, frvge, I can't keep this shut no more. I'VE HAD IT FOR TOO LONG!






Project Stealth is a lie. We're all employees at Pixar and we're doing a top secret movie called, E-Wall. When this tick tock ends the world will explode because we have kinda triggered a nuclear bomb during one of our researches for the movie (I blame spekkio for not giving me some decent f14 references).
Title: Re: Tick...Tock ?!?
Post by: frvge on October 11, 2008, 10:22:46 AM
Quote from: Gui Brazil on October 11, 2008, 04:29:07 AM

The cake is a lie. We're all employees at Valve and we're doing a top secret movie called, Port-Al. When this tick tock ends the world will explode because we have kinda triggered a nuclear bomb during one of our researches for the movie (I blame spekkio for not giving me some decent recipes).
fixed.
Title: Re: Tick...Tock ?!?
Post by: Spekkio on October 11, 2008, 05:09:07 PM
Quote from: Vega on October 11, 2008, 03:20:02 AM
Quote from: Spekkio on October 11, 2008, 01:44:06 AM
Quote from: frvge on October 11, 2008, 01:15:12 AM
Tick... tock.. tick... tock...
ETA T minus 22.75 hours
Tick... tock.. tick... tock.
I love it when you tease me, sweetie.

Yeah you like it you dirty whore, you take it all in mmm slurp it up mmmm that taste good doesn't it?







:-X
Just like you to get all overzealous and race to the end. That's why frvge is my man...he knows how to take it nice and slow.
Title: Re: Tick...Tock ?!?
Post by: Vega on October 11, 2008, 11:09:41 PM
Quote from: Spekkio on October 11, 2008, 05:09:07 PM
Just like you to get all overzealous and race to the end. That's why frvge is my man...he knows how to take it nice and slow.

But you said....you said you couldn't resist my O-face.  Oh! Oh! Oh!  You know what I'm talking about; oh!
Title: Re: Tick...Tock ?!?
Post by: Succubus Dryad Of The Undying Comet on October 11, 2008, 11:31:54 PM
Half a hour to go... can't wait :D
Title: Re: Tick...Tock ?!?
Post by: frvge on October 12, 2008, 12:00:07 AM
Tick...tock...tick...tock...

Booting data transmission system.
POST check... OK
Running unit tests... OK
Opening socket...OK
Securing socket... OK
Synching with data server... OK
Fetching comments... OK

Displaying comments: "These renders are all in-game quality"
                                "Please do not stream. Use Right-click+Save As."

Transmitting data:

Sending data chunk #1:
Objective #1 (http://www.projectstealthgame.com/public/renders/props/computer_objective_00.jpg)

Sending data chunk #2:
Objective #2 (http://www.projectstealthgame.com/public/renders/props/computer_objective_01.jpg)

Sending data chunk #3:
Objective #3 (http://www.projectstealthgame.com/public/renders/props/computer_objective_02.jpg)

Sending data chunk #4:
Objective #4 (http://www.projectstealthgame.com/public/renders/props/computer_objective_03.jpg)

Sending data chunk #5:
Objective #5 (http://www.projectstealthgame.com/public/renders/props/computer_objective_04.jpg)

Sending data chunk #6:
Objective #6 (http://www.projectstealthgame.com/public/renders/props/computer_objective_05.jpg)

Sending data chunk #7:
Objective #7 (http://www.projectstealthgame.com/public/renders/props/computer_objective_06.jpg)

Sending data chunk #8:
Objective #8 (http://www.projectstealthgame.com/public/renders/props/computer_objective_07.jpg)

Sending data chunk #9:
Objective Animation (http://www.projectstealthgame.com/public/video/props/objective_animationblast.avi) (8MB, 0:07 min)

Mirrors:
Objective Animation - ModDB.com (http://www.moddb.com/mods/project-stealth/videos/neutralization-objective-animation)

Closing socket... OK
Destructing resources... OK

Entering sleep-mode.

Tick...tock...tick...tock...
ETA T Minus 72
Tick...tock...tick...tock...
Title: Re: Tick...Tock ?!?
Post by: Succubus Dryad Of The Undying Comet on October 12, 2008, 12:02:48 AM
:)
Title: Re: Tick...Tock ?!?
Post by: frvge on October 12, 2008, 12:05:11 AM
k, I just noticed that my servertime is off. Which is why there was a 1 hour gap. I'm gonna try to fix that right now.
Title: Re: Tick...Tock ?!?
Post by: LennardF1989 on October 12, 2008, 12:05:35 AM
Quote from: Liqu1D_133 on October 12, 2008, 12:02:48 AM
:)
Ok... So you have been spamming F5 for the last half an hour, right?

Quote from: frvge on October 12, 2008, 12:05:11 AM
k, I just noticed that my servertime is off. Which is why there was a 1 hour gap. I'm gonna try to fix that right now.
Hey! I noticed it! That's what you get for nothing...

Edit:
Fixed now, offset on the forum settings was wrong.
Title: Re: Tick...Tock ?!?
Post by: frvge on October 12, 2008, 12:10:56 AM
Yeah, the server time is correct. It was the forum time-offset of my profile which was set to 0 instead of 1. Sorry 'bout that.

The ModDB vid is still processing.
Title: Re: Tick...Tock ?!?
Post by: Tidenburg on October 12, 2008, 12:21:12 AM
It's cool but it was a tick tock for one object.  :'( I'm gonna wait till modDb has it up to watch the thing open.
Title: Re: Tick...Tock ?!?
Post by: frvge on October 12, 2008, 12:23:14 AM
But it's high-res :D Have you seen the little fans on the back of the objective? They rock!
Title: Re: Tick...Tock ?!?
Post by: Succubus Dryad Of The Undying Comet on October 12, 2008, 12:43:09 AM
Quote from: LennardF1989 on October 12, 2008, 12:05:35 AM
Quote from: Liqu1D_133 on October 12, 2008, 12:02:48 AM
:)
Ok... So you have been spamming F5 for the last half an hour, right?

Yes. And i got what i already had (it was the sneakpeak). I'm happy anyway :D

Quote from: frvge on October 12, 2008, 12:23:14 AM
But it's high-res :D Have you seen the little fans on the back of the objective? They rock!
Totally (but that's only because of the ProjectStealth logo on the picture :P).
Title: Re: Tick...Tock ?!?
Post by: LennardF1989 on October 12, 2008, 01:03:38 AM
Quote from: Tidenburg on October 12, 2008, 12:21:12 AM
It's cool but it was a tick tock for one object.  :'( I'm gonna wait till modDb has it up to watch the thing open.

Ahum....
Quote from: frvge on October 12, 2008, 12:00:07 AM
Entering sleep-mode.

