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Highoctane Frage und Antwort Session! Neues Descent?

 
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DigiJo
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Joined: 12 Feb 2002
Posts: 949
Location: Niedersachsen

PostPosted: 07.09.2004, 00:42    Post subject: Highoctane Frage und Antwort Session! Neues Descent? Reply with quote

morgen leute, high octane software, die firma die an einem möglichen neuen descent arbeitet, hat heute auf gamesurge 3 stunden lang den spielern rede und antwort gestanden zum neuen spiel.

natürlich war digijo wieder mit kamera und diktiergerät bewaffnet vor ort und postet hier exklusiv und just in time das log Winken
ich war leider 10 minuten später da und ein kleiner teil fehlte, hab aber glücklicherweise das vollständige log von grendel bekommen:

(hab verständniss das ich das nicht alles überstze...)

-------------------------------------------------------------

Session Start: Mon Sep 06 13:50:57 2004
Session Ident: #High-Octane
* Logging #High-Octane to 'logs\#High-Octane.GameSurge.log'
[13:51] <[8]Ferno> isab's got one
[13:51] * [8]Ferno sets mode: +v IsAB
[13:51] <IsAB> thnx
[13:51] * [MS]Cire has quit IRC (Read error: Connection reset by peer)
Session Close: Mon Sep 06 13:51:39 2004

