It's time to Ask-the-Devs!
Because of college/work stuff for many of the current devs, I'll try to answer as much as possible.
I can probably give you some answers for which you've been waiting, but I prefer if you ask the question first ;D.
Please target an individual dev, like:
@lennard: what about huba huba huba hop hop hop ?
and then I'll answer for them, unless they are faster. Ha. Ha. Anyway, bring it on!
I suppose that I shall break the ice here.
Q1: When do you normally work on the mod? (weekend, after work, etc.)
Q2: Can there be a game mode that makes the spies and mercs shirtless? That would be sexy.
Q: Will there be a hidden disco-party in one of the maps, like Factory?
Quote from: monterto on October 14, 2009, 05:56:44 AM
I suppose that I shall break the ice here.
Q1: When do you normally work on the mod? (weekend, after work, etc.)
Q2: Can there be a game mode that makes the spies and mercs shirtless? That would be sexy.
A1: Most devs do after work, or when they have time. PS is still a hobby project, so obviously education and work and family come first.
A2: Possible? Yes. Will we make it? Nope.
Quote from: Wh1tE_Dw4rF on October 14, 2009, 09:39:35 AM
Q: Will there be a hidden disco-party in one of the maps, like Factory?
A: The disco-party easter egg was lame. And you gotta explore the maps for yourself to see if we have easter eggs. Muhaha.
Moar questionz!
Q: How playable is the game at the moment? Are there enough animations (or even just placeholders) to play a game to an extent?
Q2: How far off would you say you are from releasing a beta to the public?
Quote from: Papa Skull on October 26, 2009, 07:24:12 PM
Q: How playable is the game at the moment? Are there enough animations (or even just placeholders) to play a game to an extent?
Q2: How far off would you say you are from releasing a beta to the public?
A: As you might have seen from the updated Milestones list, we're working on recoding Project Stealth. This is probably the third or fourth (partial) rewrite. Each iteration gives the programmers more insight into the workings of the engine. Most of the Spy animations are done and we can bring them over for the Merc. First person Merc anims are the things we need most at the moment.
A2: We focus on quality (that's why it's taking longer with all the rewrites) so I can't really say a date because the dev members can always be in a hard/busy time with work/college and that affects their time spent on PS. I'm hoping for a public version in 2009, but I'm not sure we'll make that.
Quote from: monterto on October 14, 2009, 05:56:44 AM.
Q1: When do you normally work on the mod? (weekend, after work, etc.)
When I feel like it, and mostly not even then.
As you can see, it's hard to really give estimates. Some members have sudden boosts in activity, others are mostly inactive, but the times they do things, it's high-quality and original.
The best way to speed-up development is by educating yourself on a topic and then joining. I'm currently reading through the Mastering Unreal series of books (which is mostly about level design) when I feel like it.
Please let me clarify the rewrites of the code: With this we mean we backup all code and simply start over by ONLY copying the relevant pieces of code in a certain order (like, the milestones) and rewrite the pieces where necessary (also referred to as refactoring). We then make sure with each milestone, code still does what it has to do.
Our main focus at the moment is getting it all (as in: Everything we did before) to work over a network, which wasn't that much of a priority earlier. By eventually having mixed all rewrites together, PS should be the outcome.
Each rewrite also comes with certain performance boosts and ways to make it more manageable for us. If we would compare older code to the current code, we would have absolutely no idea where to look in case of bugs. For example: If the Story-mode would put you in an other team than you selected in the Lobby, we can now say with 100% certainty that the bug is in the Lobby code (which is only 1 class with 2 functions).
All in all this means we can provide bug-fixes WAY faster and make our (read: especially my) lifes easier. Note that we also take good care of the editor, so mapping would be as painless as possible :)
Quote from: frvge on October 26, 2009, 07:29:31 PM
Quote from: Papa Skull on October 26, 2009, 07:24:12 PM
Q: How playable is the game at the moment? Are there enough animations (or even just placeholders) to play a game to an extent?