Tick...tock...tick...tock...
ETA T Minus 72
Tick...tock...tick...tock...
Either way, that statement is kind of insulting. We have all rights not to show you guys anything and when we do, you complain we only show one thing. If I were in a bad mood I would say something that's not nice or professional to you, but I won't, even though my TV just died (my good old 20 year old Telefunken which had a screen the size of todays big widescreens) and I'm kinda pissed about it.
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: Tidenburg on October 12, 2008, 01:06:01 AM
Lennard. Take all my comments with a grain of salt. I will never be truely happy until im spawn killing n00bs in the full game ^_^. Until then i'm a whiny bitch, like a fat kid at a restaurant and project stealth is on the menu. The chefs may be professional and awesome but they are not fast enough for my fat gluttonous needs, which incidentally, no one can possibly satisfy. :)

I love it really. :P I JUST WANT MOARRR
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: LennardF1989 on October 12, 2008, 01:16:47 AM
Apologies accepted, edited post.
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: frvge on October 12, 2008, 01:19:22 AM
ModDB is ready with processing and the vid can now be seen there. The unscrewing and screwing of the tiny screws is hard to see in ModDB's version :(
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: AgentX_003 on October 12, 2008, 02:53:50 AM
Quote from: frvge on October 12, 2008, 01:19:22 AM
ModDB is ready with processing and the vid can now be seen there. The unscrewing and screwing of the tiny screws is hard to see in ModDB's version :(

:(  you stole the color from the video  :'( , but i agree with tiden and i feel the same way

it would fill me up if i saw like 7 things :D for 1 tick tock thread and i think everyone else would shut up for the month :D.
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: Vega on October 12, 2008, 08:31:09 PM
Very nice Objective model!  I'm assuming when the objective is completed that it will then execute it's fold-up animation.  Pretty sweet.
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: frvge on October 12, 2008, 10:57:16 PM
Correct. The original idea as shown in concept art also had some animation, but it turned out to be a bit hard to get right.
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: neth on October 12, 2008, 11:04:55 PM
Got a question. Do you guys intend to put some of these glowy effects you can see nowadays in games ? I think they are called shaders.
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: Succubus Dryad Of The Undying Comet on October 12, 2008, 11:16:21 PM
I hope not. It messes with your brain.

That's sarcasm. Also, gg for reading this.
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: frvge on October 12, 2008, 11:23:40 PM
Quote from: neth on October 12, 2008, 11:04:55 PM
Got a question. Do you guys intend to put some of these glowy effects you can see nowadays in games ? I think they are called shaders.
In a sense all the materials (upgraded textures) are shaders.

We use our own more advanced shaders for the various vision modes for example :)

UT3 itself has HDR, bloom, Depth of Field, motion blur and so on.
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: neth on October 13, 2008, 04:19:31 PM
Ok but you didnt really answer my question :)
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: frvge on October 13, 2008, 05:20:21 PM
Answer is most likely yes. I dont know at this time if they can be turned off, if they are implemented.
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: Gui Brazil on October 13, 2008, 06:37:06 PM
A shader is not a glowy effect.
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: Westfall on October 14, 2008, 06:09:36 AM
nice objective
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: Zedblade on October 14, 2008, 06:54:59 AM
Quote from: neth on October 13, 2008, 04:19:31 PM
Ok but you didnt really answer my question :)

Yes. Shaders are a default part of UT3. So we are already have them in the game. The objective is using a shader, a pixel shader to be more accurate as it has a normal map. The spy, the Merc, every material in Clubhouse has a normal map... which is pixel shading.

I'm sorry but this just seems like a really stupid question to ask after all the stuff we've already shown.
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: neth on October 14, 2008, 12:04:42 PM
I'm not really into all this technical things and perhaps it is a reason why my question sounds stupid. All I mean is that you can see some differences between PS and, let's say, ut3 in a way all things around are lit.


Take a look at this random ut3 screenshot and compare the lighting with the one from the stage in PS sshot.


http://www.tweakguides.com/images/UT3_11.jpg

http://www.projectstealthgame.com/public/screenshots/maps/lakehouse/lakehouse1_prealpha.jpg

It's hard to explain for me but do you know what i mean ?
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: VaNilla on October 14, 2008, 09:03:09 PM
That is pretty nice, good stuff :).
Title: Re: Tick...Tock (Phase 1 completed)...
Post by: frvge on October 15, 2008, 12:03:09 AM
Tick...tock...tick...tock...

Booting data transmission system.
POST check... OK
Running unit tests... OK
Opening socket...OK
Securing socket... OK
Synching with data server... OK
Fetching comments... OK

Transmitting data:

Text-entry #1:
Some notes from the composer about the music as used in the Lakehouse Teaser (http://www.moddb.com/mods/project-stealth/videos/lakehouse-teaser#imagebox).

Quote from: Theodore W
3 Fingerprints

A broad soundscape capturing the atmospheric setting and colour hue of the project, consisted of flute, synthesizer, tabala and electronic drums, providing the textural backdrop and momentum, layered upon a guitar ensemble, some parts played with violin bows and ebow with metal objects stuck to the fingerboards, by having the guitars playing slightly out of tune and tempo, it formed a sense of hidden unease, which suited the stealth genre effectively as a new approach, later on it fitted well to the minor tilt and pan movements of the camera in the lakehouse teaser trailer.

Orchestration: 5 Electric Guitars, 2 Electric Bass Guitars, 1 Flute, Metal Objects, Electric Drums, Tabala, Ebow, Violin Bow, Virus TI



Project Stealth Logo Sequence

Constructed with abstract sounds more in the nature of music concrete, among a mixture of timbre from electronics, orchestral instruments and sounds from non-musical objects, I wanted an element that can represent fate (considering its for a stealth action game), filtered boy choir supported that concept and served as a link between the eletronic and acoustic textures, also at the same time it constitutes as a contrast without being detached from the orchestration, the piece ends in suspension with processed sounds from steel pipes, timpani and water.

Orchestration: Stretched Piano Wires, Bowed Harp, Steel Pipes, Gong, Timpani, medium-sized Boy Choir, Synth

Text-entry #2
Quote
We got hold of a new animator who will be making some of the Spy's animations. This animator worked at various AAA-movies like The Matrix Reloaded/Revolutions, Star Wars: Episode II - Attack of the Clones, the upcoming X-Men Origins: Wolverine and many more Hollywood blockbusters. We focus on high-quality and only want the best. With the work of this animator we will continue our way to the perfect SAM-gameplay and feeling.

Data-entry:

PS UT3 Spy Character (http://files.projectstealthgame.com/downloads/UT3Spy.zip) (52.2MB)

Mirrors:
FilePlanet (http://www.fileplanet.com/188598/180000/fileinfo/Unreal-Tournament-3---Project-Stealth-Custom-Character)
ModDB (http://www.moddb.com/mods/project-stealth/addons/spy-model1)

Closing socket... OK
Destructing resources... OK

Entering sleep-mode.

Tick...tock...tick...tock...
ETA T Minus 96
Tick...tock...tick...tock...
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: ChickenSkin on October 15, 2008, 12:34:31 AM
I dont have UT3 yet. Is it possible for someone to post a video (maybe on Moddb) of the different ways you can customise a spy, maybe an ingame video using FRAPS. Im sure others (who dont have UT3 or cant run it) would appreciate this too.