Session Start: Mon Sep 06 13:51:52 2004
Session Ident: #High-Octane
[11:55] * Now talking in #High-Octane
[11:55] * Topic is 'Question and Answer Period'
[11:55] * Set by [8]Ferno on Mon Sep 06 11:48:59
[11:55] <[D3k]Krom[]> right up to 2048x1536
[11:55] <evil_bob> 04,01yum
[11:55] * [8]Ferno sets mode: +v [NuB2]Grendel
[11:56] <[NuB2]Grendel> ty
[11:56] <evil_bob> 04,01my d2x died
[11:56] <evil_bob> 04,01idk y
[11:56] <[8]Ferno> crap
[11:56] <[8]Ferno> that sucks
[11:56] <[8]Ferno> hmm
[11:56] <[8]Ferno> i dunno if alex is not afk
[11:56] <[D3k]Skyalmian[]> Suncho's afk on/off.
[11:57] * [MS]Neo has joined #High-Octane
[11:57] <[8]Ferno> alrighty
[11:57] <[8]Ferno> they're on their way
[11:57] <[8]Ferno> it's on baby
[11:57] <evil_bob> 04,01god.... ppl and their clans.....
[11:57] <evil_bob> 04,01i fly solo
[11:57] <evil_bob> 04,01:)
[11:57] <[8]Ferno> haha
[11:57] <[D3k]Skyalmian[]> D3k for life, silly.
[11:57] <evil_bob> 04,01and proud of it
[11:57] <[8]Ferno> for a second there i thought you were serious
[11:57] * [NuB2]Grendel 'll brb
[11:58] * [8]Ferno sets mode: +v [MS]Neo
[11:58] <[D3k]Skyalmian[]> You forgot to voice Samus, but you don't really need to. Auf den Arm nehmen Damnit.
[11:58] <[MS]Neo> LOL
[11:58] <[MS]Neo> ^_~
[11:58] <[8]Ferno> i got a ton of things goin on so if i dont' voice you right away, just wait a
few mins
[11:58] <[8]Ferno> i'll get to ya
[11:58] <evil_bob> 04,01is zach briggs comin?
[11:59] <[8]Ferno> yup
[11:59] <[D3k]Skyalmian[]> I wish this could be more than a generic Q and A session.
[11:59] <[8]Ferno> why do you say that
[11:59] <Lobber> would you like it if it were a trivia game as well?
[12:00] <[8]Ferno> hah
[12:00] <evil_bob> 04,01haha
[12:00] <Lobber> in 1995, what first person shooter came out with 6 degrees of movement?
[12:00] <evil_bob> 04,01what year was d1 released?
[12:00] <evil_bob> 04,01lol
[12:00] <xamindar> ooh, i know...
[12:00] <evil_bob> 04,01it was 94...
[12:00] <Lobber> time is running out
[12:00] <Lobber> was it?
[12:00] <evil_bob> 04,01lol
[12:00] <evil_bob> 04,01yea
[12:00] <Lobber> Auf den Arm nehmen
[12:00] <Lobber> i dont care
[12:00] <evil_bob> 04,01::smack:: dont ever say that again!!!!
[12:01] <[8]Ferno> hey bob
[12:01] <[8]Ferno> lose the red text
[12:01] <evil_bob> 04,01yea
[12:01] <Lobber> i actually didnt like descent when i first saw it
[12:01] <evil_bob> 12,01hows that?
[12:01] <[8]Ferno> worse
[12:01] <[MS]Neo> lol
[12:01] <Lobber> try black on black
[12:01] <evil_bob> 02,01oooo dark blue
[12:01] <[MS]Neo> lol
[12:01] * [8]Ferno sets mode: -v evil_bob
[12:01] <xamindar> it would be better if only inferno and alex had different color text
[12:01] <[D3k]Skyalmian[]> Ditch the box color.
[12:02] * [8]Ferno sets mode: +v evil_bob
[12:02] <evil_bob> 08ok
[12:02] <Lobber> not ok
[12:02] <[8]Ferno> it has to be readable
[12:02] <[8]Ferno> and not hurt ppl's eyes
[12:02] <Lobber> this aint kali
[12:02] <evil_bob> 02damn youre soo picky
[12:02] <[D3k]Skyalmian[]> No yellow, no blue. Default.
[12:02] <[8]Ferno> it's not being picky
[12:02] <[8]Ferno> it's called not pissin ppl off
[12:03] <{HighOct}Alex> ok everyone
[12:03] <[MS]Neo> heh I'm glad the normal channel doesn't have any ops =)
[12:03] <{HighOct}Alex> Zach will be here shortly
[12:03] <[MS]Neo> arrright
[12:03] <xamindar> coo
[12:03] <{HighOct}Alex> but I can begin taking questions
[12:03] <[MS]Neo> okay
[12:03] <{HighOct}Alex> I am the lead designer on the new game.
[12:03] <evil_bob> 02when are screens comin?
[12:03] <{HighOct}Alex> in less than a month
[12:03] <[D3k]Krom[]> heh, I strip color codes off all incoming messages
[12:03] <xamindar> Will there be a Linux version?
[12:03] <Lobber> id feel more comfortable if we did mod this chat, cuz i got tons of questions and
i dont want to speak out of turn
[12:03] <{HighOct}Alex> there are no plans at this time for a linux version
[12:04] <{HighOct}Alex> but maybe down the line
[12:04] <[NuB2]Grendel> not even a server ?
[12:04] <{HighOct}Alex> there are no plans for a linux client
[12:04] <{HighOct}Alex> linux server is probable
[12:04] <[D3k]Skyalmian[]> My question is this: is everything to scale? And by that I mean, the
player's ship isn't the size of a human torso like it is in Descent 3.
[12:04] * [8]Ferno sets mode: -v [D3k]Krom[]
[12:04] <[MS]Neo> hehe
[12:04] <evil_bob> 02geo-mod... yes or no?
[12:04] * [8]Ferno sets mode: -v [MS]Neo
[12:04] * [8]Ferno sets mode: -v [NuB2]Grendel
[12:04] * [8]Ferno sets mode: -v evil_bob
[12:04] * [8]Ferno sets mode: -v Lobber
[12:04] * [8]Ferno sets mode: -v xamindar
[12:05] <{HighOct}Alex> the ship is scaled in such a way that makes it feel more like the original
descent games than descent 3
[12:05] <{HighOct}Alex> there will be no geo mod
[12:05] <{HighOct}Alex> do you have any other quetions, skyalmian?
[12:06] <[D3k]Skyalmian[]> You didn't really answer it.
[12:06] <{HighOct}Alex> ok
[12:06] <{HighOct}Alex> I'm not sure I understand the question, then
[12:06] <{HighOct}Alex> size is relative
[12:06] <[D3k]Skyalmian[]> The ship scale vs other objects (like a human) in the game, accurate or
not?
[12:06] * [8]Ferno changes topic to 'Question and Answer Period. If you want to ask a question,
ask for voice from an Op'
[12:07] <{HighOct}Alex> there are no humans in the game
[12:07] <[8]Ferno> oh i think i know what sky is tryin to ask
[12:07] * JavaUser2 has joined #High-Octane
[12:07] <{HighOct}Alex> for example, doctor sweitzer in descent 3?
[12:07] <{HighOct}Alex> the player will not encounter humans in gameplay
[12:07] <[8]Ferno> say a ship is ten meters wide.. will it feel like the corridor is fifty meters
wide?
[12:08] <[8]Ferno> that about right sky?
[12:08] <[D3k]Skyalmian[]> Yeah.
[12:08] <{HighOct}Alex> if the ship is ten meters wide and the corridor is 50 meters wide, the
corridor will be 5 times as wide as the ship.
[12:08] <{HighOct}Alex> and we'll do our best to make it feel that way
[12:09] <[8]Ferno> ok
[12:09] <[8]Ferno> is that it sky?
[12:09] <[D3k]Skyalmian[]> Yeah.
[12:09] <[8]Ferno> ok
[12:09] <[8]Ferno> moving on
[12:09] * [8]Ferno sets mode: +v xamindar
[12:09] * [8]Ferno sets mode: -v [D3k]Skyalmian[]
[12:09] <xamindar> what type of design are the levels? (under ground like in mines, on terrain, in
space, under water)
[12:09] * t-ball has joined #High-Octane
[12:09] <{HighOct}Alex> underground like in mines
[12:09] <xamindar> all of them?
[12:10] <{HighOct}Alex> so far that's the plan
[12:10] <{HighOct}Alex> after the game is released, players will be able to make their own levels
[12:10] <xamindar> is the ship speed relative to the speed of d1/2?
[12:10] <xamindar> ok
[12:10] <{HighOct}Alex> yes
[12:10] <{HighOct}Alex> the ship will move as it does in descent 1 and 2, and not as it does in
descent 3
[12:10] <xamindar> im done for now, thanks
[12:10] <{HighOct}Alex> you're welcome
[12:10] <[8]Ferno> nice
[12:10] * [8]Ferno sets mode: -v xamindar
[12:10] <[8]Ferno> anyone else have a question?
[12:11] <[NuB2]Grendel> sure
#High-Octane Cannot send to channel
[12:11] * [8]Ferno sets mode: +v [D3k]Krom[]
[12:11] <[D3k]Krom[]> Fusion bug, moddible, yes or no?
[12:11] <{HighOct}Alex> fusion damage bug is a no at this point
[12:11] <{HighOct}Alex> we're attempting to make the game as moddable as possible
[12:12] <[D3k]Krom[]> bugger, k, thanks
[12:12] -> *[8]Ferno* voice pls ?
[12:12] * [8]Ferno sets mode: -v [D3k]Krom[]
[12:12] * [8]Ferno sets mode: +v [MS]Neo
[12:12] <[MS]Neo> How many other games have you guys made?
[12:12] <{HighOct}Alex> we're not doing the fusion switch weapon while you're charging bug either Winken
[12:12] <{HighOct}Alex> from d1
[12:13] <[MS]Neo> good
[12:13] <[8]Ferno> yea that bug was killed in d1x
[12:13] <[8]Ferno> heheh
[12:13] <{HighOct}Alex> This is our first game project but we have completed other successful
software project
[12:13] <{HighOct}Alex> *projects
[12:13] <[MS]Neo> cool..Where can we get info on those?
[12:13] * [NuB2]DigiJo has joined #High-Octane
[12:13] <{HighOct}Alex> Zach can go into more detail on those if you like
[12:13] <[MS]Neo> Okay
[12:13] <[8]Ferno> was that your question neo?
[12:13] <{HighOct}Alex> he will be here shortly
[12:13] <{HighOct}Alex> please wait a moment
[12:13] <[MS]Neo> Yeah, but I have some more questions =)
[12:13] <[8]Ferno> ok
[12:13] <[8]Ferno> hold them for later
[12:13] <[MS]Neo> okay
[12:13] <{HighOct}Alex> Zach will be here in just a moment
[12:13] <[8]Ferno> gren has a question
[12:14] <{HighOct}Alex> we can wait
[12:14] * [8]Ferno sets mode: -v [MS]Neo
[12:14] * [8]Ferno sets mode: +v [NuB2]Grendel
[12:14] <[8]Ferno> go ahead gren
[12:14] <[NuB2]Grendel> So far it sounds like D1 or D2 -- exactly. What's the difference of your
version ?
[12:15] <{HighOct}Alex> excellent question
[12:15] <{HighOct}Alex> I'm glad you asked
[12:15] <[NuB2]Grendel> Smilie
[12:15] <{HighOct}Alex> Not only do we have many unique weapons to separate ourselves from the
Descent series
[12:15] <{HighOct}Alex> but we plan to integrate cloaking more into the main stream gameplay
[12:16] <{HighOct}Alex> I can't go into specifics
[12:16] <{HighOct}Alex> but I assure you it's good
[12:16] <{HighOct}Alex> also
[12:16] <{HighOct}Alex> we have a plan to introduce players to multiplayer on a step by step basis
[12:17] <{HighOct}Alex> newbies will not go up against the elite pilots until they're ready
[12:17] * Will-009 has joined #High-Octane
[12:17] * [8]Ferno sets mode: -v [NuB2]Grendel
[12:17] * [8]Ferno sets mode: +v Lobber
[12:17] <Lobber> Hi
[12:17] <{HighOct}Alex> hi
[12:17] <Lobber> I have typed out a few questions ahead of time
[12:17] <{HighOct}Alex> excellent
[12:17] <Lobber> some are fairly technical, and i may have followup questions
[12:18] <Lobber> 1. Regarding the game engine, how will levels / mines / environment be designed,
and what will they be based upon? (IE: D1 & D2 made from cubes of space inside a solid
environment)
[12:18] * [8]Hemp has joined #High-Octane
[12:19] <{HighOct}Alex> our engine is cube-based
[12:19] <Lobber> 2. Will you be including a built in user friendly level editor? (like DMB2 and not
like D3Edit)
[12:19] <{HighOct}Alex> yes
[12:20] <Lobber> 3. Do you need any level editors / creators for your project? (Freelance Creators)
[12:20] <{HighOct}Alex> the developer of descent mission builder is our lead programmer
[12:20] <{HighOct}Alex> we may
[12:20] <{HighOct}Alex> we will post on the Descent Bulletin Board before anywhere else if the need
arises
[12:20] <Lobber> have you seen any of my work? (shameless plug)
[12:20] <{HighOct}Alex> we value the input and resources of the descent community
[12:20] <{HighOct}Alex> what did you make?
[12:21] <Lobber> 66 d1 and d2 levels
[12:21] <Lobber> that have been released
[12:21] <{HighOct}Alex> we probably have seen many of them
[12:21] <Lobber> i also started, but not completed, a project called "Solar Marathon" a completely
different type of level set
[12:22] <{HighOct}Alex> excellent
[12:22] <Lobber> http://www.descentbb.net/phpbb/viewtopic.php?t=3334 this thread lists my work,
also Koolbear will be publishing an inverview soon
[12:22] <Lobber> next q
[12:22] * [8]Ferno sets mode: -v Lobber
[12:22] <{HighOct}Alex> please email development@highoctanesoftware.com if you'd like to discuss it
further
[12:22] * [8]Ferno sets mode: +v t-ball
[12:22] <t-ball> Can you describe the engine? How does it compare to today's games in terms of eye
candy?
[12:22] <{HighOct}Alex> hehe
[12:22] * D3A|DarkDiti has joined #High-Octane
[12:22] <{HighOct}Alex> I can say it looks good and it runs faster than Descent 3
* Retrieving #High-Octane modes...
[12:23] <t-ball> Comparable to UT2004?
[12:23] <{HighOct}Alex> our engine supports 6 degrees of freedom
[12:23] <{HighOct}Alex> ut2k4 does not
[12:24] <t-ball> What is the soundtrack like?
[12:24] <{HighOct}Alex> the soundtrack is not complete yet
[12:24] <{HighOct}Alex> but what we're going for is a creepy industrial feel
[12:24] <t-ball> D1/D2 style?
[12:24] <{HighOct}Alex> also we don't believe that you should be forced to listen to our music
[12:25] <{HighOct}Alex> yes
[12:25] * D3A|DarkDiti has quit IRC (Signed off)
[12:25] <t-ball> awesome
[12:25] <{HighOct}Alex> we are big fans of the descent 1 midi and the descent 2 redbook
[12:25] <{HighOct}Alex> you will be able to listen to whatever music you like when you play the
game, but we will provide some for you
[12:25] * Rice has joined #High-Octane
[12:25] <t-ball> 1 more quick question.
..When's the first screenshot?
[12:25] <{HighOct}Alex> less than a
month
[12:25] <{HighOct}Alex> Smilie
[12:25] * Rice has quit IRC (Signed
off)
[12:25] <t-ball> Thank you. Next
person.
[12:26] * [LL]Diti has joined #High-Oct
ane
[12:26] * [8]Ferno sets mode: -v t-ball
[12:26] * [8]Ferno sets mode: +o [MS]Neo
[12:26] * [8]Ferno sets mode: -o+v [MS]Neo [MS]Neo
[12:26] <[MS]Neo> Hi
[12:26] <[MS]Neo> I have a few questions...
[12:26] <[MS]Neo> Are there any outdoor or outer space levels in this game, or is it all indoors
like Descent?
[12:26] <{HighOct}Alex> hi
[12:26] <{HighOct}Alex> no
[12:27] * [8]Ferno sets mode: -v [MS]Neo
[12:27] * [8]Ferno sets mode: +v Will-009
[12:27] <{HighOct}Alex> t-ball, there will be a built in mp3 player that will display the mp3
you're listening to on the HUD
[12:27] <Will-009> What modes of play will we get in multiplayer?
[12:28] <{HighOct}Alex> this is subject to change
[12:28] <{HighOct}Alex> but here's what we have so far
[12:28] <{HighOct}Alex> Anarchy
[12:28] <{HighOct}Alex> ack
[12:29] <{HighOct}Alex> Team Anarchy
[12:29] <{HighOct}Alex> Hoard
[12:29] <{HighOct}Alex> Team Hoard
[12:29] <{HighOct}Alex> Capture the Flag
[12:29] <{HighOct}Alex> Team Capture the Flag
[12:29] <{HighOct}Alex> Entropy
[12:29] <{HighOct}Alex> Team Entropy
[12:29] <{HighOct}Alex> Onslaught
[12:29] <{HighOct}Alex> Team Onslaught
[12:29] <{HighOct}Alex> Hostage
[12:29] <{HighOct}Alex> Duel Arena
[12:29] <{HighOct}Alex> then we will have various different Game Modes that you can combine with
each of the game types
[12:29] <{HighOct}Alex> their names are:
[12:29] <{HighOct}Alex> Afterlife
[12:29] <{HighOct}Alex> Gauntlet
[12:29] <{HighOct}Alex> Hypersocre
[12:29] * {HighOct}Rice has joined #High-Octane
[12:29] <{HighOct}Alex> Incognito
[12:30] <{HighOct}Alex> Motherlode
[12:30] <{HighOct}Alex> Nakedfire
[12:30] <{HighOct}Alex> Reactor
[12:30] <{HighOct}Alex> Splitkill
[12:30] <{HighOct}Alex> and Zerosum
[12:30] <Will-009> Heh. Sounds like there will be plenty of variety.