Q2: How far off would you say you are from releasing a beta to the public?
A: As you might have seen from the updated Milestones list, we're working on recoding Project Stealth. This is probably the third or fourth (partial) rewrite. Each iteration gives the programmers more insight into the workings of the engine. Most of the Spy animations are done and we can bring them over for the Merc. First person Merc anims are the things we need most at the moment.
A2: We focus on quality (that's why it's taking longer with all the rewrites) so I can't really say a date because the dev members can always be in a hard/busy time with work/college and that affects their time spent on PS. I'm hoping for a public version in 2009, but I'm not sure we'll make that.
Good to know. Keep it up guys.
All I've read so faar looks good. Way to go guys :) Maybe soon I can return to be a game-freak again as I was with CT :o
Quote from: monterto on October 14, 2009, 05:56:44 AM
Q1: When do you normally work on the mod? (weekend, after work, etc.)
Q2: Can there be a game mode that makes the spies and mercs shirtless? That would be sexy.
1. For me, there was never a really set time I worked on the Mod. When I felt like It, I would. There were times I didn't touch Lakehouse for months, and other times I worked on it for two weeks straight, 10 hours a day. It all depends. Like frvge said, this is only a hobby and something we do in our spare time when we want to, not a job.
2. We are making a stealth action game, for your sweaty man on man fantasies, you will need to go somewhere else.
Quote from: Wh1tE_Dw4rF on October 14, 2009, 09:39:35 AM
Q: Will there be a hidden disco-party in one of the maps, like Factory?
No, but we are hoping to have one easter egg in each map. Nothing too fancy however. I can tell you the scrapped easter egg that was planned for Lakehouse, but would turn out to be way too much work. The plan was to have all the animal trophies appear in the theater as a group, singing the song "The Lion Sleeps Tonight" (with the lion head as the lead singer.) However, to really sell it, it would require lip syncing and other animation, not to mention the song is copyrighted. So expect another easter-egg, one much less complicated and subtle.
Yup, the licensing of that song is a bitch. I checked it out myself. Zed thought it was in the public domain at first :(.
you guys should make your own song. Maybe if you can go up to the theater control room (push a secret button) and a song plays. You guys should rap.
Quote from: Papa Skull on November 06, 2009, 04:57:02 AM
you guys should make your own song. Maybe if you can go up to the theater control room (push a secret button) and a song plays. You guys should rap.
Rapping programmers? Or even worse... Rapping producers?!??
Quote from: monterto on October 14, 2009, 05:56:44 AM
Q1: When do you normally work on the mod? (weekend, after work, etc.)
Used to work pretty much every day after school for 1 or 2 hours. Ever since I started university and working 7 months ago, that hasn't happened.
Quote from: Papa Skull on November 06, 2009, 04:57:02 AM
you guys should make your own song. Maybe if you can go up to the theater control room (push a secret button) and a song plays. You guys should rap.
If you ever played CT with me back in the day, you know I have a
great, oh so great, talent for that.
Quote from: MulleDK19 on November 06, 2009, 01:48:02 PM
Quote from: Papa Skull on November 06, 2009, 04:57:02 AM
you guys should make your own song. Maybe if you can go up to the theater control room (push a secret button) and a song plays. You guys should rap.
Rapping programmers? Or even worse... Rapping producers?!??
Still, I'm probably more musically inclined than you Mulle ;)
QuoteStill, I'm probably more musically inclined than you Mulle
Actually...
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimages2.fanpop.com%2Fimages%2Fphotos%2F8000000%2FHoratio-Caine-glasses-csi-miami-8005349-200-130.jpg&hash=c19c118294236e71056c1156a249ccfdb48d1d7e)
... I hear he's rather Mulle-sically inclined.
YEEEEEEEEAAAAAAAAAAAAAAAAAAAAAAAAHHH!!!
Q: If you could name a price thats realistic, so that you could truely put the wheels forward , what would it be ?
