ok so i visited the forums of sc:c and found a topic with this video
http://www.youtube.com/watch?v=Gzy_1YaPxPc (http://www.youtube.com/watch?v=Gzy_1YaPxPc)
it looks like SCC has reached the SvM mapping phase.
so i was thinking, are you guys still not quitting on PS because of the competition? or whats gonna happen if SC:C comes out first?
and the idea that occured to me after watching the video is that, you know how we were discussing how flares and gasmask should be default gadgets without taking up a slot? (idk if you considered it or not) well, i was thinking that maybe camnet could be eliminated as a choosable gadget and just implemented as a default one but the difference would be that the cameras are now hackable by the spies and the cameras would be more like the alarm ones instead of like the big round ones with lasers ands stuff like that, and there would be also a lot more of them.
this makes sense in my opinion because they are security cameras and they should all be accessible, unlike in SCCT where some were like toy cameras and the other ones were the important ones (camnet).
the cameras would be hackable but still controlable by the merc... idk
but if they are hacked it would of coarse indicate the location of the hacked camera... to help the merc know where the spy is at
Meh.
Quote from: Roberto1223 on December 05, 2009, 10:48:27 PM
but if they are hacked it would of coarse indicate the location of the hacked camera... to help the merc know where the spy is at
It should not show the location of the hacked camera and instead show the ones working. If it's disabled it won't send the merc information.
lol... what do you think when you say meh?
I usually have a total brain fart.
Nothing useful is coming out then. Aka: I think the idea doesn't really match my view and isnt interesting/original enough to warrant a closer look. (Yes, I sometimes play Devil's Advocate to discuss things that I personally don't like).
Well, the idea of hackable camera's (not in lieu with your story though) has been thought up before, I think it was a discussion between me and Zedblade regarding animated camera's.
I personally wouldn't mind more interaction with the environment in overall from both parties in-game.
Thoughts on the competion? Going to maintain the project or fold? Will you play it if it releases before you release a beta and use ideas from it IF it is anything close to SvM?
Competition? You mean SCC? No, we're probably maintaining PS even SCC has SAM-gameplay.
the ironic thing is, by the time you finally get real ps games going, natural selection 2 will be released rocking any other deep, assymmetric mp game out there.
i guess the only thing one can do is to learn the lesson that you need money nowadays to pull of something like this in a reasonable amount of time.
Quote from: frvge on December 07, 2009, 12:34:47 PM
Competition? You mean SCC? No, we're probably maintaining PS even SCC has SAM-gameplay.
noo, the make something unreal contest?! or is that thing already over?
Yes.
BTW has there been any progress at all since the last tick tock ?
Quote from: neth on December 13, 2009, 08:22:21 PM
BTW has there been any progress at all since the last tick tock ?
Yes, there has.
I have finished porting the vision modes package to UDK, and optimized the shader.
I have also produced the material for all laser beams, and I am currently working on spy grenade particle systems.
The flashlight lightfunction and throw pattern is done, and i've worked out the mechanics of the laser dot.
Chaff is basically done, but I am still working on flash, and smoke.
To be done:
Cam gas particle effect.
Poisoned screen effect
Poison dart deploy particle effect
Mine/Frag explosion particle
More efficient camo activation effect, since lit translucency is now in UDK. (visually identical, but more easy to implement in code.)
So yeah, there is active work being done on the project.
Also, Mulledk is working on the laser-beam alarm systems.
Zedblade is rebuilding the exterior of lakehouse, since it was lost in the switch to udk, because we can no longer use epic's UT3 art assets.
Theo has recently produced many weapon sounds, and is working on more. Plus he has recently produced some footsteps, too.
Lennard is currently very busy at the moment, but will resume work on the PS code class framework within the next week or so.
that's some good info. What's the most difficult thing you must deal with that's also most time-consuming ?
Also, does the exterior of lakehouse need all this work since we wont be able to use this space anyway ?
Quote from: neth on December 13, 2009, 11:04:30 PM
that's some good info. What's the most difficult thing you must deal with that's also most time-consuming ?
Also, does the exterior of lakehouse need all this work since we wont be able to use this space anyway ?
1) Picking up other people's slack
2) Yes, unless you want the level to look like dick
Oh, I also made a custom material editor node that lets you do Parallax Occlusion mapping for SM 3.0 cards. (Binary + Linear search "Relief Mapping" algorithm)
Mic has taken over my Producer-role for a month or something and he's looooving it xD.
Quote from: MR.Mic on December 14, 2009, 02:50:38 AM
Oh, I also made a custom material editor node that lets you do Parallax Occlusion mapping for SM 3.0 cards. (Binary + Linear search "Relief Mapping" algorithm)
To show off this effect, check this image out.
These screenshots were taken directly from the udk material editor.
The bottom image is from the new custom node.
(https://community.projectstealthgame.com/forums/proxy.php?request=http%3A%2F%2Fimg695.imageshack.us%2Fimg695%2F30%2Fpoms.jpg&hash=513e9d6b4d8bf0c6f9f4aee7537325114f21c8c1)
I'm guessing all of those mapping types are supposed to give it that 3D effect? ???
Yes.
looks neat Mic :].
Whats the dev team morale like?
Slowly climbing up. Most devs are busy with work, but there's (slow) progress in every department. Or there will be soon.
Quote from: frvge on December 18, 2009, 08:41:47 AM
Slowly climbing up. Most devs are busy with work, but there's (slow) progress in every department. Or there will be soon.
Well, it basically hit rock bottom in November, so up is really the only direction to go.
Quote from: MR.Mic on December 18, 2009, 10:11:13 AM
Quote from: frvge on December 18, 2009, 08:41:47 AM
Slowly climbing up. Most devs are busy with work, but there's (slow) progress in every department. Or there will be soon.
Well, it basically hit rock bottom in November, so up is really the only direction to go.
Something happen in November?
We realized that after all this time, we still didn't have gameplay. But we're making progress with a new scheme for the programmers, and possibly some more recruiting in a few weeks.
Quote from: frvge on December 18, 2009, 07:47:57 PM
We realized that after all this time, we still didn't have gameplay. But we're making progress with a new scheme for the programmers, and possibly some more recruiting in a few weeks.
Though, aside from the programming, we have almost every asset we need for a complete game. (with one map)