[12:30] <Will-009> Is there any chance of co-op?
[12:30] <{HighOct}Alex> there is a chance, but we're currently not planning for it
[12:30] <Will-009> Alright. Thanks for your time.
[12:30] * [8]Ferno sets mode: -v Will-009
[12:31] * {HighOct}Alex sets mode: +v [LL]Diti
[12:31] <[LL]Diti> Hi. Just one question:
[12:31] <[LL]Diti> when is it planned to inmvolve the first lvl designers and will there be a
special lvl-designer tool
[12:31] <[LL]Diti> availabble?
[12:31] * {HighOct}Alex sets mode: +o {HighOct}Rice
[12:31] <{HighOct}Rice> Hey All, Rice here
[12:32] <[8]Ferno> hello
[12:32] <{HighOct}Alex> we have level designers on the team already
[12:32] -> *[8]Ferno* <-- Smilie
[12:32] <{HighOct}Alex> if we need help from the community, we will post on the DBB
[12:32] <{HighOct}Alex> you will be able to develop your own levels for the game after it's released
[12:33] <[LL]Diti> k, thanx
[12:33] * [8]Ferno sets mode: -v [LL]Diti
[12:33] * [8]Ferno sets mode: +v [D3k]Krom[]
[12:33] <[D3k]Krom[]> By saying the user can listen to their own music, I assume that means MP3/M3U
playlist and cd audio support built in to the game, am I correct?
[12:33] <{HighOct}Alex> indeed
[12:33] <[D3k]Krom[]> cool, thx
[12:33] <[D3k]Krom[]> next!
[12:34] * [8]Ferno sets mode: -v [D3k]Krom[]
[12:34] * [8]Ferno sets mode: +v [NuB2]Grendel
[12:34] <{HighOct}Alex> for anyone who's interested in helping us out with level design (or any
aspect of the game), please send your resumes and links to work samples to
jobs@highoctanesoftware.com
[12:34] <[NuB2]Grendel> Two things: 1. OpenGL or D3D ?
[12:34] <{HighOct}Alex> OPenGL
[12:34] <[NuB2]Grendel> 2. My biggest concern is the "cheatability" -- you planning on some
advanced cheat prevention ?
[12:34] <{HighOct}Alex> don't worry about it
[12:34] <{HighOct}Alex> we've got it covered
[12:35] <[NuB2]Grendel> k -- thx.
[12:35] * [8]Ferno sets mode: -v [NuB2]Grendel
[12:35] * [8]Ferno sets mode: +v Lobber
[12:35] <Lobber> alright
[12:35] <Lobber> a few more...
[12:35] <Lobber> 4. Will you be including the traditional D1 and D2 triggers? Such as shield and
energy modifying triggers that were in D1 but not in D2?
[12:36] <{HighOct}Alex> are you referring to handicaps?
[12:36] <Lobber> ill give you an example
[12:36] <{HighOct}Alex> ok
[12:36] <Lobber> many people know of my negative shield triggers
[12:36] <Lobber> in a couple of the d1 levels ive made
[12:36] * [8]Ferno 12is AFK, 11busy in #High-Octane 06—14I06-15n06-15v06-00i06-00s06-15i06-15o06-14n06—
[12:36] <{HighOct}Alex> ah yes
[12:36] <Lobber> d1 originally had some triggers that would drop your shields when you flew thru a
wall with a trigger on it
[12:37] <Lobber> i gave those triggers negative values to make shield boosting triggers
[12:37] <Lobber> some of my more interesting levels have that as a feature
[12:37] * [8]Hemp has quit IRC (Signed off)
[12:37] <{HighOct}Alex> good idea
[12:37] <{HighOct}Alex> there are no plans for it, but I'll discuss it with the others
[12:37] <Lobber> Smilie
[12:37] <{HighOct}Alex> Neo
[12:37] <{HighOct}Rice> interesting
[12:37] * [8]Ferno sets mode: -v Lobber
[12:37] <{HighOct}Alex> Rice can handle your question about other projects now
[12:37] * [8]Ferno sets mode: +v Will-009
[12:37] * {HighOct}Alex sets mode: +v [MS]Neo
[12:38] <[MS]Neo> okay
[12:38] <[MS]Neo> I also have another question
[12:38] <{HighOct}Alex> ok
[12:38] <[MS]Neo> Is there a general game idea that makes your game different from Descent?
[12:39] <{HighOct}Alex> we do have significant differences in our game
[12:39] <{HighOct}Alex> but the core design is to be like descent
[12:39] <[MS]Neo> okay
[12:39] <{HighOct}Alex> we love descent
[12:39] * Zach-HighOctane has joined #High-Octane
[12:39] * [8]Ferno sets mode: -v Will-009
[12:39] * [8]Ferno sets mode: -v [MS]Neo
[12:39] * [8]Ferno sets mode: +o Zach-HighOctane
[12:39] * Zach-HighOctane is now known as {HighOct}Zach
[12:39] <{HighOct}Rice> Neo, did you havea question for me?
[12:40] * [8]Ferno sets mode: +v Will-009
[12:40] * {HighOct}Alex sets mode: +v [MS]Neo
[12:40] <[MS]Neo> Yeah
[12:40] <{HighOct}Zach> Sorry for my delay gentelmen.
[12:40] <{HighOct}Rice> shoot
[12:40] <Will-009> What kinds of weapons will we see?
[12:40] <Will-009> Will there be primaries/secondaries?
[12:40] <{HighOct}Alex> please wait a moment, will
[12:40] <Will-009> And what about countermeasures?
[12:40] <Will-009> Oh, ok.
[12:40] <[MS]Neo> Have you guys completed any other projects?
[12:40] <{HighOct}Rice> Zach will take the floor on that one
[12:40] <[MS]Neo> and if so, what are they?
[12:41] <{HighOct}Zach> Mostly applications.
[12:41] <{HighOct}Rice> I was going to answer it but now that the bossman is here....
[12:41] <[MS]Neo> hehe
[12:41] <{HighOct}Zach> I-Connect ISP managment software.
[12:41] <{HighOct}Zach> CRMs
[12:41] <{HighOct}Zach> and Compression Tools.
[12:42] <{HighOct}Zach> I-Connect is like the swiss army knife of the internet.
[12:42] <[8]Ferno> ok.. neo can you hang onto the next question for a while?
[12:42] <[MS]Neo> Okay
[12:42] * [8]Ferno sets mode: -v [MS]Neo
[12:42] <Will-009> What weapons will we see?
[12:42] <{HighOct}Alex> many of the weapons will be similar to those in the Descent series
[12:42] <Will-009> And is there going to be a primaries/secondaries setup? What about
countermeasures?
[12:42] <{HighOct}Alex> we will have primaries and secondaries
[12:42] <Will-009> Is there anyway you can give me a rought list?
[12:43] <{HighOct}Alex> countermeasures won't be called countermeasures because we didn't like the
word countermeasures
[12:43] <{HighOct}Alex> but yes we will have them
[12:43] <{HighOct}Alex> I can give you a list of weapon names
[12:43] * [8]Ferno sets mode: -v Will-009
[12:43] <{HighOct}Alex> it's up to you to guess what they do Winken
[12:43] * [8]Ferno sets mode: +v evil_bob
[12:43] <evil_bob> i got a few
[12:43] <evil_bob> How will MP be set up, like D2, where if the host leaves, the game is still up,
or otherwise?
[12:44] <{HighOct}Zach> That is the current idea.
[12:44] <evil_bob> k
[12:44] <{HighOct}Alex> we have a special 1on1 mode that works like Descent 1 and Descent 2
[12:44] <{HighOct}Alex> but bigger anarchy games will use the client/server model
[12:44] <evil_bob> Will the levels on MP be auto-DL if you dont have it?
[12:45] <{HighOct}Alex> we will have a system in place
[12:45] <evil_bob> k
[12:45] <evil_bob> How will lag be handled? I want my direct hits to be direct hits.
[12:45] <{HighOct}Alex> doesn't everyone?
[12:45] <evil_bob> haha
[12:45] <[8]Ferno> haha
[12:45] <{HighOct}Alex> we have a few different options
[12:45] <evil_bob> k
[12:45] <{HighOct}Alex> I'm sure you'll find a setting yo ulike
[12:45] <evil_bob> 1 more
[12:45] <{HighOct}Alex> descent 3 has permissable client/server for that
[12:45] <{HighOct}Alex> shoot
[12:45] <evil_bob> What is the name?
[12:46] <{HighOct}Alex> the name is top secret
[12:46] <evil_bob> shot down
[12:46] <{HighOct}Alex> I cannot divulge that information
[12:46] * [8]Ferno sets mode: -v
evil_bob
[12:46] <{HighOct}Alex> but I can tell
you that it's extremely cool
[12:46] * [8]Ferno sets mode: +v [D3k]Krom[]
[12:46] <[D3k]Krom[]> Scripting support in levels 01like in D3/DALLAS?
[12:46] <{HighOct}Alex> ok fine
[12:46] <{HighOct}Alex> the name is Core Decision
[12:47] <{HighOct}Alex> we will have scripting in levels
[12:47] -> *[8]Ferno* <--
[12:47] <[D3k]Krom[]> As advanced as D3?
[12:47] <{HighOct}Alex> Zach?
[12:47] <{HighOct}Zach> The system uses a method of motion tweening that will allow for more
complete animations and interactions.
[12:48] <[8]Ferno> ok
[12:48] <[8]Ferno> that it krom?
[12:48] <[D3k]Krom[]> not exactly
[12:48] <[8]Ferno> ok
[12:48] <[D3k]Krom[]> more like scripting for non linear storylines
[12:48] <{HighOct}Alex> our singleplayer storyline is linear
[12:49] <{HighOct}Zach> It is capable of making adaptive responses based on situational ethics.
[12:49] <[D3k]Krom[]> Guess that is as good as I will get. Done.
[12:49] * [8]Ferno sets mode: -v [D3k]Krom[]
[12:49] * [8]Ferno sets mode: +v Lobber
[12:49] <Lobber> ok
[12:49] <Lobber> 5. Will the environment be alterable based upon what the players do to it? IE: Not
impervious to weapons fire, but breakable.
[12:49] <Lobber> Or perhaps, a game mode including such a potential
[12:50] <{HighOct}Zach> OK. I am a massive fan of dynamic environments.
[12:50] <{HighOct}Zach> I personally feel that it is the next step in gaming.
[12:51] <{HighOct}Zach> At present I would like such a model to exist but I feel that a great deal
of the new audience is unable to support such physics on their machines.
[12:51] <{HighOct}Zach> Also, it would make the learn curve hre.
[12:51] <{HighOct}Zach> hre=hire.
[12:51] <{HighOct}Alex> higher?
[12:51] <Lobber> To do that, it would be necessary to not only define the open areas of the level,
but also the emtpy / or full space between open areas
[12:52] <Lobber> excavation mode
[12:52] <{HighOct}Zach> By lowering the learning curve and have proper requirements we can bring in
new players.
[12:52] <Lobber> 6. Will the game take place in single pilot vehicles only, or will there be more
than one way to interract, such as FPS or fleet mode?
[12:52] <{HighOct}Alex> Our goal is to make the core gameplay as robust as possible while keeping
the extra stuff simple, but cool.
[12:53] <[8]Ferno> ok people i'm starting to get swamped with PM's here. I would like you all to
ask one question at a time in order to cycle people quicker
[12:53] <{HighOct}Zach> Yes but 74% of the population that will be playing this game will still be
on dialup and therefor be unable to adapt in a timely manner.
[12:54] <Lobber> next
[12:54] * [8]Ferno sets mode: -v Lobber
[12:54] * [8]Ferno sets mode: +v [NuB2]Grendel
[12:54] <{HighOct}Alex> the game will take place inside the ships only
[12:54] <[NuB2]Grendel> Who will host the master server list ? HighOctane, GameSpy, Kali ? /me
remembers PXO desaster..
[12:54] <[NuB2]Grendel> (after Doom # I doubt that 74% are on modem ;P)
[12:54] <[NuB2]Grendel> 3*
[12:54] <{HighOct}Zach> Read the stats.
[12:55] <{HighOct}Zach> OK.
[12:55] <{HighOct}Zach> Multiplayer servers.
[12:55] <[NuB2]Grendel> yes, c/s
[12:55] <{HighOct}Zach> I am attempting to setup a dynamic conenct system that will allow it to
interface with multiple matching making networks.
[12:56] * [8]Ferno sets mode: -v [NuB2]Grendel
[12:56] * [8]Ferno sets mode: +v [LL]Diti
[12:56] <{HighOct}Zach> Because it is dynamic it would be able to be adapted to the new match maker.
[12:56] <[LL]Diti> Okay, I was a bit late, so maybe this question is asked before:
[12:56] <[LL]Diti> Is the 3D engine coded completely by yourselves or is it an modified version of
an existing 3d-engine? If so, which engine do you use?
[12:57] <{HighOct}Zach> Due to the nature of the development process I am not permitted to answer
that at this time without being in breach of my contract.
[12:57] <[LL]Diti> k
[12:57] <[LL]Diti> last question:
[12:57] <[LL]Diti> talking about the auto download:
[12:57] <[LL]Diti> in ut2k4 its a surprise what else besides the level is beeing downloaded. Before
you wanna join a level you don't really know how many bytes wille b downloaded.
[12:57] <[LL]Diti> So, could you give an "on-screen download list" - so everybody knows how much
download-time does it might need, before one is able to join the game?
[12:58] <[LL]Diti> (besides: I am on 64k dial up - and I know what it means to d/l a 10megs of a
level...sigh)
[12:58] <{HighOct}Zach> OK.
[12:58] <{HighOct}Zach> A couple of things.
[12:59] <{HighOct}Zach> 1 it shouldn't take that long for the game to download a packed file.
[12:59] <{HighOct}Zach> 2 I have no problem listing out the files being downloaded.
[12:59] * evil_bob has left #High-Octane
[13:00] * [8]Ferno changes topic to 'Question and Answer Period. If you want to ask a question,
ask for voice from an Op. Remeberm when you're finished asking, say 'done', next', or something
similar'
[13:00] <{HighOct}Alex> the plan is to have everything you need to play in a given game be
autodownloadable
[13:00] <{HighOct}Alex> and the game will tell you exactly what you're downloading
[13:00] <[8]Ferno> diti, finished?
[13:01] <[LL]Diti> jep
[13:01] <[LL]Diti> thanx
[13:01] * [8]Ferno sets mode: -v [LL]Diti
[13:01] * [8]Ferno sets mode: +v xamindar
[13:01] <xamindar> Are the enemies in single player robots like Descent or are there other types
such as humans or animals or "organic" aliens? On the same note, will there be any "traps"?
[13:01] * [SQN]Klasher_V has joined #High-Octane
[13:01] <{HighOct}Alex> The enemies will all be robots
[13:01] <{HighOct}Alex> traps will involve robots Smilie
[13:02] <xamindar> ok, cool
[13:02] <xamindar> robot generators?
[13:02] <{HighOct}Alex> and of course we have the reactor at the end of each level
[13:02] <xamindar> nice
[13:02] <{HighOct}Alex> robot generators and robots behind corners etc
[13:02] <xamindar> im done, thanks
[13:02] * [8]Ferno sets mode: -v xamindar
[13:02] * [8]Ferno sets mode: +v [D3k]Skyalmian[]
[13:02] <[D3k]Skyalmian[]> Suncho said: "our engine is cube-based". It isn't <literally>, is it?
[13:03] <{HighOct}Zach> OK.
[13:03] <{HighOct}Zach> The engine uses a poly-mesh system that allows for extremely detailed
shapes and structures.
* Looking up {HighOct}Alex user info...
[13:04] <{HighOct}Zach> Most maps can be designed in 3D Studio
[13:04] <{HighOct}Zach> Lightwave.
[13:04] <{HighOct}Zach> Gmax
[13:04] <{HighOct}Zach> Maya
[13:04] <[D3k]Skyalmian[]> Thank you for clarifying that. Done.
[13:04] <{HighOct}Zach> and we even have and export for Descent Mission Build.
[13:04] * [8]Ferno sets mode: -v [D3k]Skyalmian[]
[13:04] <[8]Ferno> ok now I have one
[13:04] * [NuB]SkyCliff has joined #High-Octane
[13:05] <[8]Ferno> how much shader language will you use in your engine?
[13:05] * [NuB]SkyCliff has left #High-Octane
[13:05] <[8]Ferno> IE will you use sprites for explosions, particles, or something else?
[13:05] <{HighOct}Zach> We use a good mixture.
[13:06] <[8]Ferno> ok
[13:06] <[8]Ferno> what pixel/vertex shader version?
[13:06] <{HighOct}Zach> We have stuck to the OpenGL standards in a great deal of areas and in
addition we have the system in place
[13:06] <{HighOct}Zach> to use sprites and even supliment the sprites with shader detail.
[13:07] <[8]Ferno> interesting
[13:07] * [8]Ferno sets mode: +v Lobber
[13:07] <{HighOct}Zach> Hmmm.... Let me look.
[13:07] <Lobber> skiping q 7...