Quote from: AgentX_003 on November 07, 2009, 10:17:58 PM
Q: If you could name a price thats realistic, so that you could truely put the wheels forward , what would it be ?
A: Project Stealth will be free to play.
Quote from: frvge on November 07, 2009, 10:24:20 PM
Quote from: AgentX_003 on November 07, 2009, 10:17:58 PM
Q: If you could name a price thats realistic, so that you could truely put the wheels forward , what would it be ?
A: Project Stealth will be free to play.
He says IF. IF I would sell PS, I would do it for a low price. I always thought like 5 to 10 dollars would be more than enough, which is a normal price for indies (see AudioSurf).
Note that I say "I", not we. This is my personal vision.
Quote from: frvge on November 07, 2009, 10:24:20 PM
Quote from: AgentX_003 on November 07, 2009, 10:17:58 PM
Q: If you could name a price thats realistic, so that you could truely put the wheels forward , what would it be ?
A: Project Stealth will be free to play.
You fail to see what im trying to say, WHAT Price would it be to Finish the entire project !
was there any progress during the last months?
Yes. We're stocking up on stuff now, while porting to UDK. Don't expect a new Tick Tock anytime soon tho.
For instance, MR.Mic optimized the shaders for the visions, and did some magic to get the Flashlight to work better than in the UT3 version. And some more stuff. :P. Personally, the overall progress is slower than I expected, but as usual, there are ups and downs. We're currently in a (small) up so I hope it lasts for a while :). The more ups, the faster PS is done.
As for Agent's question:
With large sums of money we could in theory hire some people to work on it fulltime. But the feel of a TC mod might be lost then. And it's not really in the spirit of 'working for the passion' when it's paid.
Q1) How much tension has there been (that you've noticed) within the group on certain elements such as dates, designs, animations, etc.
Q2) How much of a "setback" has the UDK caused? Were you pissed to have to port over most of the project?
Q3) aside from discussing prices, any thoughts on expanding to merchandise?
Lastly: for the record, don't make any type of original music, whether it be PS team rap or not. Stick to your game background music and that's it. Otherwise I will spam ALL OF YOU consistently...mostly telling you how bad specific elements of the music are =). I was opinionated about the music thus far, but did not get into great detail because electronic/MIDI music bores the shit out of me. It also takes very little effort to put together ( ABSOLUTELY NO OFFENSE TO THE MUSIC MAKER, since I know just how easy it can be; it's only time consuming, but very fun to play around with).
A1: There wasn't much tension about game-specific things. Mostly constructive criticism.
A2: I was hoping for a month or 1.5, but Zedblade just noticed UDK removed terrain and the skybox of Lakehouse. He's now re-making that in UDK, and making it better. He's also going to try to put in some technical surprises, but that's something for later. (doesnt affect gameplay)
A3: At gamescom I got into contact with some merchandise-makers. Prices aren't bad for something commercial, but it would only be doable if there's an order of 100+ or something. For example, high-quality figurines. I do have my gamescom banner for sale, for 200 euros excluding shipping. Only 1 like that on this world, so very exclusive xD.
As for music, we have a few tracks. 1 was created earlier. Some music fits PS better than other tracks but overall it should work fine. We're staying in the semi-electro genre, because of the high-tech visions/gadgets and the spy-theme. Music is influenced by the theme of the map.
so now with the power of the Unreal 3.5 engine , is it possible to make all lights dynamic :D / breakable
xD ? ( dammit ubisoft they stole my idea, thats what they were aiming for in the previous build of convictions )
Quote from: Westfall on December 07, 2009, 04:52:39 AM
Q2) How much of a "setback" has the UDK caused? Were you pissed to have to port over most of the project?
As far as porting over Lakehouse, not all of the props from UT3 that was used for the exterior of Lakehouse were lost (since UDK comes with a few UT3 packages.) However, enough of them were that I might as well delete everything UT3 related and redo the entire exterior over from scratch.
So Lakehouse will probably look completely different the next time you see it. It will now also be using 100% custom assets, while before it was 95% custom shit, the rest was UT3 stuff.