Thanks. Oh and awesome news about the animators.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Zedblade on October 15, 2008, 01:01:15 AM
Quote from: neth on October 14, 2008, 12:04:42 PM
I'm not really into all this technical things and perhaps it is a reason why my question sounds stupid. All I mean is that you can see some differences between PS and, let's say, ut3 in a way all things around are lit.


Take a look at this random ut3 screenshot and compare the lighting with the one from the stage in PS sshot.


http://www.tweakguides.com/images/UT3_11.jpg

http://www.projectstealthgame.com/public/screenshots/maps/lakehouse/lakehouse1_prealpha.jpg

It's hard to explain for me but do you know what i mean ?

I can't see the first screenshot, but just as general knowledge, UT3 and PS are using the same technology. UT3 was in development a lot longer then PS, the fact that it had many, many artists, all of which were professionals and that the screenshot was from a finished game that's on the shelf means there's going to be an art quality differance. However, both games have completey differant playstyls. UT3's lighting is meant for a fast-paced deathmatch game. Thus they can't really have pure black shadows and low-lite areas. Everything needs to be more or less evenly lit. PS being a stealth game, where spies need areas of pitch black or low-lite areas will have differant lighting of course. Not to mention the fact that the Lakehouse shot you provided is a pre-alpha version.

I really don't understand what your trying to get at, and frankly I don't think you do either. So unless you have another way to put it that will be more understanding, just know that we are using every current technology to the best of our abilities and only when deemed necessary.

Title: Re: Tick...Tock (Phase 2 completed)...
Post by: goodkebab on October 15, 2008, 11:21:39 AM
unfortunatley Zed,   the audience in general  expects a AAA quality game because that is what they are used to playing.   The amount of work and talent involved to get that level of quality is not even understood.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Zedblade on October 15, 2008, 11:36:36 AM
Quote from: goodkebab on October 15, 2008, 11:21:39 AM
unfortunatley Zed,   the audience in general  expects a AAA quality game because that is what they are used to playing.   The amount of work and talent involved to get that level of quality is not even understood.

Indeed, and that ignorance will be the reason we will have people complaining it doesn't look as good as Gears of War 2 instead of appreciating the work we did for free.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Succubus Dryad Of The Undying Comet on October 15, 2008, 03:42:53 PM
I'd rather see good gameplay with UT'99 graphics than shitty gp with UT3.
Really, Gameplay is ALL that matters if you want to have fun.

Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Tidenburg on October 15, 2008, 04:05:06 PM
The screeny we saw before with the spy in is way above what games my PC has look like (apart from the spy looked oddly coloured/shaded, but I know that was temporary). So far its all look h-a-w-t.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Ion.67 on October 16, 2008, 12:55:56 AM
Please stop saying you can't do work because you aren't professional. We all know that. It sounds really odd having devs say that they can't do good. We understand that it won't look as good.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Gui Brazil on October 16, 2008, 02:04:24 AM
Quote from: Ion.67 on October 16, 2008, 12:55:56 AM
Please stop saying you can't do work because you aren't professional. We all know that. It sounds really odd having devs say that they can't do good. We understand that it won't look as good.

Uhh, who said we can't do the mod? They said we can't MATCH the level of an AAA game (well, duh it's an AAA game, for christ sake!) because they spend 4 or 5 years on them with a team filled with the best professionals in the game industry working thousands of hours each week when we can only do it on some of our free time, in a much smaller time span and with only a few professionals (Kebab, Zed, Overstatement and I guess that's it). And please, the guy was comparing PS to UT3, what did you expect the reactions to be like?
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: frvge on October 16, 2008, 02:18:07 AM
Hey, I'm a professional webdeveloper now  :P
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Ion.67 on October 16, 2008, 03:26:02 AM
I'm saying it sounds retarded when you say it. It seems that you are imposing a limit upon yourselves. No one expects an AAA game.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Zedblade on October 16, 2008, 04:10:44 AM
Quote from: Ion.67 on October 16, 2008, 03:26:02 AM
I'm saying it sounds retarded when you say it. It seems that you are imposing a limit upon yourselves. No one expects an AAA game.

You may not, but a lot of the more ignorant people will, and WILL complain. I've seen it before in other mods, I'm i'm 100% positive i'll see it again.

We aren't imposing anything on ourselves, we've said before we will do the best we can, but just want to let people know that IF the game isn't up to AAA Game Developer quality, don't get pissed off, there is a perfectly valid reason.

I think you are just misunderstanding we we are trying to say. This was all an answer to what's his face comparison between UT3 and PS. We had to come and set the record straight. You took it as more then it was.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Spekkio on October 16, 2008, 04:57:12 AM
I'll honestly be surprised if the mod ever gets finished in the first place. I've seen a lot of "big idea" mods fall by the wayside because A) they can't find people to fill an integral spot (in PS's case: animators) and B) the people who are working on it get bored/have other commitments/move out of their parents' basement/get married/whatever.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: AgentX_003 on October 16, 2008, 05:14:00 AM
Quote from: Spekkio on October 16, 2008, 04:57:12 AM
I'll honestly be surprised if the mod ever gets finished in the first place. I've seen a lot of "big idea" mods fall by the wayside because A) they can't find people to fill an integral spot (in PS's case: animators) and B) the people who are working on it get bored/have other commitments/move out of their parents' basement/get married/whatever.


I honestly believe, that this mod will be completed because due to the results we have been seeing, if we didn't see any progress what so ever, then it would be safe to say that the mod is in trouble, but

stuff is being produced , so the key is to think positive in this situation, thats just my two cents.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Westfall on October 16, 2008, 05:20:21 AM
If the mod does get finished I don't have expectations. I just want a game, and we can always give inputs which will allow for patches. That, imo, is the most important thing....having a dedicated team who will make fixes and understands the dedication to the mod.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Spekkio on October 16, 2008, 12:17:01 PM
Quote from: AgentX_003 on October 16, 2008, 05:14:00 AM
Quote from: Spekkio on October 16, 2008, 04:57:12 AM
I'll honestly be surprised if the mod ever gets finished in the first place. I've seen a lot of "big idea" mods fall by the wayside because A) they can't find people to fill an integral spot (in PS's case: animators) and B) the people who are working on it get bored/have other commitments/move out of their parents' basement/get married/whatever.


I honestly believe, that this mod will be completed because due to the results we have been seeing, if we didn't see any progress what so ever, then it would be safe to say that the mod is in trouble, but

stuff is being produced , so the key is to think positive in this situation, thats just my two cents.
All you've seen is a few models and parts of a map, which is the easiest part of making the mod. Those models still need to animated, the game needs to be coded, tested for QA, and recoded until it is in good working shape.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: kronf on October 16, 2008, 03:07:10 PM
Quote from: Spekkio on October 16, 2008, 04:57:12 AM
I'll honestly be surprised if the mod ever gets finished in the first place. I've seen a lot of "big idea" mods fall by the wayside because A) they can't find people to fill an integral spot (in PS's case: animators) and B) the people who are working on it get bored/have other commitments/move out of their parents' basement/get married/whatever.
Exactly my thoughts.