[13:07] <Lobber> 8. I have an interesting idea, could you make a game mode where one player is a
master of the level, and controls all of the robots in a robo-anarchy, and everyone has to kill
him, like a player run end boss?
[13:07] <{HighOct}Alex> that'll be something the community would have to add afterwards as a mod
[13:07] <Lobber> so it will be possible to control bots?
[13:08] <{HighOct}Alex> yes
[13:08] <Lobber> kewl
[13:08] <Lobber> next
[13:08] * [8]Ferno sets mode: -v Lobber
[13:08] * [8]Ferno sets mode: +v t-ball
[13:08] <t-ball> List the weapons.
[13:08] <{HighOct}Alex> ok
[13:08] <{HighOct}Alex> Particle Disruptor
[13:08] <{HighOct}Alex> Quantum Disruptor
[13:08] <{HighOct}Alex> Rapier Cannon
[13:09] <{HighOct}Alex> Rail Gun
[13:09] <{HighOct}Alex> Edge Cannon
[13:09] <{HighOct}Alex> Pressure Cannon
[13:09] <{HighOct}Alex> Blaze Cannon
[13:09] <{HighOct}Alex> Ghost Cannon
[13:09] <{HighOct}Alex> Tesla Cannon
[13:09] <{HighOct}Alex> Scourge Cannon
[13:09] <{HighOct}Alex> Shock Rocket
[13:09] <{HighOct}Alex> Flak Rocket
[13:09] <{HighOct}Alex> Seeker Missile
[13:09] <{HighOct}Alex> Swarm Missile
[13:09] <{HighOct}Alex> Plasma Grenade
[13:09] <{HighOct}Alex> Avalanche Rocket
[13:09] <{HighOct}Alex> Titan Rocket
[13:09] <{HighOct}Alex> Predator Missile
[13:09] <{HighOct}Alex> Shock Mine
[13:09] <{HighOct}Alex> Gravity Bomb
[13:09] <{HighOct}Alex> Tricky Bomb
[13:09] <{HighOct}Alex> Houdini
[13:10] <{HighOct}Alex> The names may change before the final game
[13:10] <{HighOct}Alex> they do all have functions
[13:10] <t-ball> possible release date?
[13:10] <{HighOct}Alex> but I can't go into detail on what each one of them does
[13:10] <{HighOct}Alex> re: our shader I think it's version 3.0 but we don't have any programmers
on hand to verify that
[13:10] <{HighOct}Alex> Zach will field the release date question
[13:12] <{HighOct}Alex> We are tentatively scheduled for before summer 2006
[13:12] <{HighOct}Alex> so less than 2 years from now
[13:13] <[8]Ferno> ok
[13:13] <[8]Ferno> that's it tball?
[13:13] * Lewie has joined #High-Octane
[13:13] <{HighOct}Zach> I'm back.
[13:13] <t-ball> yep.
[13:13] <[8]Ferno> ok
[13:13] * [8]Ferno sets mode: -v t-ball
[13:13] * [8]Ferno sets mode: +v [MS]Neo
[13:13] <[MS]Neo> Will the afterburner and the afterburner cooler be collectable powerups in the
game?
[13:13] <{HighOct}Alex> no
[13:13] <{HighOct}Alex> the ship will start with the afterburner
[13:13] <{HighOct}Alex> there will be no afterburner cooler
[13:13] <[MS]Neo> ugh...okay thanks
[13:14] * [8]Ferno sets mode: -v [MS]Neo
[13:14] * [8]Ferno sets mode: +v Lobber
[13:14] <Lobber> skipping 9 to my last question
[13:14] <Lobber> 10. Most importantly, will older levels from D1 and D2 be "Portable?"
[13:15] <{HighOct}Zach> Bryan Aamot is currently putting the final touchs on making the DMB export
to Core-Decision.
[13:15] <[8]Ferno> ok I have another question
[13:15] <{HighOct}Zach> It is being tested at the moment.
[13:15] <Lobber> will such ports be inclusive of all features or exclusive of everything except the
actual structure?
[13:16] <Lobber> ie, will it take alot of rebuilding work after a level is ported? (like reverse
porting a level from d2 to d1 by copying the level block)
[13:17] <{HighOct}Zach> We have not set in stone how comprehensive we would like them to be.
[13:17] <Lobber> ok
[13:17] <Lobber> thanks
[13:17] <Lobber> go ahead ferno
[13:17] * [8]Ferno sets mode: -v Lobber
[13:17] <[8]Ferno> ok i'm wondering about the rail gun
[13:17] <{HighOct}Alex> ok
[13:17] <[8]Ferno> is it going to be anything like the q2's railgun?
[13:18] <{HighOct}Alex> as in it goes through stuff and hits the guy behind?
[13:18] <{HighOct}Zach> Smilie
[13:18] <[8]Ferno> that's one part
[13:18] <{HighOct}Alex> it will go through stuff, yes
[13:18] <[8]Ferno> one problem with D3 is once someone gets the Mass driver it dominates the game
[13:18] <{HighOct}Alex> we have a solution to that problem that I think you will find to be quite
elegant
[13:19] <[8]Ferno> hmmm ok
[13:19] <{HighOct}Alex> it involves different types of damage
[13:19] <{HighOct}Alex> We have it all planned out but those plans our subject to change so I'd
rather not go into specifics
[13:19] <[8]Ferno> ok
[13:19] * [8]Ferno sets mode: +v [MS]Neo
[13:19] <{HighOct}Zach> Alsom
[13:19] <{HighOct}Zach> also,
[13:19] <[MS]Neo> Okay...
[13:19] <{HighOct}Zach> The person that has admin rights over the game can spawn the weapon out.
[13:20] <{HighOct}Alex> yes
[13:20] <{HighOct}Zach> or limit and increase the number of them.
[13:20] <{HighOct}Alex> we will have full weapon banning
[13:20] <[MS]Neo> Will the weapons in Core Decision be sped up so that the player needs the
afterburner to dodge, or will they be able to trichord without AB?
[13:20] <{HighOct}Alex> all weapons will be dodgeable by tricording
[13:20] <[MS]Neo> cool!
[13:21] <[MS]Neo> Thanks
[13:21] <{HighOct}Alex> however, if a weapon is too close to you and there isn't room to doge it,
afterburner helps
[13:21] <[MS]Neo> okay
[13:21] <{HighOct}Alex> in any game, there are situations where you can't dodge
[13:21] <[MS]Neo> hmm...interesting.
[13:21] <{HighOct}Alex> but as in descent 2 and 3, if you're good, you will be able to dominate the
game without using afterburner at all.
[13:22] <[MS]Neo> May I ask another question, or should I let someone else have voice?
[13:22] <{HighOct}Alex> sure
[13:22] <[8]Ferno> one q at a time
[13:22] <[MS]Neo> okay, someone else go ahead
[13:22] <{HighOct}Alex> er... ferno's running the show Smilie
[13:22] <[8]Ferno> ok
[13:22] * [8]Ferno sets mode: -v [MS]Neo
[13:23] * [8]Ferno sets mode: +v [NuB2]Grendel
[13:23] <[8]Ferno> go ahead grendel
[13:23] <[NuB2]Grendel> heh -- weapon bans -- in game possible ?
[13:23] <{HighOct}Alex> i assume you mean banning weapons on the fly while the game is running?
[13:23] <[NuB2]Grendel> yes
[13:23] <{HighOct}Alex> Zach?
[13:24] <{HighOct}Zach> The game has a console.
[13:24] <[NuB2]Grendel> so? ;P
[13:24] <{HighOct}Zach> If you are admin you can spawn any weapons you like.
[13:24] <{HighOct}Zach> The same is true for removing them.
[13:24] <{HighOct}Zach> You can remove just one.
[13:24] <{HighOct}Zach> or all
[13:24] <{HighOct}Zach> of a specific type.
[13:24] <{HighOct}Zach> you can also spawn plugins on the fly.
[13:25] <{HighOct}Zach> plugins or mods.
[13:25] * [8]Ferno 12is back from 11busy in #High-Octane12. I was gone for 111148mins 06—14I06-15n06-15v06-00i06-00s06-15i06-15o06-14n06—
[13:25] <[NuB2]Grendel> hm, not sure I like it -- allows for cheating.
[13:25] <{HighOct}Zach> No.
[13:25] <{HighOct}Zach> As in any game the guy sitting on the server can change properties.
[13:25] <[NuB2]Grendel> yes --- I can't handle a specific weapon too well but another guy can. I
disallow that thing
[13:26] <{HighOct}Alex> only the server op
[13:26] * TheCops has joined #High-Octane
[13:26] <[NuB2]Grendel> so no such thing as being the server and play at the same time ?
[13:26] * STRESSTEST[] has joined #High-Octane
[13:26] <{HighOct}Zach> Yes you can.
[13:27] <{HighOct}Zach> But as in every game you have an admin.
[13:27] <[NuB2]Grendel> so as the server I can cheat by disallowing weapons I don't like.
[13:27] * [LL]Diti has quit IRC (Signed off)
[13:27] <{HighOct}Alex> the server op can do whatever he wants on his server
[13:27] <[NuB2]Grendel> server=admin here
[13:27] <{HighOct}Alex> but if he wants people to play on his server then he'll make it fair
[13:27] <{HighOct}Alex> this is true in any game
[13:27] <{HighOct}Alex> he can change the way weapons work, even give certain player an advantage
[13:28] <{HighOct}Alex> it is his server and we give him free reign
[13:28] <{HighOct}Alex> our cheat prevention involves stopping people who aren't the server from
going against the server's rules
[13:28] * [MS]Neo has quit IRC (Signed off)
[13:28] <[NuB2]Grendel> Another thing -- the master list question didn't get answered. Who's
holding it
[13:28] <[NuB2]Grendel> ?
[13:29] * [MS]Cire has joined #High-Octane
[13:29] <[NuB2]Grendel> Also, what about build-in chat ?
[13:29] <{HighOct}Alex> we're devising a system that will allow for the game to be played online
long after any specific host we pick is dead and buried
[13:29] <{HighOct}Alex> server lists will not hinge on a specific host
[13:30] <[NuB2]Grendel> p2p sheme ?
[13:30] <{HighOct}Alex> I cannot go into any further details but I think you'll be pleased with
what we'll have
[13:30] <[NuB2]Grendel> k, thx for now -- go ahead ferno Smilie
[13:31] * [8]Ferno sets mode: -v [NuB2]Grendel
[13:31] <[8]Ferno> ok i have a q
[13:31] <[8]Ferno> in D3 there was references to a 'dodge lag' where you dodged something but it
hit on the server
[13:31] <[8]Ferno> and consequently you take damage
[13:32] <[8]Ferno> do you have a solution which minimizes or eliminates 'dodge lag'?
[13:32] <{HighOct}Alex> as I mentioned ealier we have a 1on1 mode that works like d1/d2
[13:32] <{HighOct}Alex> what hits you on your screen is what matters
[13:32] <[8]Ferno> ok
[13:32] <{HighOct}Alex> essentially we can have one or 2 things
[13:32] * [8]Ferno sets mode: +v [NuB2]DigiJo
[13:33] <{HighOct}Alex> er.. of 2 things
[13:33] <[NuB2]DigiJo> hi, a specific technical q: d3 limits us to 128x128 textures (a few 256x256)
and 22khz 8bit sounds for weapons and stuff, whats the highest texture resolution your gameengine
supports? are there limits for the amount of custom textures in mods? will we be able to use
cd-quality sounds for objects weapons background etc.? can we use uv-mapped strucktures for
levels?
[13:35] <{HighOct}Zach> We use a system similar to 3D Studio
[13:35] <{HighOct}Zach> Textures> The are not neccessarily limited to any specific size but keep in
mind you will want you client systems to be able to load it.
[13:36] <{HighOct}Zach> Textures> The best range is about 256x256
[13:36] <{HighOct}Zach> Keep in mind you also have the use of bump mapping.
[13:36] <{HighOct}Zach> Sound> Again the audio is gonna be dependant on the client systems.
[13:37] <{HighOct}Zach> Sounds> they seem to work best at 44Khz 16-bit.
[13:37] <[NuB2]DigiJo> ok , what about lighning in the mines, will we have prerendered lighmaps as
well as dynamic lighning? can we have a some kind of preview mode how the lighning works in the
levelbuilder tool?
[13:37] <{HighOct}Zach> but I have been using 196KHz
[13:38] <{HighOct}Rice> Textures> there should be no limit on the amount of textures persay, but
that get back to client system trying to load it, more individual textures will obviously take a
long time to load and will be more intensive while running it
[13:38] <[NuB2]DigiJo> wow
[13:38] <[NuB2]DigiJo> Smilie
[13:38] * [8]Ferno sets mode: -v [NuB2]DigiJo
[13:38] * [8]Ferno sets mode: +v [MS]Cire
[13:38] <{HighOct}Zach> Mods> please keep in mind we designed the game very open.
[13:38] <[MS]Cire> hi...I have a couple of questions....1) what do you expect the system
requirements to be? and 2) do you expect multiplayer to be enjoyable over dial up?
[13:38] <{HighOct}Zach> you shouldn't have a specific limitation to the mods.
[13:39] <{HighOct}Zach> Dialup is
still is very large portion of the
audience.
[13:39] <{HighOct}Zach> Many people do
not realize this but like I said
earlier.
[13:40] <{HighOct}Zach> 74% is still
on dialup.
[13:40] * [8]Ferno sets mode: -v
[MS]Cire
[13:40] * [8]Ferno sets mode: +v
[D3k]Skyalmian[]
[13:40] <{HighOct}Zach> My goal is
that those people will find it as
enjoyable.
[13:40] <[D3k]Skyalmian[]> Even though
there is no Cooperative mode, can it
be modded in?
[13:40] <{HighOct}Zach> Requirements.
[13:40] <{HighOct}Alex> yes
[13:40] <[D3k]Skyalmian[]> You said
the levels are all indoors. Does it
still support outdoor environments
and weather?
[13:42] * IsAB has joined #High-Octane
[13:42] <{HighOct}Zach> The weather
systems are a plugin and modifiable.
[13:43] <[D3k]Skyalmian[]> Water,
lava, ice. Is there any?
[13:43] <{HighOct}Zach> The outdoor
environments are possible be we
don't use them.
[13:43] <{HighOct}Alex> yes, skyalmian
but you will not be able to fly
under water
[13:43] <{HighOct}Zach> Liquids,
gases, vapors.
[13:44] <[D3k]Skyalmian[]> HUD. Is
everything able to be turned off?
[13:44] <{HighOct}Alex> yes
[13:44] <[D3k]Skyalmian[]> Audio
taunts. Can they be permanently
disabled?
[13:44] <{HighOct}Alex> you can have a
blank hud
[13:45] <{HighOct}Alex> permanently
disabled by the server? the client?
[13:45] <{HighOct}Alex> what do you
mean by permanently?
[13:45] <[D3k]Skyalmian[]> You can do
it client side.
[13:45] * [8]Ferno sets mode: -v
[D3k]Skyalmian[]
[13:45] <{HighOct}Alex> yes we will
have the option to disable audio
taunts on the client side
[13:45] <{HighOct}Alex> but we will
also have the option to undisable
them
[13:46] <[8]Ferno> i have another
question.
[13:46] <[8]Ferno> there was always a
want to bind weapon keys to other
than the numbers
[13:46] <{HighOct}Alex> yes
[13:46] <{HighOct}Zach> Yes.
[13:46] <{HighOct}Alex> yes of course
[13:46] <{HighOct}Alex> you can bind
everything
[13:46] <[8]Ferno> would we be able to
say, bind a weapon to e, f, g, etc
[13:46] <{HighOct}Alex> even the talk
key
[13:46] <{HighOct}Zach> Smilie
[13:46] <[8]Ferno> heheh
[13:47] <{HighOct}Zach> Yes.
[13:47] <{HighOct}Zach> Any input is
bindable.
[13:47] <{HighOct}Zach> Even axis.
[13:47] * [8]Ferno sets mode: +v
STRESSTEST[]
[13:47] <STRESSTEST[]> 12• 11Thanks for
the +v 12•
[13:47] <STRESSTEST[]> when do we get
to beta this sucker
[13:47] <STRESSTEST[]> Winken
[13:47] <STRESSTEST[]> that's all I
want to know
[13:48] * [D3k]Matrix has joined
#High-Octane
[13:48] <{HighOct}Zach> I am going to
setup LAN parties a several points
during the way.
[13:48] <STRESSTEST[]> starting?
[13:48] <{HighOct}Zach> At the final
beta LAN I will allow the player to
take the beta home.
[13:48] * [NuB2]Deadmeat has joined #High-Octane
[13:48] <{HighOct}Zach> November.
[13:49] <{HighOct}Zach> Hopefully.
[13:49] <STRESSTEST[]> Well then, dont forget us North Western folks, we have a large regular
lanning group here
[13:49] <STRESSTEST[]> Seattle area
[13:49] * [D3k]Matrix has left #High-Octane
[13:49] <STRESSTEST[]> stresstest@yahoo.com will get you in contact with us. Thanks
[13:49] <{HighOct}Zach> Email development@highoctanesoftware.com
[13:49] <{HighOct}Alex> shoot an email to development@highoctanesoftware.com if you're interested
in helping out
[13:49] <STRESSTEST[]> I have
[13:49] <{HighOct}Alex> excellent