Quote from: AgentX_003 on December 09, 2009, 10:05:06 PM
so now with the power of the Unreal 3.5 engine , is it possible to make all lights dynamic :D / breakable
xD ? ( dammit ubisoft they stole my idea, thats what they were aiming for in the previous build of convictions )
It was sorta possible before, it's just not something we are currently planning right now.
Lag-wise is it gonna be the same as playing ut3 online?
Are you planning optimizing network/connection performance?
Are you planning on releasing dedicated server software so that game server companies can host PS?
Is fps gonna be capped at a certain number and what number is that?
Whats gonna be done about sound so that we dont have eax/no eax problem like in ct to make sound almost the same for everyone?
Will you be able to record demos?
Will we see some of the custom ct maps in ps(sanctuary, zioplex, state union etc)?
Some questions may sound stupid, but I dont know much about game making/programming.
Quote from: kronf on December 13, 2009, 10:27:07 PM
Lag-wise is it gonna be the same as playing ut3 online?
Are you planning optimizing network/connection performance?
Are you planning on releasing dedicated server software so that game server companies can host PS?
Is fps gonna be capped at a certain number and what number is that?
Whats gonna be done about sound so that we dont have eax/no eax problem like in ct to make sound almost the same for everyone?
Will you be able to record demos?
Will we see some of the custom ct maps in ps(sanctuary, zioplex, state union etc)?
Some questions may sound stupid, but I dont know much about game making/programming.
I wish we were far enough along to give you answers to those questions. Unfortunately, we aren't even close.
- Probably better as the number of players is limited.
- Yes, we have certain new implementations.
- If that company has Windows servers, then yes.
- All code is made FPS independant
- That is a CT specific bug, OpenAL doesn't rely on hardware.
- Probably, as it supports it out of the box.
- Probably.
Zed, next time leave such questions to me.
Quote from: LennardF1989 on December 15, 2009, 10:42:01 AM
- Probably better as the number of players is limited.
- Yes, we have certain new implementations.
- If that company has Windows servers, then yes.
- All code is made FPS independant
- That is a CT specific bug, OpenAL doesn't rely on hardware.
- Probably, as it supports it out of the box.
- Probably.
Zed, next time leave such questions to me.
Hey! Don't you dare tell me when and when I can't make myself look stupid. Who do you think you are?!
How is it going guys ?
I haven't been here in like 6 months , when is it going to come out ?
When it's done. Now with UDK :D
Quote from: frvge on December 17, 2009, 07:53:16 PM
When it's done. Now with UDK :D
Speaking of which ,Now i got a very good question regarding that . Would it be possible now that you have the full hands on of the Development kit that you could be selective of how good or bad the quality for voice chat can be ? , so that it ensures that we get crystal clear voice chat xD ? or would that require a special codec implemented upon your guys end ?
I don't know. Maybe Lennard can shed a light on that. But knowing the ins and outs of voice chat isn't anywhere on our priority list.
That's like the last thing on my list (if it's even on it) to worry about. Not to mention it's essentially still UT3 without any real native access.
So there is a chance for this to come to consoles?
Would there be a chance of plugging a 360 controller in via USB to play PS?
I just don't like playing with the keyboard
IMO: mouse>controller, Keyboard<controller
Quote from: crossfadex on December 23, 2009, 10:54:48 PM
So there is a chance for this to come to consoles?
Would there be a chance of plugging a 360 controller in via USB to play PS?
I just don't like playing with the keyboard
IMO: mouse>controller, Keyboard<controller
That's not a common request, but I am sure we'll be able to support gamepads.
That will of course be something for much later in the development cycle.
Is the Merc's positioning going to be the same..I guess what I'm saying is-
is the Merc still going to be more vulnerable on his left side?
Are spys still quiet as long as they're crouched?