Just because someone asks ignorant questions doesnt mean people want an AAA game. What the fuck is AAA game anyway. Can ct versus be considered AAA just because ubi worked full time on it? Its still a shitty game and this is the only game PS can be compared with. So far PS looks 10x better than ct. No need to get all defensive when someone asks you something he has no idea what he wants to say. I'm sure everyone knows that you are doing it in your free time by now.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Hyrage on October 16, 2008, 03:53:37 PM
Quote from: Gui Brazil on October 16, 2008, 02:04:24 AM
Quote from: Ion.67 on October 16, 2008, 12:55:56 AM
Please stop saying you can't do work because you aren't professional. We all know that. It sounds really odd having devs say that they can't do good. We understand that it won't look as good.

Uhh, who said we can't do the mod? They said we can't MATCH the level of an AAA game (well, duh it's an AAA game, for christ sake!) because they spend 4 or 5 years on them with a team filled with the best professionals in the game industry working thousands of hours each week when we can only do it on some of our free time, in a much smaller time span and with only a few professionals (Kebab, Zed, Overstatement and I guess that's it). And please, the guy was comparing PS to UT3, what did you expect the reactions to be like?
I totally can't agree with your statement, but you are telling the truth, we do not work on this mod 60 hours a week (not in my case, at least).

And we got one more right here and I'm not freaking going to let this mod die, we will kick some butts for the MSUC. :-*. isn't Theo also a professional?

Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Theodore W on October 16, 2008, 05:08:02 PM
whispers, professional hermit in the cave  ;)
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: neth on October 16, 2008, 05:38:29 PM
Well, I don't know this "technical language". I may only guess what words like "shaders", "textures" etc. mean but despite that I'm still able to say if something looks good or not. I assumed that because you work on ue3, the graphics will be similar to what we can see in ut3 but unfortunately they aren't. The general question is: Will the game look better than it looks now ? Will things in this picture, for example the stage, look better ?

http://www.projectstealthgame.com/public/screenshots/maps/lakehouse/lakehouse1_prealpha.jpg


It seems that my question hurt your feelings and I apologise for that but calling someone an ignorant only because he doesnt know appropriate technical language doesnt look very professional to me.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Gawain on October 16, 2008, 06:12:15 PM
i'd be more than happy if the ingame graphic looks as good as the screenshots.
balanced  varied gameplay is more important for long-term fun anyways than fancy graphics. so in this regard, as long as the lightning and sound behaviour works well for svm gameplay, everything is fine.
btw, didn't a new professional animator join the team recently?
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: frvge on October 16, 2008, 06:17:49 PM
@neth: a large part depends on the used lighting. Currently, it's still like in that picture, which is IMO pretty good.
@Rambo, he didnt join the team, but he's making some animations for us :).
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: InvisibleMan999 on October 16, 2008, 07:23:23 PM
I think graphics quality is somewhat overrated.

Team Fortress 2 is really popular and the graphics on that are pretty damn primitive for the time.

Given what we've seen already from the PS artwork, it's going to look great.   

What will however make-or-break PS is going to be player accessibility. The tutorial has to be great so people can know how to play quickly.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Gawain on October 16, 2008, 07:58:18 PM
QuoteI think graphics quality is somewhat overrated.
so fucking true about today's games...

QuoteTeam Fortress 2 is really popular and the graphics on that are pretty damn primitive for the time.
from what i've heard it's technically pretty hard to get that smooth comic look, but this look is one of the main reasons that makes tf2 so unique. in fact, tf2 was one of the very few good mp releases lately because it focused around innovative teamplay and cared shit about realistic graphics.

QuoteWhat will however make-or-break PS is going to be player accessibility. The tutorial has to be great so people can know how to play quickly.
we definitely should try to make the access for new players as easy as possible after the attention we'll hopefully get from the msuc. this includes a clean web portal, an easy installation, a good tutorial, a replay system and maybe some tutoring programs.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: frvge on October 16, 2008, 08:15:38 PM
Dont worry about that. We got an expert on that on the team, and I know the basics of it too ;)
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Hyrage on October 16, 2008, 09:59:30 PM
Graphics whores everywhere.
If the actual games suck on the market, it's because you complain too much about these instead of how it plays.

Your fault.

(kidding)
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Tidenburg on October 16, 2008, 10:54:40 PM
Neth, I don't see what you are talking about? The stage is lit up so it should be bright? Any quarrel you have with it is obviously so hard to spot you'd have to be really bored in game to notice it, so far all the level shots i've seen look spectacular.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Succubus Dryad Of The Undying Comet on October 16, 2008, 11:14:39 PM
I think he means the gloomy bloomy effect on the different surfaces caused by lights.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Gui Brazil on October 16, 2008, 11:39:42 PM
Quote from: Spekkio on October 16, 2008, 12:17:01 PM
All you've seen is a few models and parts of a map, which is the easiest part of making the mod.

Just for the record: it might be easy if you're using the models that come with the editor, but try creating them all to see if it's such a piece of cake. You can't compare modeling to animating (or rigging or whatever) because they're totally different things. It's like saying doing a skycraper is easier than making a bulldozer move.


(I'm not trying to offend anyone, just saying my pov)
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Hyrage on October 16, 2008, 11:50:07 PM
Quote from: Gui Brazil on October 16, 2008, 11:39:42 PM
Quote from: Spekkio on October 16, 2008, 12:17:01 PM
All you've seen is a few models and parts of a map, which is the easiest part of making the mod.[/u]

Just for the record: it might be easy if you're using the models that come with the editor, but try creating them all to see if it's such a piece of cake. You can't compare modeling to animating (or rigging or whatever) because they're totally different things. It's like saying doing a skycraper is easier than making a bulldozer move.


(I'm not trying to offend anyone, just saying my pov)
And it also mean that programming is the only hard thing behind a game, what is compeltely false. It can take an entire life to master only of of these (3D modeling, 3D animation, Level Design, AI Programming, Tool/ Engineering, Game Design, etc).

I'm sure you meant, showing a "picture" is the easiest part of a mod.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Spekkio on October 17, 2008, 12:20:55 AM
QuoteWhat will however make-or-break PS is going to be player accessibility. The tutorial has to be great so people can know how to play quickly.
Uhh, about 1% of people are actually going to play through the tutorial. The other 99% are going to pick up the game, log on, try to play for 10 minutes, and get owned. The majority of those won't "get it" and will say the game sucks and move onto point-and-clicking in CS.

Remember once upon a time when we had these things called game manuals? How many people actually read those? Not too many.

If it comes down to including an extra map or fine tuning some gameplay element, or making an omfg in-depth tutorial that no one's going to use, I'd take the former.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Westfall on October 17, 2008, 03:40:37 AM
Quote from: Spekkio on October 17, 2008, 12:20:55 AM
QuoteWhat will however make-or-break PS is going to be player accessibility. The tutorial has to be great so people can know how to play quickly.
Uhh, about 1% of people are actually going to play through the tutorial. The other 99% are going to pick up the game, log on, try to play for 10 minutes, and get owned. The majority of those won't "get it" and will say the game sucks and move onto point-and-clicking in CS.