[13:49] <{HighOct}Zach> Sorry about the back log there.
[13:49] * [D3k]Matrix[] has joined #High-Octane
[13:50] <[8]Ferno> ok.. who's up next?
[13:50] <STRESSTEST[]> done
[13:50] * [8]Ferno sets mode: -v STRESSTEST[]
* Logging #High-Octane to 'logs\#High-Octane.GameSurge.log'
[13:51] <[8]Ferno> isab's got one
[13:51] * [8]Ferno sets mode: +v IsAB
[13:51] <IsAB> thnx
[13:51] * [MS]Cire has quit IRC (Read error: Connection reset by peer)
* Logging for #High-Octane halted
[13:51] <IsAB> Do you guys have any plans about making the game more "user-friendly",
controling-wise?
* Logging #High-Octane to 'logs\#High-Octane.GameSurge.log'
[13:52] <{HighOct}Alex> yes
[13:52] <{HighOct}Alex> we will actually have various difficulty levels in multiplayer play
[13:52] <IsAB> interesting...how so?
[13:52] * Will-009 has quit IRC (Signed off)
[13:52] <{HighOct}Alex> the newere players will play on the lower difficulty levels which have restricted movement (eg. no slide up/down)
[13:52] * sonik has joined #High-Octane
[13:53] <{HighOct}Alex> experienced players will not want to join those servers
[13:53] <{HighOct}Alex> because they want a full range of motion
[13:53] <{HighOct}Alex> so new players will be left alone to learn at their own pace
[13:53] <{HighOct}Alex> or possibly stay at a certain level if they so desire
[13:53] * Lewie has quit IRC (Read error: EOF from client)
[13:54] <IsAB> that just might work Smilie tnx, done
[13:54] * [8]Ferno sets mode: -v IsAB
[13:54] * sonik has left #High-Octane
[13:54] <[8]Ferno> alex, zach.. you guys still want to field questions?
[13:54] <{HighOct}Alex> if there are any further questions
[13:54] <[8]Ferno> yea
[13:55] <{HighOct}Zach> I'm good. Keep them coming.
[13:55] <[8]Ferno> anyone have any?
[13:55] <{HighOct}Alex> keep 'em comin
[13:55] <{HighOct}Rice> I'm still good
[13:55] <[8]Ferno> if not i'll let this channel go unmoderated
[13:55] * [8]Psionik has joined #High-Octane
[13:55] * [8]Ferno sets mode: +v xamindar
[13:55] <xamindar> how many players will multi support?
[13:55] * [8]Ferno sets mode: +o [8]Psionik
[13:56] <[8]Psionik> there we go.
[13:56] <[8]Psionik> yeesh
[13:56] <[8]Ferno> you know the rules here dude Smilie
[13:56] * [MS]Cire has joined #High-Octane
[13:56] <[8]Psionik> uh no i dont
[13:56] <[8]Ferno> read the topic Smilie
[13:56] <[8]Psionik> why ar eyou the moderator lol
[13:56] <xamindar> it wasn't answered yet right?
[13:56] <[8]Ferno> because i made this channel.. heh
[13:56] <{HighOct}Zach> Smilie\
[13:57] * [8]Psionik is now known as {HighOct}Psion
[13:57] <{HighOct}Alex> xamindar, our current figure is 64
[13:57] <{HighOct}Alex> but that's a tentative number
[13:57] <{HighOct}Alex> and it of course would be limited by the capabilities of the server box
[13:58] * [SQN]Klasher_V has left #High-Octane
[13:58] <xamindar> ok, do you think a lot will change from now until it is released in about 2 years?
[13:58] * kufyit has joined #High-Octane
[13:58] <{HighOct}Alex> yes Smilie
[13:58] <{HighOct}Alex> we might even have a new president
[13:58] * {HighOct}Psion sets mode: +v kufyit
[13:58] <xamindar> Smilie
[13:59] <kufyit> hello
[13:59] <xamindar> i saw audio taunts mentioned earlier, will it work like D3?
[13:59] <{HighOct}Zach> I'm hoping better than.
[13:59] <{HighOct}Psion> hi kuf
[13:59] <xamindar> i love that aspect of d3, cool.
[13:59] <xamindar> done
[13:59] * [8]Ferno sets mode: -v xamindar
[14:00] <kufyit> In comparison to D3, will the ship move faster or slower relative to the size of the map?
[14:00] <{HighOct}Alex> it will move like d1/d2
[14:00] <kufyit> yeah
[14:00] <kufyit> word
[14:00] <kufyit> Will there be an afterburner or something similar?
[14:00] <{HighOct}Zach> Yes
[14:00] <kufyit> What about an option to disable it?
[14:01] <{HighOct}Alex> possibly
[14:01] <kufyit> That would rule,
[14:01] <{HighOct}Alex> we have to see if removing the afterburner would cause game imbalance
[14:01] <{HighOct}Alex> we're working very hard to make the game balanced with everything in it
[14:01] <kufyit> Will there be a weapon similar to a fusion cannon?
[14:01] <{HighOct}Alex> yes
[14:02] <{HighOct}Alex> the Tesla Cannon
[14:02] <kufyit> What about MD?
[14:02] <{HighOct}Alex> the Rail Gun
[14:02] <kufyit> ugh ;p
[14:02] <{HighOct}Alex> do not fret
[14:02] <kufyit> will the rail gun be the best gun out of them all?
[14:02] <{HighOct}Alex> no
[14:02] <{HighOct}Alex> all guns will be equal
[14:02] <{HighOct}Psion> kuf
[14:02] <{HighOct}Alex> useful in their own situations
[14:02] <{HighOct}Psion> im on the team too Auf den Arm nehmen
[14:02] <kufyit> how will the rail gun be balanced?
[14:02] <{HighOct}Psion> u think ill let em recreate the md?
[14:02] <kufyit> i know
[14:02] <kufyit> i have faith
[14:02] <{HighOct}Alex> well
[14:02] <kufyit> but
[14:02] <[8]Ferno> sorry kuf i gotta cut you off
[14:02] <kufyit> worried too
[14:03] * [8]Ferno sets mode: -v kufyit
[14:03] <{HighOct}Alex> this question was asked earlier
[14:03] * [8]Ferno sets mode: +v [D3k]Skyalmian[]
[14:03] <{HighOct}Alex> and I didn't want to answer it, but there seems to be a demand
[14:03] <[D3k]Skyalmian[]> Is there a size limit to levels?
[14:03] <{HighOct}Alex> the plan we have right now is to make rail gun damage preventable
[14:03] <{HighOct}Alex> so after you get hit, if you react fast enough, you can prevent or reduce the damage
[14:03] <{HighOct}Alex> so you wouldn't want to stay on the rail gun or the other guy will get your timing down and it will be ineffective
[14:05] * rush298a_ has joined #High-Octane
[14:05] <[8]Ferno> you finished sky?
[14:06] <[D3k]Skyalmian[]> It wasn't answered.
[14:06] <[8]Ferno> oh
[14:06] <{HighOct}Zach> Hang on.
[14:06] <{HighOct}Alex> Rice, will you field this one?
[14:06] <{HighOct}Zach> Chris is typing.
[14:06] <{HighOct}Psion> i can throw out something that may or may not be true
[14:06] <{HighOct}Psion> but a computer will only render so much, and if the field was infinite you would lose each other
[14:06] <{HighOct}Psion> so id say theyll have to be size limited at some point
[14:07] <{HighOct}Alex> there is a size limit, sky
[14:07] <{HighOct}Psion> or itd get ridiculous
[14:07] <{HighOct}Alex> there can't not be
[14:07] <{HighOct}Rice> back sry, will answer now
[14:07] <{HighOct}Alex> but we haven't decided what it is yet
[14:07] <[D3k]Skyalmian[]> And, how many DBBers are on the team?
[14:07] <{HighOct}Alex> Rice knows more about it
[14:07] <{HighOct}Rice> There is most certainly a size limit on the engine, however
[14:08] <{HighOct}Rice> the exact size is yet to be determined... I can say it's VERY large
[14:08] <{HighOct}Alex> skyalmian, everyone on the team is a DBBer Smilie
[14:08] <[D3k]Skyalmian[]> <Everyone>?
[14:08] <{HighOct}Alex> even if they weren't before
[14:08] <{HighOct}Alex> yes
[14:08] <{HighOct}Rice> but our swap files can atest to the size limit Smilie
[14:09] * [8]Ferno sets mode: -v [D3k]Skyalmian[]
[14:09] * [8]Ferno sets mode: +v TheCops
[14:10] <[8]Ferno> go ahead adam
[14:10] <[8]Ferno> Cops?
[14:11] <[8]Ferno> okay.. we'll look for TheCops..
[14:11] <TheCops> questions: 1) if it is "descent like" why play it? graphics enhancements only? net code enhancements? 2) how far along in developement? 70% complete? 3) why do you need the dbb to advertise? for insight or for beta testers?
[14:11] <TheCops> sheesh
[14:11] <TheCops> i was pissing
[14:11] <TheCops> lol
[14:12] <{HighOct}Alex> question #1
[14:12] <{HighOct}Rice> .1
[14:12] <{HighOct}Rice> Smilie
[14:12] <{HighOct}Alex> if it's descent-like, you play it because playing descent-like games is fun Smilie
[14:12] <{HighOct}Alex> we have new features and new game types as well as upgraded graphics and netcode
[14:13] <{HighOct}Psion> from what i understand it going to be VERY descent-like, no?
[14:13] <{HighOct}Alex> We'd all still be playing the original Descent if it weren't so outdated.
[14:13] <{HighOct}Psion> as in dead on or as close as we can get?
[14:13] <{HighOct}Alex> there's a void there and we're attempting to fill it
[14:13] <{HighOct}Psion> without calling it descent?
[14:13] <{HighOct}Alex> Zach can answer question #2
[14:13] <{HighOct}Psion> alex im looking for some input on that
[14:14] <{HighOct}Psion> in a nutshell
[14:14] <{HighOct}Psion> its more going to be dead on descent than descent-like coprrect
[14:14] <{HighOct}Alex> we want the game to feel like you're playing the original Descent, but with new stuff Smilie
[14:14] <TheCops> those are my questions ferno
[14:14] <{HighOct}Psion> there we go.
[14:14] <[8]Ferno> ok
[14:14] <{HighOct}Rice> I have something to add, ask a UT2K3 player why he now plays UT2K4, same reasons
[14:14] * [8]Ferno sets mode: -v TheCops
[14:14] * [8]Ferno sets mode: +v [NuB2]Deadmeat
[14:14] <[8]Ferno> go ahead deadmeat
[14:14] <[NuB2]Deadmeat> I run what's called a training team in D3. Do you think the learning curve of your game will be as steep as D3?
[14:14] <{HighOct}Alex> absolutely not
[14:15] <{HighOct}Alex> this question has been answered
[14:15] <{HighOct}Alex> we will have multiple difficulty levels in multiplayer
[14:15] -> *[8]ferno* voice ?
[14:15] <{HighOct}Alex> the easiest difficulty level will not have certain movements such as sliding up and down
[14:15] <[NuB2]Deadmeat> and I assume it will be easy to crossover?
[14:15] <{HighOct}Alex> elite players will not want to join newbie servers because they want the full range of motion
[14:16] <{HighOct}Alex> so new players will be free to learn on their own
[14:16] <{HighOct}Alex> among players of equal skill
[14:17] <[NuB2]Deadmeat> will elite players be able to work with them on their level?
[14:17] <{HighOct}Alex> if an elite player wants to play without being able to slide, without being able to bank, and forced to autolevel, then he can
[14:17] <{HighOct}Alex> if he gets really good, maybe he can work people
[14:18] <{HighOct}Alex> but the learning curve is so easy that it won't take long for a newbie to hold his own
[14:18] <{HighOct}Alex> *to be able to hold his own
[14:18] <[NuB2]Deadmeat> ok, thanx. done
[14:18] * [8]Ferno sets mode: -v [NuB2]Deadmeat
[14:18] * [8]Ferno sets mode: +v kufyit
[14:18] * [MS]Capm has joined #High-Octane
[14:19] <[8]Ferno> go ahead kuf
[14:20] <[8]Ferno> alright.. i'll look for kuf
[14:20] * [8]Ferno sets mode: -v kufyit
[14:20] * [8]Ferno sets mode: +v [D3k]Krom[]
[14:21] <[8]Ferno> go ahead krom
[14:21] <{HighOct}Zach> Is it me or does it seem people are distracted?
[14:21] <[8]Ferno> yea
[14:21] <[8]Ferno> dunno where everyone else went
[14:21] <[8]Ferno> they were here a minute ago
[14:22] <[D3k]Krom[]> did that not send?
[14:22] <[8]Ferno> no
[14:22] <[8]Ferno> try again
[14:22] <[D3k]Krom[]> bah, irc Winken
[14:22] <[8]Ferno> heheh
[14:22] <{HighOct}Alex> I didn't get a question krom
[14:22] <[D3k]Krom[]> did that send?
[14:22] <[8]Ferno> nothing's sending
[14:22] <[D3k]Krom[]> must be too long
[14:22] <[8]Ferno> yea
[14:22] <[D3k]Krom[]> How much progress is done on the game user interface and menu systems, how flexible or expandable are they?
[14:22] <[D3k]Krom[]> Will they run at any screen resolution or be forced to 640x480 like Descent3?
[14:23] <[D3k]Krom[]> And if there is an in game chat service, will it be configurable, perhaps even so it could connect to any IRC channel?
[14:23] <[D3k]Krom[]> This is related to the MP3 playlist support, a windows explorer style interface for making playlists would be very handy, but the game UI would have to be able to handle these things better then D3 handles file imports and chats.
[14:24] <{HighOct}Zach> MP3> will be similar to winamp but you won't have to leave the game.
[14:24] <{HighOct}Zach> Shouldn't even have to stop flying.
[14:24] <{HighOct}Zach> IRC> supported.
[14:24] <{HighOct}Zach> Menus> They are pretty smooth at the moment.
[14:25] <{HighOct}Zach> The are also plugins so you can manipulate them to your liking.
[14:25] <{HighOct}Zach> They run at any screen res.
[14:25] <[D3k]Krom[]> excellent
[14:25] <{HighOct}Alex> Menus work at any resolution
[14:25] * TheCops has quit IRC (Signed off)
[14:25] <[8]Ferno> nice
[14:25] <[D3k]Krom[]> menu system is moddable
[14:25] <[D3k]Krom[]> alright, next person
[14:26] * [8]Ferno sets mode: -v [D3k]Krom[]
[14:26] * [8]Ferno sets mode: +v kufyit
[14:26] <{HighOct}Psion> if i can interject something here...
[14:26] <kufyit> Will the velocity of your ship affect the velocity of your projectiles?
[14:26] <{HighOct}Psion> good one kuf.
[14:26] <{HighOct}Alex> no
[14:26] <{HighOct}Alex> just the direction that it's pointing
[14:26] <kufyit> Ok
[14:26] <{HighOct}Alex> the projectiles fly in that direction
[14:26] <{HighOct}Zach> Smilie
[14:26] <{HighOct}Alex> but if you're going really fast forward, they stack up
[14:26] <{HighOct}Alex> just like descent
[14:27] <kufyit> Will there be multiple ships?
[14:27] <{HighOct}Alex> right now we're only planning for one ship
[14:27] <{HighOct}Zach> NO
[14:27] <kufyit> Yay
[14:27] <[8]Ferno> ok i don't have anyone in the queue
[14:27] <kufyit> ok
[14:27] <{HighOct}Psion> ok heres this:
[14:27] <{HighOct}Zach> Multiplayer will only have 1 ship.
[14:27] <kufyit> i had a bunch more but forgot them
[14:27] <[8]Ferno> so i'll open the floor up in a bit
[14:27] <kufyit> will you dontate some of your profits to helping legalize hemp?
[14:27] <kufyit> Winken
[14:27] <kufyit> jk
[14:27] <[8]Ferno> hahaha
[14:28] <{HighOct}Zach> Smilie
[14:28] <{HighOct}Zach> ROFL
[14:28] <{HighOct}Psion> this is a totally different engine and therefore it will have none of the d3 bugs
[14:28] <{HighOct}Psion> it will have its own features
[14:28] <[8]Ferno> ok capm has a 1
[14:28] <[8]Ferno> er q
[14:28] <kufyit> Will there be true p/p support for 1 v 1?>
[14:28] <{HighOct}Alex> yes
[14:28] <{HighOct}Psion> and it will be cleaner than d3 im sure
[14:28] <{HighOct}Alex> we have a special p2p 1on1 mode called gauntlet
[14:28] <{HighOct}Zach> P2P> Yes
[14:28] <kufyit> what if its hpb v lpb?
[14:29] <kufyit> will it average the pings?
[14:29] <kufyit> how will it work?
[14:29] <{HighOct}Alex> the players ping each other
[14:29] <kufyit> ok, similar to d1?
[14:29] <{HighOct}Alex> yes
[14:29] <{HighOct}Alex> both players are equal
[14:29] <{HighOct}Alex> if they have a low ping to each other they are both lpbs
[14:29] <{HighOct}Alex> if they have a high ping to each other they are both hpbs
[14:30] <kufyit> k
[14:30] * 8er kugel
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DigiJo
Forum-Nutzer