Will this mod be released in 2010? (seems to me like this mod isn't much of a priority for anyone, so)
Can you donate to the Devs?(I'd rather pay for this game and have it quicker, I don't care if its free, I'd pay big bucks for an updated, bug-free CT-style MP)
1: probably not. IMO it was stupid that 'from behind' actually meant 'a bit from the left'.
2: yes
3: yes, that's the plan
4: no, not yet.
okie, thanks for the response. The money i was going to use to buy Conviction should be donated to you guys :3
are you guys planning on having one Merc gun (like CT/DA) or several to choose from (CT)?
I am not entirely sure, but as far as I know it's multiple.
Bumpage.
When?
How can I help (Very basic scripting/ brainstorming, etc. I'm certain I'd bring a new approach. Not.)?
You can try to brainstorm how to formally test for flow (concepts like introducting conflict, chokepoints, multiple paths, tradeoffs between speed and safety etc).
Hahaha, formal testing is beyond me. I've put up a topic on general flow, though.
Nice post, but I was looking for an algorithm that grades a map based on a 3D-grid.
edit:
I might actually make something like that. ZOMG. Sounds pretty cool. :D
How low will we be able to set the graphics?
valve does some awesome data gathering which gives them a thermal-image-style map overview that shows the hot spots, eg. where most deaths occur, which paths most players take, etc.
Quote from: Succubus Dryad Of The Undying Comet on July 16, 2010, 08:20:03 PM
How low will we be able to set the graphics?
hard to say. For now, it's one graphic setting I guess. You can pump up the resolution.
Since this thread was bumped I will ask:
Have you decided which thermal vision to use for the spy? I actually like both of them, although the blue one is more common to most players. Maybe offering an option for both would be nice because you have a lot of progress with each. :)
We had vision modes in the game for GamesCom to some extend, but in later versions it was removed, because it was still a bit hacky code.
So we don't know yet.
By the way will you be able to make some sort of an option to make extra low settings? Something Like of Chaos Theory? I just hope my "ATI 3100" graphic card could support it... Would be quite upsetting if I had any framerate issues QQ.
ATI 3100? That won't run PS. It's afaik even a laptop card. Pixel Shader wise, it's ok... but the performance is probably lowlowlow.
Nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo :"(
Quote from: DreadStunLock on July 21, 2010, 02:37:37 PM
Nooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo :"(
Guess I will have to do something about that ><
Why has this game not been picked up by anybody yet?? Have you thought about sending your concepts to Valve??
They seem to like multiplayer games with a long learning curve.
We haven't contacted Valve yet. Maybe we will after we have a version that's of 'pitch' quality.
That would be awesome but I doubt they would sponsor something that had some potential copyright issues in the past. In my completely unprofessional opinion it seems kinda unlikely even if it's pitch perfect. What do you think the possibility of Valve being up for it would be?
I don't have experience with real pitching and I don't want to make a guess.
Quote from: Farley4Fan on August 01, 2010, 11:00:41 AM
That would be awesome but I doubt they would sponsor something that had some potential copyright issues in the past. In my completely unprofessional opinion it seems kinda unlikely even if it's pitch perfect. What do you think the possibility of Valve being up for it would be?
There was no copyright issues at all.
It was merely a false accusation from Ubisoft.
Well I said potential copyright blablabla. Do you think that would be a factor in Valve's/whoever's decision? What would you guys hope to get from a developer like that?
I'm just kind of curious and I have no idea what I'm talking about. :D
I just feel that, because how serious this project is, it needs some backing. But only somebody trust worthy.
Quick Question: How is the account process going to work ? , like if we already registered a name in Unreal tournament 3 , is that the name that would be validated ? Or is project stealth going to have its own
account registry system ?
Own.
There will most likely be accounts with profiles. That way players just need one account for all their smurf-profiles (as your actual account-username is undisclosed).
We can't prevent people from smurfing, so rather give them the opportunity to do it easily from within one account than having them register 10 accounts which flood the database.
Commence Agent rage.
Also, bans will most likely be 'main account' based. This means you'll still want to behave a bit, in case a friend of yours bans your smurf-account. Might give a warning then. We'll see.