Remember once upon a time when we had these things called game manuals? How many people actually read those? Not too many.

If it comes down to including an extra map or fine tuning some gameplay element, or making an omfg in-depth tutorial that no one's going to use, I'd take the former.

agreed
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Hyrage on October 17, 2008, 04:21:13 AM
 ;D ... I'm 1% cooler  :o
+ 10 EGO pts
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Zedblade on October 17, 2008, 07:21:37 AM
Quote from: Spekkio on October 16, 2008, 12:17:01 PM
Quote from: AgentX_003 on October 16, 2008, 05:14:00 AM
Quote from: Spekkio on October 16, 2008, 04:57:12 AM
I'll honestly be surprised if the mod ever gets finished in the first place. I've seen a lot of "big idea" mods fall by the wayside because A) they can't find people to fill an integral spot (in PS's case: animators) and B) the people who are working on it get bored/have other commitments/move out of their parents' basement/get married/whatever.


I honestly believe, that this mod will be completed because due to the results we have been seeing, if we didn't see any progress what so ever, then it would be safe to say that the mod is in trouble, but

stuff is being produced , so the key is to think positive in this situation, thats just my two cents.
All you've seen is a few models and parts of a map, which is the easiest part of making the mod. Those models still need to animated, the game needs to be coded, tested for QA, and recoded until it is in good working shape.

You couldn't be more wrong. We've shown you two completey and original character that took hundreds of hours to complete. We've shown you an entire map, completey custom that also took hundreds of hours. Not to mention the hours spent by our modelers modeling completey custom props for the level.

Asset creation, level designing and world contrustion are by no means the easiest part, in fact some would argue them being the hardest. This mod is past the point of no return, thanks to the past year of our artist working to finish the characters and Lakehouse. More then half of the job is complete, its a matter of when the Mod will be finished, not if.

Quote from: neth on October 16, 2008, 05:38:29 PM
Well, I don't know this "technical language". I may only guess what words like "shaders", "textures" etc. mean but despite that I'm still able to say if something looks good or not. I assumed that because you work on ue3, the graphics will be similar to what we can see in ut3 but unfortunately they aren't. The general question is: Will the game look better than it looks now ? Will things in this picture, for example the stage, look better ?

http://www.projectstealthgame.com/public/screenshots/maps/lakehouse/lakehouse1_prealpha.jpg


It seems that my question hurt your feelings and I apologise for that but calling someone an ignorant only because he doesnt know appropriate technical language doesnt look very professional to me.

It's not possible to hurt our feelings, and thinking you did is kinda funny. Anyway, I'm pretty sure no one specifically called you ignorant and all of the dev team's post have been professional.

I don't care if you think it's not good, I'm not 100% happy with that screenshot either, but the Level isn't complete and we still have plenty of time to improve it.

What I do want you and everyone to understand is that you need to stop comparing PS with UT3 just becuase it uses UE3. PS will look as good as we can make it, not worse, not better. At the end of the day, we are trying to make a good SAM game, so that we can all get over CT and move on. Also, I mean com on, PS already looks 100x better then CT, what else matters? You aren't buying PS, why do you care whether or not it holds up to a Top of the Line game you have to buy on the shelf?

Out of curiosity, I do want you to specify why exactly you think that screenshot looks bad.

Anyway, why doesn't everyone just drop the subject, and hold onto graphical debates and stuff until the mod is ACTUALLY release and you can see the game for yourself on your machine. Then you can make accurate judgments.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: ChickenSkin on October 17, 2008, 10:37:16 AM
You guys should remember that PS is STILL at PRE-ALPHA stages.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: LennardF1989 on October 17, 2008, 01:26:47 PM
Did I miss something? Busy week, hehe ::)
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: frvge on October 17, 2008, 03:06:59 PM
Tutorial will most likely be necessary for first time users. To differentiate between returning uses, we might have a few questions which lets you skip the tutorial in like 10 seconds. Just an idea...
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Hyrage on October 17, 2008, 03:26:37 PM
Quote from: frvge on October 17, 2008, 03:06:59 PM
Tutorial will most likely be necessary for first time users. To differentiate between returning uses, we might have a few questions which lets you skip the tutorial in like 10 seconds. Just an idea...
Or when the time will come, i'll just setup a Tutorial map for that, no problem.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Gawain on October 17, 2008, 05:12:54 PM
QuoteUhh, about 1% of people are actually going to play through the tutorial. The other 99% are going to pick up the game, log on, try to play for 10 minutes, and get owned. The majority of those won't "get it" and will say the game sucks and move onto point-and-clicking in CS.
Remember once upon a time when we had these things called game manuals? How many people actually read those? Not too many.
that's why you kinda have to force first-time players to go through the full tutorial. an easy solution would be to ask 3 random questions you can only answer after completing the tutorial, and another solution would be to make it related to the account (this would also stop spamming smurf accounts).
i honestly think this would only get annoying if the tutorial is done bad (eg consuming too much time with obvious stuff like walking/shooting/... or with stuff you almost never need like climbing around for 2 minutes) and/or if you'd have to repeat it after every re-installation.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Farley4Fan on October 17, 2008, 11:27:06 PM
activate sarcasm detectors nao plz

Why does this not look as good as other UE3 games like Gears of War 2? 

deactivate sarcasm detectors nao plz

Looks great guys...  Keep it up...

Title: Re: Tick...Tock (Phase 2 completed)...
Post by: frvge on October 18, 2008, 12:03:23 AM
Tick... tock.. tick... tock...
ETA T minus 24 hours
Tick... tock.. tick... tock...
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Spekkio on October 18, 2008, 12:07:56 AM
Quote from: Rambo on October 17, 2008, 05:12:54 PM
QuoteUhh, about 1% of people are actually going to play through the tutorial. The other 99% are going to pick up the game, log on, try to play for 10 minutes, and get owned. The majority of those won't "get it" and will say the game sucks and move onto point-and-clicking in CS.
Remember once upon a time when we had these things called game manuals? How many people actually read those? Not too many.
that's why you kinda have to force first-time players to go through the full tutorial. an easy solution would be to ask 3 random questions you can only answer after completing the tutorial, and another solution would be to make it related to the account (this would also stop spamming smurf accounts).
i honestly think this would only get annoying if the tutorial is done bad (eg consuming too much time with obvious stuff like walking/shooting/... or with stuff you almost never need like climbing around for 2 minutes) and/or if you'd have to repeat it after every re-installation.
Yea, cuz that worked great in CT. Then once someone figures out how to alter the config.ini or whatever type of text file that tells you how to bypass it, it no longer serves its purpose. That means all the man hours used creating it pretty much went to waste. You also have to figure that re-installing the game and having to play through some tutorial that is apparently going to take 5 hours to complete because it's 'omfg comprehensive' will be fucking annoying.