Joined: 12 Feb 2002
Posts: 949
Location: Niedersachsen

PostPosted: 07.09.2004, 00:46    Post subject: Reply with quote

und teil 2, passt nicht alles in 1 post:
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[14:29] <{HighOct}Alex> if they have a low ping to each other they are both lpbs
[14:29] <{HighOct}Alex> if they have a high ping to each other they are both hpbs
[14:30] <kufyit> k
[14:30] * [8]Ferno sets mode: -v kufyit
[14:30] * [8]Ferno sets mode: +v [MS]Capm
[14:30] <{HighOct}Psion> kuf you can post questions to me in pm
[14:30] <[8]Ferno> stress has a comment
[14:30] <{HighOct}Psion> ill keep em logged and see about em
[14:30] * [8]Ferno sets mode: +v STRESSTEST[]
[14:30] <STRESSTEST[]> 12• 11Thanks for the +v 12•
[14:30] <STRESSTEST[]> One additional comment for success on your game: just include a built in texture of a hemp leaf and a hemp bud, and you'll get 90% of the descent universe playing the game. They are all pot heads. Maybe add a cross for the bible thumpers too....
[14:30] <STRESSTEST[]> Smilie
[14:30] <STRESSTEST[]> done
[14:31] * [8]Ferno sets mode: -v STRESSTEST[]
[14:31] <[MS]Capm> LOL
[14:31] <[8]Ferno> hahahahaha
[14:31] <{HighOct}Zach> Smilie
[14:31] <[8]Ferno> ok go ahead capm
[14:32] <[MS]Capm> Okay, you mentioned there will be only one multiplayer ship, will it be moddable for more than 1, and if so, how far will that extend, and how different could the craft possibly be?
[14:32] <{HighOct}Zach> The ship is a plugin so you could technically mod it to be a completely different ship.
[14:33] <{HighOct}Zach> or have an additional ship.
[14:33] <{HighOct}Psion> so the ship could be the size of a building or the size of a gnat
[14:33] <{HighOct}Zach> Due to the modular format it leave beautiful flexibility
[14:33] <{HighOct}Psion> depending on how you build and script it into the engine
[14:33] * Top_Gun has joined #High-Octane
[14:34] <[MS]Capm> So you could theoretically make a "mech" also?
[14:34] <{HighOct}Zach> Yes
[14:34] <[MS]Capm> what about moving parts on the crafts?
[14:35] <[MS]Capm> could you have a chaingun animate when firing, for example
[14:35] <{HighOct}Zach> You could make the ship a turret
[14:35] <{HighOct}Psion> using child models and scripts you could make anything i imagine
[14:35] <{HighOct}Psion> the juggernaut from d3
[14:35] * Top_Gun has quit IRC (Signed off)
[14:35] <{HighOct}Zach> That will very.
[14:35] * [8]Ferno sets mode: -v [MS]Capm
[14:35] * [8]Ferno sets mode: +v [MS]Cire
[14:35] <{HighOct}Zach> We for the most part don't use a great deal of animations on the ship during multiplayer.
[14:35] <[MS]Cire> had another question that you didn't get to earlier...what will you expect the system reqs to be?
[14:36] <{HighOct}Zach> Helps mantain the framerates.
[14:36] <{HighOct}Zach> We have not yet tourture tested the engine.
[14:36] <{HighOct}Zach> I know that it ran on a 1GHz 512MB and a GeForce2
[14:36] <[MS]Cire> hmmm
[14:37] <{HighOct}Zach> I know that Rice's machine ran it at 6xAA and 16xAS
[14:37] <{HighOct}Zach> 1600x1200
[14:37] <{HighOct}Zach> 104 FPS
[14:37] <[MS]Cire> wow
[14:37] * [8]Ferno sets mode: -v [MS]Cire
[14:38] * [8]Ferno sets mode: +v [D3k]Skyalmian[]
[14:38] <{HighOct}Zach> Hold up Ferno
[14:38] <{HighOct}Alex> our final system requirements will also largely depend on the final polygon counts in our environments
[14:38] <[8]Ferno> what's up
[14:38] <{HighOct}Alex> and how many effects we decide to add to the game
[14:38] <{HighOct}Alex> so numbers that we give you now are only examples of the game in its current, early, state
[14:38] <{HighOct}Alex> but our goal is to reach the largest user base possible
[14:39] <{HighOct}Alex> so we will do our best to keep them reasonable
[14:39] <[D3k]Skyalmian[]> Cutscenes. In Descent 3, there were in-game and cinematics. Are both possible? The cinematics weren't in Descent 3 because of the forbidden Interplay format. Size is another issue, I know, but...
[14:39] * [MS]Cire has quit IRC (Signed off)
[14:40] <{HighOct}Alex> We actually have a studio lined up to do live action cut scenes in our game with real actors
[14:40] <{HighOct}Alex> we're all very excited about it
[14:40] <{HighOct}Psion> interesting
[14:41] <{HighOct}Alex> but one of our goals is to keep the story from interfering with the gameplay
[14:41] <[D3k]Skyalmian[]> Really? Going to get George Del Hoyo? Auf den Arm nehmen
[14:41] <{HighOct}Alex> ie: if the game had no story it would still be just as awesome
[14:41] <[D3k]Skyalmian[]> Ok, Ferno's bugging me. Done.
[14:41] <[8]Ferno> Auf den Arm nehmen
[14:41] * [8]Ferno sets mode: -v [D3k]Skyalmian[]
[14:41] <{HighOct}Alex> so the number of in-game cut scenes will probably be limited
[14:41] * [8]Ferno sets mode: +v [NuB2]DigiJo
[14:41] <{HighOct}Psion> heheh
[14:41] <[NuB2]DigiJo> will the game have a advanced physics engine supporting stuff like liquid surfaces, falling and rolling rocks, piled poles etc?
[14:42] <{HighOct}Zach> Liquid surfaces and Vapors/Gases are already a part.
[14:43] <{HighOct}Zach> We have the ability to do the others but at this time I am not certian to what extent we plan to use them.
[14:44] <[NuB2]DigiJo> ok next
[14:44] * [8]Ferno sets mode: -v [NuB2]DigiJo
[14:44] * [8]Ferno sets mode: +v [D3k]Krom[]
[14:44] <[D3k]Krom[]> By saying you are trying to keep the game as flexible as possible and having plug-ins you are trying to keep as much as possible out of engine hard code correct?
[14:44] <[D3k]Krom[]> And also keeping any required file/texture/object limits as high as is practically possible.
[14:45] <{HighOct}Zach> Yes.
[14:45] <[D3k]Krom[]> By plug-ins I assume it will be a downloadable package that can be applied by the server to any map and game type (assuming no conflicts exist)?
[14:45] <{HighOct}Zach> By making the structure as dynamic as possible we have opened up a great deal of the barriers that were formerly present.
[14:45] <{HighOct}Zach> Conflicts resolve themselve.
[14:45] <{HighOct}Zach> Conflicts resolve themselves.
[14:45] <[D3k]Krom[]> On the physics, I think what everyone wants to know is the level of interactions between objects, half-life 2 videos anyone?
[14:46] <[D3k]Krom[]> On the game disks and cutscenes: DVD format / MPEG2? Winken Please? Winken
[14:46] <[8]Ferno> oh nice one krom
[14:46] <{HighOct}Alex> Our goal is to make the game fun
[14:46] <{HighOct}Alex> Our goal is to make the game pretty
[14:47] <{HighOct}Alex> Our goal isn't complex object interaction
[14:47] <{HighOct}Alex> We will have whatever is needed for fun gameplay, plus stuff to make it look good.
[14:47] <[D3k]Krom[]> but not overly simple interaction either correct?
[14:47] <{HighOct}Alex> We'll make it look good
[14:48] <{HighOct}Psion> i think what we are going for here is a more simplistic descent type of game that doesnt include major new improvements or revolutionary physics, just a simple recreation.
[14:48] <{HighOct}Psion> the plugin based stuff and game mods are all side effects of the engine itself
[14:48] <{HighOct}Psion> once the engine is released you will be able to figure out all the engine related stuff
[14:48] <[D3k]Krom[]> So you are going to attempt physics at least as complicated as Descent3s right?
[14:48] <{HighOct}Psion> but we will not be implementing all of it
[14:49] <{HighOct}Psion> im sure.
[14:49] <{HighOct}Rice> Basically, not quite Half Life 2 but way more than Swat 3 Smilie
[14:49] <{HighOct}Psion> im speaking completely freely here since i dont know thw plans but im pretty sure im right on
[14:49] <[D3k]Krom[]> Ok, thats enough for now, next person.
[14:49] <{HighOct}Alex> wait
[14:49] <[D3k]Krom[]> ?
[14:49] <{HighOct}Alex> Krom, what would you like to see out of our physics engine?
[14:49] <[8]Ferno> i don't have anyone else up
[14:50] <[D3k]Krom[]> Some reasonably complex object interactions. To add realism.
[14:50] <[8]Ferno> so i'll open up the floor
[14:50] <{HighOct}Psion> krom's input would be good, he is a top player
[14:50] * [8]Ferno sets mode: -m
[14:50] <{HighOct}Alex> Why do you want realism?
[14:50] <kufyit> Realism in what sense?
[14:50] <[D3k]Skyalmian[]> Games take on an evolutionary trend. Realism is becoming more common.
[14:50] <[D3k]Krom[]> because it is fun, and it opens up things that you can do in single player or multi player levels with creativity
[14:50] * [8]Ferno sets mode: -v [D3k]Krom[]
[14:51] <[D3k]Skyalmian[]> To have less would be a step back, in a sense.
[14:51] <[D3k]Krom[]> And the CPU power even in older computers is available to do the calculations
[14:51] <{HighOct}Psion> i would imagine adding low level ragdoll phsyic to static meshes could add realism
[14:51] <[NuB2]Grendel> I hate standing in front af a palm tree and my fire does nothing to it..
[14:51] <{HighOct}Alex> Ok
[14:52] <[MS]Capm> I hate trying to blow up lake dams and nothing happens. No flood, no fun Auf den Arm nehmen
[14:52] <{HighOct}Alex> so we're talking stuff that doesn't directly affect gameplay?
[14:52] * rush298a_ has left #High-Octane
[14:52] <[D3k]Krom[]> but can be made to effect gameplay
[14:52] <[D3k]Krom[]> think monsterball with gravity
[14:52] <{HighOct}Psion> krom thats a bit drastic
[14:52] <{HighOct}Psion> i think theyre rtying to stay more traditional
[14:52] <[D3k]Krom[]> but it might be fun
[14:52] <{HighOct}Alex> our engine is certainly capable of complex physics, but we simplify things to make them more fun. We don't want any ships falling to the ground.
[14:53] <{HighOct}Psion> sure that doesnt mean it fits into this particular project on this game engine though
[14:53] <[D3k]Skyalmian[]> If they break, shouldn't they?
[14:53] <[NuB2]Grendel> if I see a ship underneath a bridge I'd like to collapse it to burry the ship. A mega should do fine but doesn't do sqat..
[14:53] <{HighOct}Zach> What makes football fun?
[14:53] <[D3k]Krom[]> As long as the engine can do it I would be satisfied.
[14:53] <{HighOct}Alex> ok excellent
[14:53] <[D3k]Krom[]> We can mod in things that we might like.
[14:53] <{HighOct}Alex> definitely!
[14:53] <{HighOct}Zach> Yes very modable.
[14:53] <[D3k]Skyalmian[]> Physics plugins...
[14:53] <{HighOct}Zach> Yes
[14:53] <[D3k]Krom[]> I just want to make sure the engine can do as complex physics as possible.
[14:53] <[MS]Capm> interesting
[14:54] <{HighOct}Psion> the engine is going to do a heck of a lot more than the d3 engine krom
[14:54] <{HighOct}Psion> you can count on that
[14:54] <[MS]Capm> is there a limit on how many plugins the engine will accept?
[14:54] <[D3k]Krom[]> Oh yeah, since you can have water, a ship should skip off water and cause a slash when you hit it Winken
[14:54] <[MS]Capm> or is it open ended?
[14:54] <{HighOct}Psion> krom try to rememebr
[14:54] <{HighOct}Zach> That is a collision effect in the plugin.
[14:54] <[D3k]Krom[]> yeah, should be easy to do
[14:54] <{HighOct}Psion> this is high octanes project to recreate the fun of descent
[14:55] <{HighOct}Zach> Capm> how much disk space you got?
[14:55] <{HighOct}Psion> not push engine boundaries as much as have a new descent to play
[14:55] <[MS]Capm> That many eh? Auf den Arm nehmen
[14:55] <{HighOct}Psion> i believe
[14:55] <[D3k]Skyalmian[]> It'd be possible to go underwater with a plugin?
[14:55] <{HighOct}Zach> You are correct.
[14:55] <{HighOct}Zach> Correct.
[14:55] <[D3k]Krom[]> Psion, keep it evolutionary from D1/D2 and D3 and you will get a long way. The engine sounds very interesting and thats what I am focusing on right now.
[14:56] <{HighOct}Psion> well the greatest success of halflife krom
[14:56] <[D3k]Skyalmian[]> Sounds more flexible than Half-Life 2's.
[14:56] <{HighOct}Psion> is in its moddability
[14:56] <[D3k]Krom[]> And thats all about the engine.
[14:56] <{HighOct}Psion> yes
[14:56] <[MS]Capm> I missed the question over game environments, someone asked that didn't they?
[14:56] <[D3k]Krom[]> Yes capm
[14:56] <[D3k]Krom[]> fern and I will have the log on the DBB
[14:57] <[MS]Capm> k
[14:57] <[NuB2]Grendel> heh -- got 71k log so far Smilie
[14:57] <{HighOct}Zach> Smilie
[14:58] <[NuB2]DigiJo> descent had a unique ships style, will the ship in this game look similiar to a pyro?
[14:58] <[D3k]Krom[]> Does the magnum look like a pyro? digi?
[14:58] <[D3k]Krom[]> someone will mod it in for sure Winken
[14:58] <[MS]Capm> ahh what 3d model formats are you guys supporting?
[14:59] <[NuB2]Grendel> it's a ship at least -- hated those forsaken things..
[14:59] <{HighOct}Rice> ahh finally some q's I can answer
[14:59] <[NuB2]DigiJo> heh, alike a pumped up pyro Smilie
[14:59] <{HighOct}Rice> ship will not look like a pyro....
[15:00] <{HighOct}Rice> it's going to be an all new ship
[15:00] <[D3k]Skyalmian[]> But it can be made to be. Auf den Arm nehmen
[15:00] <{HighOct}Psion> it wont???
[15:00] <{HighOct}Psion> wah.
[15:00] <[NuB2]Grendel> flying saucer ? ;P
[15:00] <[D3k]Krom[]> I wonder who is going to import all of D1 single player first... Winken
[15:00] <[D3k]Skyalmian[]> Doors. How cool are they?
[15:00] <[NuB2]Deadmeat> Sopwith Camel on steroids Auf den Arm nehmen
[15:01] <[NuB2]DigiJo> but its still one man fighters or?
[15:01] <[NuB2]Grendel> heh
[15:01] <{HighOct}Rice> all modelling is being done in 3DS Max 5/6
[15:01] <[NuB2]Grendel> someone should port that johm craft..
[15:01] <{HighOct}Psion> ill be using lightwvae but exporting 3ds format from it
[15:01] <[NuB2]DigiJo> dont want to trichord a starwars cargo freighter Winken
[15:01] <{HighOct}Psion> lightwave
[15:01] <{HighOct}Zach> Smilie
[15:01] <{HighOct}Rice> yes but ur a rebel Smilie
[15:01] <{HighOct}Psion> digi why not?
[15:01] <[D3k]Krom[]> One thing
[15:02] <{HighOct}Psion> yeah rice i sure am Auf den Arm nehmen
[15:02] <[D3k]Krom[]> Will fusion still dominate tight tunnel rat levels? Winken
[15:02] <{HighOct}Psion> krom lol
[15:02] <{HighOct}Psion> did you even play d1?
[15:02] <[D3k]Krom[]> hopefully yes is the answer to that
[15:02] <{HighOct}Psion> heres a good question for you
[15:02] <{HighOct}Psion> will fusion charge shake the living crap out of the ship like it did in d1
[15:02] <{HighOct}Psion> or will it be a pansy charge like d3
[15:03] <[D3k]Krom[]> would be nice
[15:03] <[8]Ferno> we NEED the shaking
[15:03] <[D3k]Krom[]> I miss the D1 shake
[15:03] <{HighOct}Zach> Smilie
[15:03] <[8]Ferno> same
[15:03] <xamindar> depending on the level certain waepons will be better than others, any game is like that
[15:03] <{HighOct}Psion> if you want d1 shake in d3
[15:03] <[D3k]Krom[]> after level 10 of single player I never use any other weapon
[15:03] <{HighOct}Psion> hold it till full
[15:03] <[8]Ferno> i was disappointed when d3's fusion felt like a baby's toy
[15:03] <{HighOct}Psion> and thats what its like to vharge in d1
[15:03] <{HighOct}Psion> charge
[15:03] <[D3k]Krom[]> not even
[15:03] <[MS]Capm> what really turns me on.. is the shake.. shake it to the left, shake to the right, come on baby you know what I like! Auf den Arm nehmen
[15:03] <[D3k]Krom[]> D3s shake is so easy
[15:03] <[D3k]Matrix[]> lol u can charge the d3 fusion till ur dead and it doesnt shake like d1
[15:03] <[8]Ferno> Auf den Arm nehmen
[15:03] <{HighOct}Psion> the full charge shake in d3
[15:03] <{HighOct}Psion> is close to the charging shake in d1
[15:03] <[D3k]Krom[]> overcharge fusion in D1 for about 2 minutes solid
[15:04] <[D3k]Matrix[]> not really Auf den Arm nehmen
[15:04] <[8]Ferno> nope
[15:04] <[D3k]Krom[]> your ship will be bouncing all over the entire level at lightspeed
[15:04] <{HighOct}Rice> Modelling/textures are my dept.... not the engine or the plugins
[15:04] <[D3k]Krom[]> THATS ship shake hehe
[15:04] <[8]Ferno> overcharge it for a few seconds and the lights go out
[15:04] <{HighOct}Psion> i love the bfg behavior in doom 3
[15:04] <{HighOct}Psion> overcharge it for 1 instant
[15:04] <[D3k]Krom[]> Just as long as the engine can do the fusionbug Winken
[15:04] <{HighOct}Psion> blooeyt
[15:05] <[D3k]Matrix[]> oh,, make it so when u overcharge a weapon everything hovers off the floor like when enimes spawn in doom3 Auf den Arm nehmen
[15:05] <[MS]Capm> I found that irritating, actually
[15:05] <{HighOct}Rice> haven't had the pleasure of Doom 3 yet
[15:05] <[MS]Capm> on the bfg
[15:05] <[8]Ferno> as long as the fusion can punch through ships, and keep going with a fullcharge i'd love that
[15:05] <[D3k]Krom[]> Yeah
[15:05] <[8]Ferno> there was a demo made
[15:05] <[8]Ferno> six pyros lined up
[15:05] <[D3k]Krom[]> lastnight I got a 3 fer in hally, I wanna keep that up
[15:05] <[D3k]Skyalmian[]> Everyone loves Fusion.
[15:06] <[D3k]Matrix[]> fusion <3
[15:06] <[8]Ferno> someone let off a full charged d1 fusionblast and they went down like dominoes
[15:06] <[D3k]Krom[]> haha, you love fusion more then anyone trix, thats why you always moth it right? Winken
[15:06] <[8]Ferno> hah
[15:06] <[D3k]Matrix[]> <-- teh master fusion moth
[15:06] <[D3k]Krom[]> ferno, D1 fusion runs out after 6 ships
[15:06] <[D3k]Matrix[]> i still love using it tho Auf den Arm nehmen
[15:06] <[D3k]Krom[]> D3 fusion keeps going no matter how many ships it hits
[15:07] <[D3k]Krom[]> that would be fun to do on a LAN
[15:07] <[D3k]Krom[]> line up 31 ships
[15:07] <[D3k]Krom[]> trifusion them all
[15:07] <[D3k]Matrix[]> thats y its usfull to have a tank in a CB MB game, mow down 3 ppl at once
[15:07] <[8]Ferno> ah
[15:07] <[8]Ferno> yea
[15:07] <[8]Ferno> hey
[15:07] <[8]Ferno> that's even better
[15:07] <[NuB2]DigiJo> how many different robots will be in the new game, boss robots too?
[15:07] <[D3k]Krom[]> Anyway, I think we are pretty well done here, aggree?
[15:08] <[8]Ferno> losing ten percent of it's charge per ship it hits.. heheh that rules
[15:08] <[NuB2]Grendel> try disabling fusion on the server and all the mag players are preay ;P
[15:08] <{HighOct}Rice> MANY MANY bots... don't worry about that
[15:08] <[NuB2]DigiJo> Smilie
[15:08] <[D3k]Krom[]> mag quad superlasers kill faster then fusion
[15:08] <[8]Ferno> yea i suppose krom.. but that doesn't mean you have to leave
[15:08] <[NuB2]Grendel> if you can hit Auf den Arm nehmen
[15:08] <[8]Ferno> yea
[15:08] <[8]Ferno> oh the supers
[15:08] <[8]Ferno> you gotta have two power levels
[15:08] <[NuB2]DigiJo> will they have some cool ai? in d3 on insane the bots were acting pretty smart
[15:08] <[D3k]Krom[]> the default spawn weapon has to have some teeth, more then in D3
[15:09] <[D3k]Skyalmian[]> Got wallcrawler robots? If so, how dynamic are their movements?
[15:09] <[8]Ferno> i wouldn't mind three powers of the usual lasers
[15:09] <[D3k]Krom[]> concs are good, blue lasers are bad
[15:09] <[8]Ferno> heheh
[15:09] <{HighOct}Rice> how about a nuke missle that blows up the whole map... can't even respawn cause existance is over Smilie muwahahaaha <<< not official statement Smilie
[15:09] <[D3k]Krom[]> quad blue lasers are ok
[15:09] <[8]Ferno> hahaha
[15:09] <[NuB2]Grendel> shadow warrior had the nuke :p
[15:09] <[8]Ferno> nope.. gotta keep the quads as a powerup
[15:09] <[D3k]Skyalmian[]> Nuke missile... Bah... I did that in D3 back in 2002.
[15:09] <[8]Ferno> yea i think it was called a blackshark
[15:09] <[D3k]Krom[]> the shark that sucks the whole level sky?
[15:09] <[8]Ferno> Winken
[15:09] <{HighOct}Rice> lol
[15:10] <[8]Ferno> cool lookin weapon.. stank up the joint
[15:10] <[D3k]Skyalmian[]> Not just the shark. A missile with an explosion so vast, it wiped out everything in the level.
[15:10] <{HighOct}Zach> Nice chating with you any hope to see more questions on Thursday at 9 PM EST
[15:10] <[NuB2]DigiJo> heh the black shark was cool for sp, just not good in mp
[15:10] <[D3k]Skyalmian[]> Nowhere to hide.
[15:10] <[D3k]Krom[]> see ya
[15:10] <[8]Ferno> yup
[15:10] <[8]Ferno> ghey
[15:10] <[NuB2]Grendel> cu and thx
[15:10] <{HighOct}Zach> l8r
[15:10] * {HighOct}Psion has left #High-Octane (Leaving)
[15:10] <[NuB2]Deadmeat> thanx guys
[15:10] <[NuB2]DigiJo> cu and thx for the info high oct Smilie
[15:10] <[8]Ferno> hey sach
[15:10] <Lobber> you guys still going at it?
[15:10] <[8]Ferno> zach even
[15:10] <{HighOct}Rice> Have a great night peeps, see you back next session
[15:10] <[8]Ferno> i may have found a faxmachine.. heheh
[15:11] <[8]Ferno> ok rice
[15:11] <[MS]Capm> Good to meet you guys ~
[15:11] <[8]Ferno> take care
[15:11] <{HighOct}Zach> Cool.
[15:11] * {HighOct}Zach has left #High-Octane
[15:11] <[D3k]Skyalmian[]> How many are on the team?
[15:11] <[8]Ferno> oh yea zach?
[15:12] <[8]Ferno> do you use MSVC as a compiler or something else?
[15:12] <[D3k]Krom[]> he left
[15:12] * {HighOct}Rice has left #High-Octane
[15:12] <[8]Ferno> crap
[15:12] <[8]Ferno> o well
[15:12] <[8]Ferno> next time
[15:12] <xamindar> over then?
[15:12] <[8]Ferno> huh?
[15:12] <xamindar> this was nice
[15:12] <[8]Ferno> yea i guess
[15:12] <xamindar> the interview
[15:12] <xamindar> thanks for setting it up ferno
[15:12] <[D3k]Krom[]> Optimized compilers for amd/intel platforms would be nice Auf den Arm nehmen
[15:12] <[8]Ferno> that was about a what.. three hr session?
[15:12] <[8]Ferno> yea
[15:13] <[8]Ferno> i'd like to have one for my AMD machine
[15:13] <[NuB2]Grendel> right -- thx Ferno!
[15:13] <[D3k]Krom[]> yep, 3 hours
[15:13] <Lobber> so about level making
[15:13] <[8]Ferno> np gren
[15:13] <[8]Ferno> we got another one comin up on thurs
[15:13] <[D3k]Skyalmian[]> I've been here since 10:42. It's now 17:12.
[15:13] <[8]Ferno> so if you guys think of more stuff, have it written down
[15:13] <[8]Ferno> i think i need a queue bot for irc
[15:13] <[NuB2]DigiJo> so what do you guys all think, is it promising?
[15:14] <[8]Ferno> i'd say yea
[15:14] <[8]Ferno> few things i didn't really like but as a whole, yea
[15:14] <[D3k]Skyalmian[]> After having everything clarified, yes.
[15:14] <[MS]Capm> d3 sounded promising
[15:14] <[8]Ferno> like the rail gun.. ugh
[15:14] <[MS]Capm> at the time
[15:14] <STRESSTEST[]> Consider the alternative jo
[15:14] <STRESSTEST[]> nothing!
[15:14] <[8]Ferno> yea.. it's either this or we're done
[15:14] <[NuB2]DigiJo> me too, first i was shoked by the cube-statement, but it is a mesh engine
[15:14] <[D3k]Skyalmian[]> Read "cube-based" system made me flip out until it was explained.
[15:15] <[8]Ferno> same
[15:15] <[NuB2]DigiJo> looks good so far
[15:15] <[D3k]Krom[]> rail gun I am kinda iffy on
[15:15] <[8]Ferno> i was liek 'aww shit'
[15:15] <[8]Ferno> heh
[15:15] <[D3k]Krom[]> same with the newbie servers
[15:15] <[NuB2]DigiJo> Smilie
[15:15] <[8]Ferno> let's hope it's nothing like the MD
[15:15] <[8]Ferno> jesus.. in the hands of a good mouser.. game over
[15:15] <[D3k]Skyalmian[]> Newbie servers... you can bet your ass most of the community would be n00bs that stay only in those.
[15:15] <[MS]Capm> rail guns usually penetrate walls don't they?
[15:15] <Lobber> you can make very non-cubic levels with cubes, look at my work
[15:15] <[NuB2]Grendel> just hope there are not to many weapons..
[15:16] <[NuB2]DigiJo> the idea of limited movement in newbie server is pretty good i think
[15:16] <[MS]Capm> yea
[15:16] <[D3k]Krom[]> yeah lobber, but lets just say I want something to have only 3 sides in levels
[15:16] <[8]Ferno> yea i suppose so
[15:16] <[MS]Capm> I think it'd help on the learning curve
[15:16] <Lobber> then two sides are flat
[15:16] <[NuB2]Grendel> but experienced players will hate it and won't join to teach..
[15:16] <Lobber> ive done that
[15:16] <[D3k]Krom[]> As long as they eventually leave and go to full movement servers
[15:16] <[NuB2]Grendel> yes
[15:16] * xamindar has quit IRC (Quit: Leaving)
[15:16] <Lobber> and ive made pentagonal cubes
[15:16] <[NuB2]DigiJo> yeah lobber, but polymesh is state of the art, and limits you mostly nowhere
[15:17] <Lobber> whats polymesh?
[15:17] <[D3k]Krom[]> I can just see clan matches when one clan only plays on restricted servers and the other prefers full movement
[15:17] <[NuB2]Deadmeat> hopefully, there will be a way to take a new player into an upper level game and teach them
[15:17] <[D3k]Skyalmian[]> Obviously, they meant cube-based in terms of what is rendered.
[15:17] * [8]Rook has joined #High-Octane
[15:17] <[8]Ferno> hey rook
[15:17] <[D3k]Skyalmian[]> *How
[15:17] <[8]Rook> sup
[15:17] <[8]Ferno> little late bud
[15:17] <[D3k]Krom[]> or that the level builder defaults to cubes but can do more then that.
[15:17] <Lobber> rook's another level creator veteran
[15:18] <[NuB2]DigiJo> thats a ton of polygones sticked together, like a fishernet
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DigiJo
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PostPosted: 07.09.2004, 00:47    Post subject: Reply with quote