Also notable is that bans most likely will be IP-based, too.
If need to play through a proxy when you're supposed to play through your own connection, you're gonna have a bad time.
(http://www.youtube.com/watch?v=_0MyMjkQ0Gc)
I've got dymanic!
Dynamic. Yeah.
I won't use backspace or deletare for the next two days. yarr
Will PS allow neck grabs on stairs? I personally don't see why not. The only thing holding it back could be messed up animations.
Quote from: CurdyMilk on August 19, 2010, 01:37:32 AM
Will PS allow neck grabs on stairs? I personally don't see why not. The only thing holding it back could be messed up animations.
I wouldn't mind a creative KO animation rather than neck grab on stairs.
I agree because this happened to me today on hospital. I was about to grab agent and instead of trying to charge me he charges onto the stairs. Then I run away because everyone knows that in real life people are less vulnerable while climbing STAIRS. :D
I don't know.
Quote from: monterto on August 19, 2010, 05:13:25 AM
Quote from: CurdyMilk on August 19, 2010, 01:37:32 AM
Will PS allow neck grabs on stairs? I personally don't see why not. The only thing holding it back could be messed up animations.
I wouldn't mind a creative KO animation rather than neck grab on stairs.
The stair neck grab works perfectly in DA, so I don't see why this wouldn't be in because of 'messed up animations'.
How about this? No stairs. All ladders. All awesome. All sarcasm.
How about when a spy elbows a merc on stairs, the merc instantaneously goes into rag doll mode and tumbles down the stairs and loses half his health and then detects the sarcasm in this option? Actually, I'll put this post in half sarcasm mode because that sounds insanely fun but would probably not work well.
(And finally) How about spies can grab mercs on stairs?
Those are the only logical options from my point of view. Like Tigaer said it worked fine in DA and it also looked fine.
is it possible to have on the hud display when a player disconnects or flat out leaves the game ?
I think so. I'd have to ask the replication programmer (Red), but he's taking a short break for happy personal stuff :)
So... while we are alredy asking about such things... Can you at some point (not necessarily PS 1.0, it could be later) add a "reconnect" option (which means instantly respawning after reconnected) and possibly also a "pause" option? Ever since playing DotA2, i started to value this.
I think we could have a "Join during session". But that's not our first priority.
It is already implemented. What has not been done yet is how the players can control the situation, such as pop ups, force disconnect options, etc.
Those are minor details. But currently you can quit and rejoin a game and pick up where you left off if within the default timeframe (a few minutes). The exception is that you respawn at the start location instead of the exact spot where you disconnected.
-Red
Will you add ghosts like in DA for the newbies?
No.
Quote from: Red-One on May 25, 2012, 05:01:11 AM
It is already implemented. What has not been done yet is how the players can control the situation, such as pop ups, force disconnect options, etc.
Those are minor details. But currently you can quit and rejoin a game and pick up where you left off if within the default timeframe (a few minutes). The exception is that you respawn at the start location instead of the exact spot where you disconnected.
-Red
thanks for the notable reply red :D
Red seems like a hard working person(good to hear that...) can you tell us anything else about the features that you've implemented so far?
@frvge How many maps have PS by now?
Quote from: RoacH on May 26, 2012, 12:33:49 PM
@frvge How many maps have PS by now?
We have Lakehouse and we're working on early stages of Asylum.
Quote from: frvge on May 26, 2012, 02:19:05 PM
Quote from: RoacH on May 26, 2012, 12:33:49 PM
@frvge How many maps have PS by now?
We have Lakehouse and we're working on early stages of Asylum.
ok thx ;)
@frvge ah yeah! (sorry for double post)
will you add PS on steam/xfire?
Quote from: RoacH on May 27, 2012, 04:34:03 PM
@frvge ah yeah! (sorry for double post)
will you add PS on steam/xfire?
xfire is already done , the steam group I have thought of creating.
a side question, with 1050 members signed up to this forum, and a hypothetical yet reasonable scenario , If they were to respond to the replies of PS being out, are the servers prepared to handle such a load ?
