I dont know if this has been posted or not but I would like you guys to avoid the current glitches that are in SCCT.
As i am sure that you know the rail glitch, spy elbows and merc cant taze, you cant knock off spy when he is hanging on something, cant hit spy when he just killed someone, and many more very common ones.
As far as i know you were "cloning" SCCT in order to make Project Stealth and i was hoping that the bad stuff doesent clone as well.
understandable.
Keep in mind, this is entirely different engine with our own code and graphics....so glitches will not be duplicated.
Ah, I wasent aware that that was the case.
Quote from: goodkebab on July 13, 2007, 08:15:46 PM
understandable.
Keep in mind, this is entirely different engine with our own code and graphics....so glitches will not be duplicated.
lol, there will be all new ones :P
Quote from: Zedblade on July 13, 2007, 09:00:51 PM
Quote from: goodkebab on July 13, 2007, 08:15:46 PM
understandable.
Keep in mind, this is entirely different engine with our own code and graphics....so glitches will not be duplicated.
lol, there will be all new ones :P
Don't say that, i beg you.
glitches are unavoidable
Quote from: goodkebab on July 14, 2007, 08:11:13 PM
glitches are unavoidable
omg when i read that first it gave me a headache :-\ :'( :-X
I'm sorry to inform all of you.
Making a bug free game is impossible!
Except if it's just a 2d sprite flying around! ^^
Yeah but when the project gets released i hope that the team stay together to make patches to make the bugs very rare
When UT3 gets released, we will get the Unrealscripts, the C++ code for when scripts are too slow and all the artist tools.
Now consider that the CT Versus team had everything I just mentioned AND a professional team (probably with years of UnrealScript experince) AND a few years of development AND full access to the interworkings of a less complicated engine AND reduced requirements (it's a last gen game) AND the code for PT (which pretty much makes it 75% complete before they even start) AND the support of Epic's tech support that they probably get with the licence.
...And you thought CT was buggy. Kok4f4n just had a stroke.
Wait a minute, what is all this about us having relationships with Epic? Or maybe I read that wrong. If we did, then that would make me pee my pants in joy.
Quote from: Overstatement on July 18, 2007, 07:47:30 AM
When UT3 gets released, we will get the Unrealscripts, the C++ code for when scripts are too slow and all the artist tools.
Now consider that the CT Versus team had everything I just mentioned AND a professional team (probably with years of UnrealScript experince) AND a few years of development AND full access to the interworkings of a less complicated engine AND reduced requirements (it's a last gen game) AND the code for PT (which pretty much makes it 75% complete before they even start) AND the support of Epic's tech support that they probably get with the licence.
...And you thought CT was buggy. Kok4f4n just had a stroke.
omfg... gonna catch AIDS if you don't stop being so pesimistic.... :'(
people have successfully released total conversion mods on the UT 2004 engine before, and some of them have even gotten commercial success.
I dont see why we cannot do the same.
Quote from: goodkebab on July 18, 2007, 09:14:25 PM
people have successfully released total conversion mods on the UT 2004 engine before, and some of them have even gotten commercial success.
I dont see why we cannot do the same.
...you mean other than all the problems I've stated before?
Quote from: Zedblade on July 13, 2007, 09:00:51 PM
Quote from: goodkebab on July 13, 2007, 08:15:46 PM
understandable.
Keep in mind, this is entirely different engine with our own code and graphics....so glitches will not be duplicated.
lol, there will be all new ones :P
I was thinking the exact same thing as soon as I read that.
Quoteomfg... gonna catch AIDS if you don't stop being so pesimistic....
Kok4f4n, sorry but you may already have AID's. The condom split last night!
JOKING!(about both parts BTW ;) )
:D
lol ^ :P
Us coders will take the necessary precautions to minimize possible bugs by means of appling design patterns, and things like peer-review. If there are glitches, I am hoping to release patches ASAP. But... noone can promise it, now nor in the future.
Here is my thinking about the mod getting commercial success.
Getting commercial success means nothing. Although I feel everyone who works on this mod should get paid, all that happens is that Zed has to quit his current job, or quit the mod, because, AFAIK, the development team stays. This would be good for everyone on the team who doesn't have a job, or a low paying one, but, this mod would go downhill with to big of a playerbase.
I know I made no sense there, so just ignore this post.
I indeed didn't understand the logic there =/
lol Zed's quiting his job? People getting paid? UH?
This project gives me something to do. Otherwise, I'd be playing more video games and wasting my life. At least with this project I learn new things. IF this game gets finished, I will be proud to say I helped out. (even though i'm not part of the team...yet) I have no expectations other than to finish it. Looking for money is not the way I see what we are doing. We are all trying to make a game that we love. An effect of completing this goal might be getting some money. I am getting excited just to see, the spy run around in a map.
Someone said something about this mod getting recognized by epic, and getting commercial success.
I'm saying that, even though that is good, it most likely won't happen, and there will be a lot of problems if it does.
oh. lol no that was an example of PapaSkull not knowing how to read.
Quote from: goodkebab on July 18, 2007, 09:14:25 PM
people have successfully released total conversion mods on the UT 2004 engine before, and some of them have even gotten commercial success.
I dont see why we cannot do the same.
It wasn't only papa skull! ITS A CONSPIRACY!