das wars soweit, danach wurde es bunt. anwesend waren 5 mitarbeiter von highoctane, und einige (10-20) descentspieler.
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exi
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PostPosted: 07.09.2004, 01:37    Post subject: Reply with quote

Ich kenne die meisten nicht und kann somit deren Aussage schlecht werten. Und ehrlich gesagt ist mir das viel zu viel Stoff. Wat is mit 'ner Zusammenfassung?

Ich weiss, ich bin manchmal lästiger als 'ne Scheisshausfliege... zwinkern
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Aga
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PostPosted: 07.09.2004, 22:05    Post subject: Reply with quote

zuviel zu lesen Smilie

warten wir eine demo ab.

reicht

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Munk
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PostPosted: 08.09.2004, 08:55    Post subject: Reply with quote

Ich glaub erst daß, was im Regal steht.

Wünsche den Jungs aber trotzdem viel Glück.
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VladimirII
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PostPosted: 08.09.2004, 09:25    Post subject: Reply with quote

Also von dem was ich gelesen hab halt ich nicht viel von der Descentversion.
Und ohne Linuxunterstützung werd ich es mir eher nicht kaufen sondern maximal ziehen.
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Chefkoch
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PostPosted: 08.09.2004, 10:03    Post subject: Reply with quote

Ich finde, dass es sich schon mal vielversprechend anhört, aber da die Jungs noch kein gleichartiges Projekt durchgezogen haben, sollte man sich mit der Vorfreude noch etwas zurück halten.
Auch sind die Aussagen und Wünsche der Descentspieler, welche an dem Gespräch teilnahmen, nicht wirklich repräsentativ und ich hoffe wirklich, dass sich die Spieleentwicker dessen bewusst sind und nicht zuviel davon implementieren.
Die Tendenz der Spiele geht zu mehr Komplexität z.B. in ihrer Bedienbarkeit, was nicht immer vorteilhaft erscheint (siehe Freespace, oder CS Zero). Es gibt so viele Faktoren, die ein gutes Spiel determinieren, dass man sich getrost einen Topf Tee auf den Herd stellen kann.
Was mir persönlich erst mal lieber wäre als ein neuer Descent-Clon ist die Distribution des neuen Patch 1.5, um die Bugs mal endlich loszuwerden.
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Sanwa5000
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PostPosted: 13.09.2004, 08:48    Post subject: Reply with quote

Hi,

also spontan hätte ich 2 Fragen bzg. dem Ganzen:
- Gibt es Pläne für die nächste IRC-Session mit den Herstellern?
- Wie heißt die Homepage der Hersteller?

Ich halte das Projekt durchaus für realistisch, zumindest scheinen die Macher ein Konzept zu besitzen, was darauf deutet, dass sie den Willen haben Smilie

Was mich allerdings verwundert hat, ist, warum der eine zuerst meinte, deren Engine sei Cube-Based.

Ich hoffe, dass das Projekt was wird. Man kann nie genug von Descent (und Klonen) bekommen. Schließlich ist es und bleibt es ein eigener Spiele-Genre Winken.

MfG
Remi Seiler
(www.syberflex.de)

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Ben
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PostPosted: 13.09.2004, 09:45    Post subject: Reply with quote

@Digijo:
Sehr glücklich ehh, Mann! wie lange hast denn gebraucht um das alles abzuschreiben Frage Sehr glücklich

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Ich würde auch ne Verbesserte D3-Version, (wie auch immer genannt), vorziehen. Zumal es bisher einige, (3?), Descent-Clone-Projekte gibt, die nicht voran kommen.
(Würden sich diese Leute zusammen tun, dann würde das vielleicht was werden.)

Aber sicher wären alle glücklich wenn das 1.5er endlich rauskäme.
Etwas Neues würde die Gefahr des D3-sterbens eher vergrößern

VEX-Ben

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DigiJo
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PostPosted: 13.09.2004, 11:18    Post subject: Reply with quote

ne zweite irc-session hats schon gegeben, hier das log (ne dritte ist wohl nicht geplant):