Yes. We can do at least 10000 req/s.
Im sure you get this enough but if you could give a Percentage for how complete the game is before polish then what would that be? ::)
The project stealth community on xfire is avaiable only for high members?
@Cougar: Around 70% I think.
@Roach: no, just apply via xfire. AFAIK it's an open group.
@frvge i've already applied... can't do it again
Done. Also changed application process to be... nothing :) So everyone can join.
Thank you :)
Will it have a lot of matchmaking options?
Like, SCDA Was very limited, SCCT Was not so limited, but the max nr of lives (except for inf) was 10, and time was 20
Also it would be cool if you could make the players be able to choose some parameters themselves, like sleep time, damage, friendly fire (would be helpful for newbies if you could disable spy-spy shocking)
And how many gamemodes will there be?
We can change that, but for now it's static and we have one game mode. Our objectives are basically abstractions, so anyone with basic Kismet can make his/her own game mode.
Quote from: AgentX_003 on May 27, 2012, 06:59:42 PM
Quote from: RoacH on May 27, 2012, 04:34:03 PM
@frvge ah yeah! (sorry for double post)
will you add PS on steam/xfire?
xfire is already done , the steam group I have thought of creating.
i was talking about the game not for the group...
example: Roach is now playing Project Stealth;
xfire stats: Project Stealth 666 hours etc.
maybe i am wrong and you answered what i have asked.
xfire needs to add support for our .exe then. That's pretty easy, but they do it on request base. So if all of you ask Xfire to support us after we launch, there's a good possibility you'll be able to track your hundreds of hours ;)
ok...
Agent told me that in PT the spy was able to shock a merc and jump on him without getting shocked.
in CT if you do this the spy will get shocked with the merc...
what will happen on PS?
my last question... i will get a break ;)
Quote from: RoacH on June 03, 2012, 10:53:43 AM
ok...
Agent told me that in PT the spy was able to shock a merc and jump on him without getting shocked.
in CT if you do this the spy will get shocked with the merc...
what will happen on PS?
my last question... i will get a break ;)
"get shocked"? In CT if the spy jumps on a shocked merc, the spy DIES.
And i think in PT it was only a bug? I am not sure about that one though.
The "Double Jump" in PT is kinda bad. I'm not sure the way it is in CT is the best solution tho. We'll have to see about that.
Quote from: Meister_Neo on June 03, 2012, 11:35:09 AM
Quote from: RoacH on June 03, 2012, 10:53:43 AM
ok...
Agent told me that in PT the spy was able to shock a merc and jump on him without getting shocked.
in CT if you do this the spy will get shocked with the merc...
what will happen on PS?
my last question... i will get a break ;)
"get shocked"? In CT if the spy jumps on a shocked merc, the spy DIES.
And i think in PT it was only a bug? I am not sure about that one though.
Well but the spy still get shocked.
I never played PT Versus but this is how the things happened:
During a match i was playing as spy and i tried that move, and i died.
Agent laughted and i'm sure that he said: "It's not like PT man" (maybe i am wrong)
I have been recently in the mood for chaos theory/pandora tomorrow so I have been looking around. During this 2 day span, I have had around 10 people refer me to this game... so I just want to give you a guys a congrats, because a lot of people are looking forward to your game.
Now onto my question. What are your plans on releasing this game to the consoles? Have you thought about it in any way? If this game was released on xbox live arcade I would cry tears of joy.
Thank you
Hi,
For Project Stealth to appear on consoles as a real game (so no Live Arcade or PS Network or something), we'd need the full UE3 license, which is a couple of hundred thousand dollars. So we don't have the money for that (on top of costs for devkits and the testing-phase by the console vendors).
There's good new tho: we have a working version of basic movement. It still has issues but we plan on fixing them before we launch. Other buttons still need to be mapped. So it's a good start.