I'm not saying that including a tutorial would be bad, mind you. What I'm saying is that many of you are overrating how effective it is going to be at teaching people how to play, mostly because they simply won't bother, and that IF there's a choice between more gameplay elements or a tutorial due to time constraints/people having real jobs/etc, I'd rather have more gameplay elements.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Succubus Dryad Of The Undying Comet on October 18, 2008, 12:55:35 AM
Make the tutorial unlock basic gadgets, and store the info in an online database.
If you don't get through it at least once, you don't get eg. smokes and flashes/ nades and mines.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Farley4Fan on October 18, 2008, 03:50:04 AM
You know what I've noticed?  In just about every thread a tutorial is brought up.  This is what I think you need to do.  At the very start, at the boot up of the game, you watch a video that explains the basics (spies go for objectives, mercs defend objectives, spies in 3rd person, mercs in 1st person, etc...).  Then, when the video is over, force them to take a quick spin through the tutorial.  When the person has completed each tutorial, mercs and spies, they can take a quick test.  After it has been completed it no longer asks the person to take it again and it puts them in the main menu.  Sound K?
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: monterto on October 18, 2008, 07:16:34 AM
Quote from: Papa Skull on October 18, 2008, 03:50:04 AM
You know what I've noticed?  In just about every thread a tutorial is brought up.  This is what I think you need to do.  At the very start, at the boot up of the game, you watch a video that explains the basics (spies go for objectives, mercs defend objectives, spies in 3rd person, mercs in 1st person, etc...).  Then, when the video is over, force them to take a quick spin through the tutorial.  When the person has completed each tutorial, mercs and spies, they can take a quick test.  After it has been completed it no longer asks the person to take it again and it puts them in the main menu.  Sound K?

Sounds like a pain in the ass
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Zedblade on October 18, 2008, 09:24:40 AM
Look, there is NO WAY we can MAKE anyone take a tutorial. The best we can do is creat one, and give the person the option to take it the first time he starts the game. If he so chooses to skip it, we give them the option and when they click "Skip Tutorial." A pop up says, "Are you sure. If you go into the game without knowledge of the mechanics, expect to get owned and have no fun. We can not take responsibility for your lack of fun if you do not play the tutorials and learn the basics of the game. Are you sure you want skip the tutorials?

The the options are just like this.

I don't want to be owned, so YES, let me play the tutorial.

I already know this game or am too stupid to play the tutorials, so NO, I don't want to play the tutorial.

That's the best we can do. At least if they really want to just skip tutorials, they will have to read a disclaimer saying it's a bad idea. We have no way to force anything.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Gawain on October 18, 2008, 10:12:45 AM
QuoteI don't want to be owned, so YES, let me play the tutorial.
I already know this game or am too stupid to play the tutorials, so NO, I don't want to play the tutorial.
those disclaimers would be very very nice :D
QuoteYea, cuz that worked great in CT. Then once someone figures out how to alter the config.ini or whatever type of text file that tells you how to bypass it, it no longer serves its purpose.
how should a newcomer know this? how could a newcomer bypass the check with the server according to my suggestion(unless some1 gives him his acc)?

my idea was to fix two problems at once by connecting a simple have/haven't done tutorial check with your ps account:
-tutorial skipping, annoyance after reinstallation
-spamming smurf accs (if you have to play through a long tutorial for every new one it's not so attractive any more)
(-circumventing blacklist)
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: AgentX_003 on October 18, 2008, 10:38:38 AM
Quote from: Rambo on October 18, 2008, 10:12:45 AM
QuoteI don't want to be owned, so YES, let me play the tutorial.
I already know this game or am too stupid to play the tutorials, so NO, I don't want to play the tutorial.
those disclaimers would be very very nice :D
QuoteYea, cuz that worked great in CT. Then once someone figures out how to alter the config.ini or whatever type of text file that tells you how to bypass it, it no longer serves its purpose.
how should a newcomer know this? how could a newcomer bypass the check with the server according to my suggestion(unless some1 gives him his acc)?

my idea was to fix two problems at once by connecting a simple have/haven't done tutorial check with your ps account:
-tutorial skipping, annoyance after reinstallation
-spamming smurf accs (if you have to play through a long tutorial for every new one it's not so attractive any more)
(-circumventing blacklist)


the thing is now , forget black listing, Ut3's banning system is ran by  Ban of Cd-Key
soo whoever dicks around will be toast.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Succubus Dryad Of The Undying Comet on October 18, 2008, 11:29:09 AM
Yeah, bans in UT3 work like a charm :D

Bitches won't be able to play after a while :P
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Farley4Fan on October 18, 2008, 06:18:25 PM
Quote from: Zedblade on October 18, 2008, 09:24:40 AM
Look, there is NO WAY we can MAKE anyone take a tutorial. The best we can do is creat one, and give the person the option to take it the first time he starts the game. If he so chooses to skip it, we give them the option and when they click "Skip Tutorial." A pop up says, "Are you sure. If you go into the game without knowledge of the mechanics, expect to get owned and have no fun. We can not take responsibility for your lack of fun if you do not play the tutorials and learn the basics of the game. Are you sure you want skip the tutorials?

The the options are just like this.

I don't want to be owned, so YES, let me play the tutorial.

I already know this game or am too stupid to play the tutorials, so NO, I don't want to play the tutorial.

That's the best we can do. At least if they really want to just skip tutorials, they will have to read a disclaimer saying it's a bad idea. We have no way to force anything.

I gotcha.  And I don't really have much of an idea what the capabilities are of mods and what you can/can't make people do.  Your idea is actually much better than mine anyways.  At least then they'll know the importance of the tutorial.  I say give them at least (not just 1 :D) 3-4 pop-ups that say they're about to get owned and that it's highly suggested to go through the tut.  Then, we're golden.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: Spekkio on October 18, 2008, 10:57:10 PM
Quote from: Zedblade on October 17, 2008, 07:21:37 AM
You couldn't be more wrong. We've shown you two completey and original character that took hundreds of hours to complete. We've shown you an entire map, completey custom that also took hundreds of hours. Not to mention the hours spent by our modelers modeling completey custom props for the level.

Asset creation, level designing and world contrustion are by no means the easiest part, in fact some would argue them being the hardest. This mod is past the point of no return, thanks to the past year of our artist working to finish the characters and Lakehouse. More then half of the job is complete, its a matter of when the Mod will be finished, not if.
I was not trying to imply that the work of modelling characters and creating a map is easy; however, it is small in comparison to what you have left to accomplish. You are only halfway done if you intend to release something as buggy and unbalanced as CT, but prettier and with only one map.
Title: Re: Tick...Tock (Phase 2 completed)...
Post by: frvge on October 19, 2008, 12:00:07 AM
Tick...tock...tick...tock...

Booting data transmission system.
POST check... OK
Running unit tests... OK
Opening socket...OK
Securing socket... OK
Synching with data server... OK
Fetching comments... OK

Displaying comments: "Please do not stream. Use Right-click+Save As."

Transmitting data:

Sending screenshot:

Updated Motion Tracking Vision (click for full-resolution):
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fwww.projectstealthgame.com%2Fpublic%2Fubiresized%2Fmtdemonstration1_resized.png&hash=942936704b21e3eda9eaa1332a236ec1924abecf) (http://www.projectstealthgame.com/public/screenshots/mtdemonstration1.png)

Sending video:
Lakehouse Walkthrough (Dev Commentary) (http://www.projectstealthgame.com/public/video/devcomments/lakehouse_lowquality.wmv) (23MB, 7:51 min, low-quality)

Mirrors:
Lakehouse Dev Commentary - ModDB.com (http://www.moddb.com/mods/project-stealth/videos/dev-comments-lakehouse#imagebox) (re-rendered high-quality)
Lakehouse Dev Commentary - RapidShare (http://rapidshare.com/files/155318619/lakehouse_walkthrough_HQ.wmv.html) (99.4MB, 7:51 min, high-quality)

Closing socket... OK
Destructing resources... OK

System shutting down
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Gurgaue on October 19, 2008, 12:14:53 AM
bloody Guizil made me wait 13 extra minutes for this by not telling about it.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Kurbutti on October 19, 2008, 12:23:41 AM
So, can someone explain what that screenshot actually means?
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: frvge on October 19, 2008, 12:26:27 AM
I just clarified: it's the updated motion tracking vision in its various stages.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: ShadowX on October 19, 2008, 12:26:51 AM
Excellent, still downloading the walkthrough, taking a bit longer thanks to the high quality - who even dares to click the low quality >:| - but i bet it's going to be worth it.

I have a question on the stages of movement, how many will there be? From the picture i would say: Standing Still -> Slowly crouching -> Walk -> Running Crouched and then Running which would be lit up in MT. Looking good so far.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Kurbutti on October 19, 2008, 12:29:04 AM
Quote from: frvge on October 19, 2008, 12:26:27 AM
I just clarified: it's the updated motion tracking vision in its various stages.

What stages? What have I missed this time?
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: frvge on October 19, 2008, 12:30:14 AM
It's continuous. The system behind is actually pretty clever. It involves your speed and your distance to the Merc. However, if you run, you will always light up, even if you're at the far end of the map (but visible to the Merc).
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: ShadowX on October 19, 2008, 12:46:59 AM
I'll just add this up to get the idea clear to people after chatting a little with Fridge.

You can slow-crouch up to a merc, but as you get closer to him the more visible you will become. And if you were walking let's say 5 meters away from him constantly phasing up your speed you will also become more and more visible until you go over the limit and MT picks you up. And if your not moving you'll be completely invisible.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Succubus Dryad Of The Undying Comet on October 19, 2008, 12:49:45 AM
MT only works in the fov iirc, so getting grabbed in MT is something MT whores will have to get used to :D
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: frvge on October 19, 2008, 12:50:18 AM
A little sidenote to that, which just popped up: the distance factor only applies after a certain distance, which is from that point linear AFAIK.

For the more technical parts, ask MR.Mic, Lead Visual Effects Artist ;) He made it.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: AgentX_003 on October 19, 2008, 01:33:01 AM
 :o  OH OH OH  fapping to  this amazing new video

as we speak, that's the the shit see motherfuckers , stuff is being produced ! Don't Fret !
 
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Gawain on October 19, 2008, 02:22:33 AM
map looks great, especially the lightning creates a very unique athmosphere. the layout adds new aspects and fixes balance issues while conserving the general objective placement of club house. besides, unlike club, everything makes sense in it (no blind ends without a door, suitable assets in every room etc.) :D

mt looks quite nice except the grey "cloud" around the picked up spy (it makes no sense to make it look bad compared to the other stuff just for the sake of not copying the box style from pt/ct). ;)

you guys are doing a f***ing great job, thumbs up! :o

on a sidenote: zed, do you wear braces? :P

Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Spekkio on October 19, 2008, 03:29:31 AM
Zed, were you trying to sound especially gay when doing that commentary?

:P

Map looks good, but I worry about the fact that the objective rooms are so open and offering very little cover to spies with balconies from which mercs can snipe. We'll see though.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Farley4Fan on October 19, 2008, 07:26:25 AM
Wooooooooooaaaaahhhhhh.....  AWESOME JOB.  At first, I didn't even think about it being Club House like.  Then I saw the 1st floor hallway and wow, way better than Club House 1.0!  LOL!  Who else would play it with just this one map? 

Quick question, are any other maps being designed/ported/created right now?  Or are you all focusing on 1 map to make it great?  I don't mind quality at all but to have 5, 6, 7 maps looking this good might take a long time at this rate.  I realize you've lost devs but I'd be happy with 3-4 maps to be quite honest.  Looks great.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: ShadowX on October 19, 2008, 10:09:17 AM
It'd be good to have pretty much every aspect of gameplay in this map, so that we can test them and see what needs fixing, so that another map could be made and not having to rush it before the glitches and bugs in the coding/animation etc. are fixed and tweaked, if there even is any.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Xan on October 19, 2008, 12:51:00 PM
Just doing my bi-annual check in to say you guys are doing a good job and that lakehouse looks really pretty.

Animations still your main slowing point?
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Gawain on October 19, 2008, 12:52:43 PM
QuoteMap looks good, but I worry about the fact that the objective rooms are so open and offering very little cover to spies with balconies from which mercs can snipe. We'll see though.
i guess there's nothing to worry about because to snipe theater/dinner room from above you have to go on 3rd floor which splits you up big time. additionally, the "garden" objectives can't be sniped from the boat room. you might be right about the other 2 objectives though, you'd have to get away very early for a save get-away.
will the objective timers be 10 or 12 seconds?
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: ChickenSkin on October 19, 2008, 01:06:55 PM
Holy Shit Zed, i didnt know you stared in Jay and Silent Bob Strike Back.

http://uk.youtube.com/watch?v=hBYUfsZVMHs (http://uk.youtube.com/watch?v=hBYUfsZVMHs)

Only joking, a bit of harmless banter everyone once in a while doesnt hurt anyone. Oh and nice work on Lakehouse too.

Oh oh oh oh...and this one time at Band Camp...

//
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Zedblade on October 19, 2008, 01:40:36 PM
Quote from: ChickenSkin on October 19, 2008, 01:06:55 PM
Holy Shit Zed, i didnt know you stared in Jay and Silent Bob Strike Back.

http://uk.youtube.com/watch?v=hBYUfsZVMHs (http://uk.youtube.com/watch?v=hBYUfsZVMHs)

Only joking, a bit of harmless banter everyone once in a while doesnt hurt anyone. Oh and nice work on Lakehouse too.

Oh oh oh oh...and this one time at Band Camp...

//

I don't get it.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: ChickenSkin on October 19, 2008, 02:12:11 PM
Quote from: Zedblade on October 19, 2008, 01:40:36 PM
Quote from: ChickenSkin on October 19, 2008, 01:06:55 PM
Holy Shit Zed, i didnt know you stared in Jay and Silent Bob Strike Back.

http://uk.youtube.com/watch?v=hBYUfsZVMHs (http://uk.youtube.com/watch?v=hBYUfsZVMHs)

Only joking, a bit of harmless banter everyone once in a while doesnt hurt anyone. Oh and nice work on Lakehouse too.