Quote from: frvge on June 05, 2012, 09:47:10 PM
Hi,
For Project Stealth to appear on consoles as a real game (so no Live Arcade or PS Network or something), we'd need the full UE3 license, which is a couple of hundred thousand dollars. So we don't have the money for that (on top of costs for devkits and the testing-phase by the console vendors).
There's good new tho: we have a working version of basic movement. It still has issues but we plan on fixing them before we launch. Other buttons still need to be mapped. So it's a good start.
I see. So what are the chances that this game reaches the consoles in any way?
Woops, my post was not 100% complete. What I meant to say was that we have partial Xbox 360 controller support and we'll work on making it work well :)
Unless we're winning the lottery or get a lot of funds, it's kinda 0%. If we have the money, we will consider it.
Quote from: frvge on June 06, 2012, 01:01:40 AM
Woops, my post was not 100% complete. What I meant to say was that we have partial Xbox 360 controller support and we'll work on making it work well :)
Unless we're winning the lottery or get a lot of funds, it's kinda 0%. If we have the money, we will consider it.
Ok thank you sir. I hope you can work something out to get this on xbox arcade or something. If this game plays as well as we all hope... it could definitely be a top game on the arcade.
Quote from: ee9892 on June 06, 2012, 02:08:32 AM
Quote from: frvge on June 06, 2012, 01:01:40 AM
Woops, my post was not 100% complete. What I meant to say was that we have partial Xbox 360 controller support and we'll work on making it work well :)
Unless we're winning the lottery or get a lot of funds, it's kinda 0%. If we have the money, we will consider it.
Ok thank you sir. I hope you can work something out to get this on xbox arcade or something. If this game plays as well as we all hope... it could definitely be a top game on the arcade.
Can i ask you why you want a xbox version? You have an old computer?
DISCLAIMER Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism,
comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing.
Non-profit, educational or personal use tips the balance in favor of fair use.
so as long as you don't make money off of it its alright to use it. 8)
Quote from: Xzerio on June 06, 2012, 04:05:52 PM
DISCLAIMER Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism,
comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing.
Non-profit, educational or personal use tips the balance in favor of fair use.
so as long as you don't make money off of it its alright to use it. 8)
Now that was super lame...
Quote from: Xzerio on June 06, 2012, 04:05:52 PM
DISCLAIMER Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism,
comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing.
Non-profit, educational or personal use tips the balance in favor of fair use.
so as long as you don't make money off of it its alright to use it. 8)
Yes... but frvge is Dutch.... not U.S.-American
It's not like they're open sourcing their code... so that does not apply.
It has been quiet for a while, so.... anything new? Anything new to show us?
Quote from: Meister_Neo on June 18, 2012, 06:19:23 PM
It has been quiet for a while, so.... anything new? Anything new to show us?
Getting closer and closer each day :) We've had 2 small set-backs in the past 2 weeks. Originally I wanted to show something around this time, but I prefer showing something good and when it's at an acceptable quality. But soon :D Should be worth it.
FFFFFFFFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU
UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU-
Quote from: Meister_Neo on June 18, 2012, 06:19:23 PM
It has been quiet for a while, so.... anything new? Anything new to show us?
Really man... can we have a little piece of PS? ;)
PROJECT STEALTH RELEASE DATE: 10th November 2012
I hope I will dream this tonight! Or did you perhaps, even though I know that you know that I am not a dev.... believe it? PROBLEM?
*awaken, forums!*
I am back from chilling with MR.Mic and Zedblade in Six Flags Magic Mountain. So hopefully I can recode the PSAnimationNotification system in the next few days.
PICK the cotton FASTER!!
Quote from: Farley4Fan on July 04, 2012, 04:18:03 AM
PICK the cotton FASTER!!
Hahaha, I cannot take breath. :DDD
PS. Good to hear that you are rolling forward ;)
gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8, gr8,
5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m, 5p4m,
BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN, BAN
Dude, wtf?
I was joking...
I'm just happy to hear some news :D
bump
Hi zed!