Oh oh oh oh...and this one time at Band Camp...

//

I don\'t get it.

I think you could quite easily play the role of Brent :].
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: BurningDeath on October 19, 2008, 03:05:54 PM
hey guys .. popping in to tell you that the video is great and I'm eagerly waiting for PS to be released next year.

Hope to see some of you when I get on Xfire sometime in the future. :D

greetz

BD
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Tidenburg on October 19, 2008, 05:35:35 PM
WOW, that map is hot! The lighting looks like it's been taken right from a SC game, from what i've seen at least, its definitely an improvement on clubhouse, in layout and looks.

Also, I lurrve the little garden areas which can be shot out.

Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: neth on October 19, 2008, 08:50:22 PM
Nice work, got a few questions:


1. Will the spy be visible on red when not moving completely ?
2. How much you need to do to complete the lakehouse ?
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: frvge on October 19, 2008, 08:54:56 PM
1: When you're not moving, you're invisible. When you start moving, you are becoming blacker and blacker. If you pass a certain threshold, like running/falling, you are highlighted in white.

2: Still a lot of hours ;) Zed still needs to do more lighting passes, small details, balancing tests, add more props, add more sound effects and other visual effects and so on. But at least it's alpha :)
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: ChickenSkin on October 19, 2008, 09:17:02 PM
So its actually alpha now?
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: frvge on October 19, 2008, 09:28:36 PM
Lakehouse is. PS as a whole is far from it.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Tidenburg on October 19, 2008, 11:03:17 PM
How can you do balancing testing if the merc doesn't work properly?
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: frvge on October 19, 2008, 11:05:01 PM
I meant that we still need to do those. When we have gameplay working... so that'll happen in quite a few months. :(
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Vega on October 20, 2008, 12:31:07 AM
Great video, nice job Zed.  Lakehouse far exceeded my expectations.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Westfall on October 20, 2008, 03:49:35 AM
Very nice job on this. Lakehouse seems like a HUGE map. I'm getting so impatient now. Nice job guys. Keep the ball rollin.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Zedblade on October 20, 2008, 11:31:02 AM
Quote from: ChickenSkin on October 19, 2008, 02:12:11 PM
Quote from: Zedblade on October 19, 2008, 01:40:36 PM
Quote from: ChickenSkin on October 19, 2008, 01:06:55 PM
Holy Shit Zed, i didnt know you stared in Jay and Silent Bob Strike Back.

http://uk.youtube.com/watch?v=hBYUfsZVMHs (http://uk.youtube.com/watch?v=hBYUfsZVMHs)

Only joking, a bit of harmless banter everyone once in a while doesnt hurt anyone. Oh and nice work on Lakehouse too.

Oh oh oh oh...and this one time at Band Camp...

//

I don\'t get it.

I think you could quite easily play the role of Brent :].

Yeah, I still dont' get it.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: ChickenSkin on October 20, 2008, 03:00:02 PM
You just posted a video with voice annotation, I posted a video from a film. Now I said that the character Brent was you, and if i dont know what you look like, what other reasoning would i have to saying that he is you? Your voice mayhap?

Seriously dude, lighten up, i was fucking around.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Zedblade on October 20, 2008, 03:37:37 PM
Quote from: ChickenSkin on October 20, 2008, 03:00:02 PM
You just posted a video with voice annotation, I posted a video from a film. Now I said that the character Brent was you, and if i dont know what you look like, what other reasoning would i have to saying that he is you? Your voice mayhap?

Seriously dude, lighten up, i was fucking around.

I didn't understand what comparisons you were trying to make. Personally I don't think I sound anything like him and that's why I didn't get the joke.

And why tell me to lighten up? I don't give a shit about any of it.

However, you did get one thing right, I do love me some sheep fucking.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: LennardF1989 on October 20, 2008, 06:58:07 PM
QuoteOh oh oh oh...and this one time at Band Camp...
American Pie ftw!

I dare someone to finish that sentence (you all know which one I mean ^^) :P
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: ChickenSkin on October 21, 2008, 12:37:47 AM
Quote from: Zedblade on October 20, 2008, 03:37:37 PM
Quote from: ChickenSkin on October 20, 2008, 03:00:02 PM
You just posted a video with voice annotation, I posted a video from a film. Now I said that the character Brent was you, and if i dont know what you look like, what other reasoning would i have to saying that he is you? Your voice mayhap?

Seriously dude, lighten up, i was fucking around.

I didn\\\'t understand what comparisons you were trying to make. Personally I don\\\'t think I sound anything like him and that\\\'s why I didn\\\'t get the joke.

And why tell me to lighten up? I don\\\'t give a shit about any of it.

However, you did get one thing right, I do love me some sheep fucking.

Lol ok np, didn\\\'t mean to offend you or anything.

Quote from: LennardF1989 on October 20, 2008, 06:58:07 PM
QuoteOh oh oh oh...and this one time at Band Camp...
American Pie ftw!

I dare someone to finish that sentence (you all know which one I mean ^^) :P

Haha, I dont want this forum to be filled with words for The pubic region of females, thank you very much :]. Although it is a perfectly natural, normal thing.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: SCDuRiN on October 22, 2008, 10:37:52 PM
The video is great, Lakehouse looks fantastic. Great job guys.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Farley4Fan on November 30, 2008, 08:56:35 AM
It's sure a shame that everyone's been dropping out, the mod is looking awesome.  Hope you find some committed people out there to help you all out.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: LennardF1989 on November 30, 2008, 12:52:29 PM
Quote from: Papa Skull on November 30, 2008, 08:56:35 AM
It's sure a shame that everyone's been dropping out, the mod is looking awesome.  Hope you find some committed people out there to help you all out.
We soo had our reason to shrink the team to core members, hence our new joining system.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: neth on December 30, 2008, 07:59:53 PM
Ok guys, It's been over 2 months since you decided to show us new content. Can we count on seeing something new because of the new year ?
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: frvge on December 30, 2008, 08:09:19 PM
Few more weeks.

In the earlier stages, showing stuff is easier because it's mostly props.
You can show models of spy/merc/stuff. Now we've had most of those things already.

We're working now on animations and we have progress, but they still need work.

Showing a game where basic movement isn't fully done yet is a bit silly. So a few more weeks I think.
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: Tidenburg on December 30, 2008, 09:19:46 PM
You don't understand how simple our minds are then. Most of us would be satisfied with a 2 second clip of a spy walking down a corridor. ;D
Title: Re: Tick...Tock (Neut Obj, Music/Animator text, UT3 Spy, MT, Lakehouse Dev Comment)
Post by: frvge on December 30, 2008, 09:32:18 PM
Animation showcases will come, but not yet. Else it's just weird.

We're working on finally getting Milestone 6 (http://community.projectstealthgame.com/forums/index.php/topic,389.0.html). It's been bugging me for a while now, but the goals in it are really high, so it's normal that it takes long.

We should probably have split it up into smaller segments earlier, but there's no going back now :p