----------------------------
(09:06 PM) <@{HighOct}Alex> <T-Ball> What will be included in the November Beta test? Where will the LAN2019s be held? Also, will the beta be available to those who do not attend the LANs?
(09:07 PM) <@[8]Ferno> and i'm sure he has a few
(09:07 PM) <@{HighOct}Alex> The LANs are not Beta tests
(09:07 PM) <@{HighOct}Alex> They will be used to test *EARLY* versions of the game to find bugs and get feedbacks
(09:07 PM) <@{HighOct}Alex> We have not decided when or where they will be held yet.
(09:08 PM) <@{HighOct}Alex> When we get to the Beta stage, beta versions of the game will be released online for testing.
(09:08 PM) <@[8]Ferno> welcome zach
(09:08 PM) <@[8]Ferno> bill
(09:09 PM) * {HighOct}Alex sets mode: +v Zach-HighOctane
(09:09 PM) * {HighOct}Alex sets mode: +o Zach-HighOctane
(09:09 PM) -ChanServ- You may not op users who lack op or greater access.
(09:09 PM) * ChanServ sets mode: -o Zach-HighOctane
(09:09 PM) * [8]Ferno sets mode: +o Zach-HighOctane
(09:09 PM) * Zach-HighOctane is now known as {HighOct}Zach
(09:09 PM) <@{HighOct}Alex> <T-Ball> Will this early test version be available to the public or just the lanners?
(09:10 PM) <@{HighOct}Alex> Each LAN will test a newer version
(09:10 PM) <@{HighOct}Alex> The versions tested at the LANs will only be available to the attendees.
(09:11 PM) <@{HighOct}Zach> OK
(09:12 PM) <@{HighOct}Alex> <T-Ball> Can you describe how the cloaking system works?
(09:12 PM) <@{HighOct}Alex> Well the whole cloaking concept originally developed as a solution to problems we had with the Rail gun, our other instant hit weapon, the Rapier Cannon, and Houdinis, which is what we call Markers/Cameras.
(09:13 PM) <@{HighOct}Alex> Originally we were thinking about just not having a Rail Gun. But then we realized that if we wanted to have an InstaReap-like Game Mode (Splitkill), we were going to have to have a gun that went with it. No matter how much you weaken the damage of a Rail Gun it's still point and click cheapness. Even you weaken it to the point of uselessness, it's still cheap and annoying. We wanted the Rail Gun to remain devastating without it being cheap. Impossible, right? No. The design we eventually settled on is as follows:
(09:13 PM) <@{HighOct}Alex> The Rail Gun does not cause an instant hit of damage. Instead, the damage is not only delayed, but spread out. You'll start taking damage from the hit a few hundred milliseconds after the impact and your shields will drain over a period of a second or so.
(09:13 PM) <@{HighOct}Alex> We call it Gravity Damage because the shields use anti-gravity technology. If a player cloaks during any time after taking a hit from a Rail Gun, it will prevent any further damage from that hit.
(09:13 PM) <@{HighOct}Alex> The Rapier Cannon is our Vulcan-like weapon. We dislike instant hit weapons, but realize they are neccessary. So to reduce the dominating nature of our Rapier Cannon while keeping its power, we decided that it will simply passes through cloaked or cloaking ships.
(09:14 PM) <@{HighOct}Alex> We decided to make Houdinis deployable weapons like mines. But the problem was that no matter how many shields we give them, as soon as someone sees one, he'll destroy it. Solution? Houdinis are now cloaked. You can't destroy what you don't know is there, but if you find it you can kill it.
(09:14 PM) <@{HighOct}Alex> The cloak is no longer a powerup. The fact that you couldn't pick when you wanted to be cloaked in the Descent games made the cloak pretty much useless. Instead, the ship comes with a built in cloak and a cloak bar on the hud that works just like the afterburner bar.
(09:14 PM) <@{HighOct}Alex> The cloak also plays a pivotal role in some of our Game Types such as Onslaught.
(09:15 PM) <@{HighOct}Alex> <[MS]Cire> Can you give some descriptions of the weapons, beyond just the names?
(09:15 PM) <@{HighOct}Alex> Well I can say that we haven't decided what many of the weapons are going to look like, but we do know how they will all function.
(09:16 PM) <@{HighOct}Alex> To give you a sneak peak, we have something called a Plasma Grenade
(09:16 PM) <@{HighOct}Alex> It moves like an Impact Mortar Except when it explodes it turns into a bunch of plasma balls like a smart missile
(09:16 PM) <@{HighOct}Alex> Instead of homing though, they just move slowly outward in a sphere
(09:17 PM) <@{HighOct}Alex> The slowly moving plasma balls will act as an obstacle people have to fly around
(09:17 PM) <@{HighOct}Alex> <T-Ball> What is the HUD/Cockpit like?
(09:17 PM) <@{HighOct}Alex> It's made up of a bunch of components that can all be enabled/disabled.
(09:18 PM) <@{HighOct}Alex> These include, energy/shield info, weapon info, afterburner bar, and the cloak bar.
(09:18 PM) <@{HighOct}Alex> Also there will be an mp3 player built into the HUD
(09:18 PM) <@{HighOct}Alex> and the automap can be viewed on the HUD
(09:18 PM) <@{HighOct}Alex> Of course it also has your reticle and your view ports (rear view, Houdini views)
(09:19 PM) <@{HighOct}Alex> <[MS]Cire> How do you plan to balance being able to cloak whenever you want?
(09:19 PM) <@{HighOct}Alex> I'm glad you asked
(09:19 PM) <@{HighOct}Alex> Firing decloaks you.
(09:19 PM) <@{HighOct}Alex> Afterburning decloaks you.
(09:19 PM) <@{HighOct}Alex> Getting hit by anything decloaks you.
(09:19 PM) <@{HighOct}Alex> Cloaked players can see each other clearly.
(09:19 PM) <@{HighOct}Alex> It takes 5 seconds complete the cloaking process, during which time afterburning, shooting, or taking damage in any way, will cancel it out. This means that the cloak can be used for sneaking up on people but not for running away.
(09:20 PM) <@{HighOct}Alex> If you try to run away and cloak at the same time, the other guy is going to catch up to you and kill you because you can't use the afterburner.
(09:20 PM) <@{HighOct}Alex> In a nutshell, Cloaking is useful for sneaking into people and we also use it as a method for curbing weapons that would otherwise be overpowered.
(09:20 PM) <@{HighOct}Alex> <[8]Ferno> Do you have anything that's akin to the Smart Mine in D2?
(09:20 PM) <@{HighOct}Alex> The Tricky Bomb is like the D2 Smart Mine
(09:21 PM) <@[8]Ferno> ok so it spews homing globs aswell
(09:21 PM) <@{HighOct}Alex> yes
(09:21 PM) <@[8]Ferno> woot
(09:22 PM) <@{HighOct}Alex> <[MS]Cire> will there be any "powering up" of weapons, i.e. lasers to quad/super lasers, or any similar weapons, such as spreadfire vs helix?
(09:22 PM) <@{HighOct}Alex> we don't have any powering up of weapons
(09:22 PM) <@{HighOct}Alex> if one weapon is inherently better than another that means it's not balanced
(09:23 PM) <@{HighOct}Alex> we do have similar weapons such as the Particle Disruptor and the Quantum Disruptor
(09:23 PM) <@{HighOct}Alex> which are analagous to D3's lasers and super lasers
(09:23 PM) <@{HighOct}Alex> But we keep them balanced
(09:23 PM) <@{HighOct}Alex> They're like 2 different flavors
(09:24 PM) <@{HighOct}Alex> <T-Ball> Will there be an announcer for multiplayer similar to the one in Unreal Tournament?
(09:24 PM) <@{HighOct}Alex> we haven't decided yet
(09:24 PM) <@[8]Ferno> (this is just an opinion) i'd keep it out
(09:24 PM) <@{HighOct}Alex> <[D3k]Bah^hackingteh[]> You do realize that having the cloak "take 5 seconds complete the cloaking process, during which time afterburning, shooting, or taking damage in any way, will cancel it out." will make it compleatly useless and remove any benefit it might have added, since i will easly switch weapons after you have started to cloak and score massive damage if not a kill?
(09:24 PM) <@{HighOct}Alex> Yes I do realize that
(09:25 PM) <@{HighOct}Alex> That's why the cloak can only be effectively used to sneak up on someone and not to run away or hide.
(09:25 PM) <@{HighOct}Alex> We don't like runners and campers Smilie
(09:25 PM) <@{HighOct}Alex> so cloak in private and then move in
(09:25 PM) <@{HighOct}Alex> <DCrazy> 1. Are doors sprites or solid objects?
(09:25 PM) <@{HighOct}Alex> Solid objects
(09:25 PM) <@{HighOct}Alex> <[MS]Capm> Will you be able to set a transparency on the targeting recticle (or the entire hud for that matter)?
(09:26 PM) <@{HighOct}Alex> Good idea.
(09:26 PM) <@{HighOct}Alex> We haven't thought about it and we'll take it into consideration
(09:26 PM) <@{HighOct}Alex> (09:26 PM) <[MS]Cire> so when cloaked, are you completely invisible, or is it a more "predator" style, distorted shape of the ship?
(09:26 PM) <@{HighOct}Alex> completely invisible
(09:26 PM) <@{HighOct}Alex> except to other cloaked ships, in which case you appear brighter than normal.
(09:26 PM) <@{HighOct}Alex> <[D3k]Bah^hackingteh[]> then how does it help prefent the domination of rail gun type weapons
(09:27 PM) <@{HighOct}Alex> Rail Gun uses Gravity Damage which can be prevented by initiating the cloaking process during battle.
(09:27 PM) <@{HighOct}Alex> example:
(09:27 PM) <@{HighOct}Alex> I get hit by a mass driver
(09:27 PM) <@{HighOct}Alex> I start cloaking
(09:27 PM) <@{HighOct}Alex> I don't take damage
(09:27 PM) <@{HighOct}Alex> because the damage is applied *AFTER* the hit
(09:28 PM) <@{HighOct}Alex> and if I start cloaking, before the damage starts affecting me it's completely prevented
(09:28 PM) <@{HighOct}Alex> <DCrazy> 2. Is Diedel's DMB2 rewrite (DLE-XP) compatible with the DMB export tool? If not, will the source to that tool be released?
(09:28 PM) <@{HighOct}Alex> yes
(09:28 PM) <@{HighOct}Alex> (09:23 PM) <T-Ball> Will there be an announcer for multiplayer similar to the one in Unreal Tournament?
(09:28 PM) <@{HighOct}Alex> We've thought about doing that.
(09:28 PM) <@{HighOct}Alex> If we do end up implementing it, there will be a way to disable it.
(09:29 PM) <@{HighOct}Alex> (09:26 PM) <T-Ball> Can you describe the ship? Is it fast, slow or mostly like The Pyro?
(09:29 PM) <@{HighOct}Alex> The ship moves just like the Pyro-GX from Descent 1
(09:29 PM) <@{HighOct}Alex> (09:26 PM) <DCrazy> and 3. Is the Client-Server model closer to D3's regular C/S or Permissible C/S (in which the client has to request permission from the server to move or fire weapons)?
(09:30 PM) <@{HighOct}Alex> We're working with a few different ideas and the system we finally end up using will be based on the results of focus group and user feedback during the testing process.
(09:31 PM) <@{HighOct}Alex> (09:31 PM) <[D3k]Bah^hackingteh[]> <[D3k]Bah^hackingteh[]> i mean.. ill r unn around constantly with rail gun
(09:31 PM) <@{HighOct}Alex> (09:31 PM) <[D3k]Bah^hackingteh[]> <[D3k]Bah^hackingteh[]> forcing people to cloak unless they want to take damage
(09:31 PM) <@{HighOct}Alex> (09:31 PM) <[D3k]Bah^hackingteh[]> <[D3k]Bah^hackingteh[]> then weapons switch and score the kill
(09:31 PM) <@{HighOct}Alex> (09:31 PM) <[D3k]Bah^hackingteh[]> <[D3k]Bah^hackingteh[]> or atleast a hit
(09:31 PM) <@{HighOct}Alex> (09:31 PM) <[D3k]Bah^hackingteh[]> <[D3k]Bah^hackingteh[]> killing their cloaking in the process
(09:31 PM) <@{HighOct}Alex> (09:31 PM) <[D3k]Bah^hackingteh[]> <[D3k]Bah^hackingteh[]> then do it again
(09:31 PM) <@{HighOct}Alex> When they begin to cloak, they are not locked into it
(09:31 PM) <@{HighOct}Alex> they can fire back at you. It just decloaks them
(09:32 PM) <@{HighOct}Alex> So if your enemy has your Rail Gun timing down he can just hit the cloak key every second, but other than that, keep fighting as normal.
(09:32 PM) <@{HighOct}Alex> So in other words, you'd want to switch your weapon in order to compete with him.
(09:32 PM) <@{HighOct}Alex> Not because he's defenseless
(09:32 PM) <@{HighOct}Alex> (09:32 PM) <[MS]Capm> Another Q - Will mod teams be able to get ahold of tools to start modding b4 the games comes out or after?
(09:33 PM) <@{HighOct}Alex> After
(09:33 PM) <@{HighOct}Alex> (09:32 PM) <[MS]Cire> What do you mean when you say the ship's shields use anti-gravity technology? Is it just to sound cool, or does it effect gameplay in some way other than the ones you've mentioned before?
(09:33 PM) <@{HighOct}Alex> It's part of the storyline.
(09:33 PM) <@{HighOct}Alex> Basically it's just to sound cool
(09:34 PM) <@{HighOct}Alex> (09:32 PM) <DCrazy> How much control will server ops have over weapon balance, placement, and distribution?
(09:34 PM) <@{HighOct}Alex> Full control
(09:34 PM) <@{HighOct}Alex> we even have a game mode where weapon spawning works like it does in D1
(09:34 PM) <@{HighOct}Alex> It's called ZeroSum
(09:34 PM) <@{HighOct}Alex> (09:34 PM) <slowguy> will ship skins be an option?
(09:34 PM) <@{HighOct}Alex> We haven't decided yet
(09:35 PM) <@{HighOct}Alex> If it is, it will be disableable
(09:35 PM) <@{HighOct}Alex> Otherwise everyone will just fly around in black ninja ships Smilie
(09:35 PM) <@{HighOct}Alex> (09:34 PM) <T-Ball> Could you give us a short plot preview?
(09:35 PM) <@{HighOct}Alex> It takes place in the future and your mission is to shut down the Global Earth Alliance's RAVEN network.
(09:36 PM) <@{HighOct}Alex> (09:33 PM) <DCrazy> Will mods be in the form of add-on DLLs or will they be scripts?
(09:36 PM) <@{HighOct}Zach> They are in the form of add-on DLLs
(09:37 PM) <@{HighOct}Alex> (09:34 PM) <[8]Ferno> will there be a way for observers to watch the game (IE: judges of a 1v1 ladder) to keep score and if needed catch cheaters?
(09:37 PM) <@{HighOct}Alex> yes
(09:37 PM) <@{HighOct}Alex> we actually have separate settings for the max players in a server and the max observers in a server
(09:37 PM) <@{HighOct}Alex> you can have a 2on2 server with 3 observer slots for example.
(09:37 PM) <@{HighOct}Alex> of course the 4 actual players could go to observer if they wanted to as well.
(09:38 PM) <@{HighOct}Alex> (09:36 PM) <[MS]Capm> If ship skins were enabled, would it be like it is in D3 where you can make everyones ships stand out like a cow, or will you be able to control only how your ship looks?
(09:38 PM) <@{HighOct}Alex> your ship
(09:38 PM) <@{HighOct}Alex> It would be like D3 ship logos
(09:38 PM) <@{HighOct}Alex> (09:36 PM) <[MS]Cire> Is there going to be anything to deter admins from turning off weapons during the game? Like, if he's getting owned by fusion or it's equivelant, what's keeping him from just disabling it?
(09:38 PM) <@{HighOct}Alex> Absolutely not
(09:38 PM) <@{HighOct}Alex> we give the server op free reign
(09:38 PM) <@{HighOct}Alex> He can do whatever he wants.
(09:38 PM) <@{HighOct}Alex> That's his priviledge
(09:39 PM) <@{HighOct}Alex> (09:37 PM) <DCrazy> Will the game have demo functionality?
(09:39 PM) <@{HighOct}Alex> yes
(09:39 PM) <@{HighOct}Alex> (09:38 PM) <[D3k]Bah^hackingteh[]> ship powerups? rapid fire? quake like armor? megasheilds? double dmg?
(09:39 PM) <@{HighOct}Alex> no
(09:39 PM) <@{HighOct}Alex> (09:39 PM) <[8]Ferno> If needed, will the hardcore players disable cloaking entirely?
(09:39 PM) <@{HighOct}Alex> yes, and the afterburner too.
(09:40 PM) <@{HighOct}Alex> but it might cause serious imbalances in the weapons.
(09:40 PM) <@{HighOct}Alex> (09:39 PM) <T-Ball> When will your site be up and running? Info, news ect.
(09:40 PM) <@{HighOct}Alex> When we have info, news, etc. Winken
(09:40 PM) <@{HighOct}Alex> No seriously, we're very busy and we hope to get it up as soon as possible.
(09:41 PM) <@{HighOct}Alex> (09:40 PM) <DCrazy> How much will the game cost when it is released? If I was willing to pay extra would you sign my copy? Sehr glücklich
(09:41 PM) <@{HighOct}Alex> aww
(09:41 PM) <@{HighOct}Alex> *sniff*
(09:42 PM) <@{HighOct}Zach> I'm shooting for $30 - $35 dollars.
(09:42 PM) <@{HighOct}Zach> Will probably be a discount for online purchases.
(09:42 PM) <@{HighOct}Alex> (09:41 PM) <T-Ball> Will the gameplay the same pace as Descent? Slower? Faster?
(09:43 PM) <@{HighOct}Alex> We want you to be able to forget you're not playing Descent... if only for a moment. Smilie
(09:43 PM) <@{HighOct}Alex> (09:41 PM) <[MS]Cire> How did you manage to get 105 FPS with 16xAS, and 6xAA, in a pre-bata version? Are you using some new method of optimization? Or just a simplistic level?
(09:44 PM) <@{HighOct}Zach> Smilie
(09:44 PM) <@{HighOct}Zach> The engine is running very nicely.
(09:44 PM) <@{HighOct}Zach> It was also taken with a 3.2GHz HyperThreader
(09:44 PM) <@{HighOct}Zach> and a Radeon 9700
(09:45 PM) <@{HighOct}Alex> (09:40 PM) <[8]Ferno> How will the demo system be done? I know forsaken had a type of demo recording system where you could watch it from both sides of a match
(09:45 PM) <@{HighOct}Alex> In Descent 3 you can watch from both sides too
(09:45 PM) <@{HighOct}Alex> press the "p" key to cycle I believe
(09:46 PM) <@{HighOct}Alex> we should at least support this functionality, yes.
(09:46 PM) <@{HighOct}Alex> (09:43 PM) <[D3k]Bah^hackingteh[]> will there be anything like HLTV or GTV?
(09:46 PM) <@{HighOct}Alex> We're looking into it. I can't give a definite answer at this point.
(09:46 PM) <@{HighOct}Alex> (09:43 PM) <DCrazy> Follow-up: those online purchases: will they be downloadable or will they just be online orders shipped to us (I want the box and manual and stuff)
(09:47 PM) <@{HighOct}Alex> Downloadable
(09:47 PM) <@{HighOct}Alex> (09:46 PM) <slowguy> will movement in the early single player missions be restricted to help new players? and if so will it be possible for the more advanced players to play these missions unrestricted?
(09:47 PM) <@{HighOct}Alex> movement in singleplayer will never be restricted
(09:47 PM) <@{HighOct}Alex> however, the difficulty will be designed in such a way that you won't *NEED* to use chording until later in the game.
(09:48 PM) <@{HighOct}Alex> (09:47 PM) <[MS]Cire> Can cloaking be disabled, if for some odd reason people don't want to play with it? How about the afterburner, or any other features of the ship?
(09:48 PM) <@{HighOct}Alex> yes and yes
(09:48 PM) <@{HighOct}Alex> (09:47 PM) <[MS]Capm> How large (in file size) do you expect the demos to be (for an average match length)?
(09:49 PM) <@{HighOct}Zach> The system uses a method of motion tweening and scripting so it actually just store coordinates and actions.
(09:50 PM) <@[8]Ferno> impressive
(09:50 PM) <@{HighOct}Alex> we'll try to keep the file sizes reasonable
(09:51 PM) <@{HighOct}Alex> the exact number depends on a lot of things that haven't been determined yet. Sorry. Smilie
(09:51 PM) <@{HighOct}Alex> (09:48 PM) <[8]Ferno> downloadable? if so.. how will you implement a copy protection scheme?
(09:51 PM) <@{HighOct}Zach> A key system.
(09:51 PM) <@{HighOct}Zach> Similar to UT2k4
(09:52 PM) <@{HighOct}Alex> (09:48 PM) <[8]Ferno> What will the name of the ship be?
(09:52 PM) <@{HighOct}Alex> Glad you asked
(09:53 PM) <@{HighOct}Alex> We're going to be taking ship name ideas from the Descent Community and then we'll have a poll to determine the final name.
(09:53 PM) <@{HighOct}Alex> and no
(09:53 PM) <@{HighOct}Alex> you can't pick "Pyro"
(09:53 PM) <@{HighOct}Alex> (09:50 PM) <slowguy> will ships have flairs? headlights?
(09:53 PM) <@{HighOct}Alex> The ship has flares
(09:53 PM) <@{HighOct}Alex> There is no headlight because things get brighter when you get close to them just like Descent 1.
(09:54 PM) <@[8]Ferno> hahaha
(09:54 PM) <@{HighOct}Alex> (09:49 PM) <[D3k]Bah^hackingteh[]> Dedicated severs that do not need a license to run? win32 and linux?
(09:54 PM) <@{HighOct}Zach> OK, I have been considering two concepts
(09:55 PM) <@{HighOct}Zach> 1) the dedicated server is on a server license that is substantially cheaper.
(09:55 PM) <@{HighOct}Zach> 2) I don't plan to make the dedicated server licensed to promote the spread.
(09:55 PM) <@{HighOct}Zach> Smilie
(09:56 PM) <@{HighOct}Zach> All will require that the servers register though.
(09:57 PM) <@{HighOct}Alex> (09:54 PM) <[MS]Cire> Will the single player resemble D1/D2's or D3's more? Will it mostly be puzzle solving/finding switches, or mostly action?
(09:57 PM) <@{HighOct}Alex> Think Megaman. Think Space Invaders. Think Afterburner.
(09:58 PM) <@{HighOct}Alex> If you mess up you can see how you messed up and how it's your fault
(09:58 PM) <@{HighOct}Alex> the only puzzle is the puzzle of "how am I going to defeat these robots?"
(09:58 PM) <@{HighOct}Alex> single player levels follow a simple key->reactor progression just like Descent.
(09:59 PM) <@{HighOct}Alex> (09:51 PM) <DCrazy> Key system... WON/Steam style?
(10:00 PM) <@{HighOct}Alex> we're trying not to be tied into one matchmaking service
(10:00 PM) <@{HighOct}Alex> the details have yet to be ironed out.
(10:00 PM) <@{HighOct}Alex> (09:54 PM) <T-Ball> You mentioned a map...Will robots/players show up on this map?
(10:00 PM) <@{HighOct}Alex> What you can see, what your teammates can see, and what your Houdinis can see will be visible on the map.
(10:01 PM) <@{HighOct}Alex> Also team color coded bases will be visible on the map.
(10:01 PM) <@{HighOct}Alex> (09:55 PM) <[MS]Neo> Is there mouselook in the game?
(10:01 PM) <@{HighOct}Alex> no
(10:01 PM) <@{HighOct}Alex> well actually
(10:01 PM) <@{HighOct}Alex> more specifically
(10:01 PM) <@{HighOct}Alex> moving your ship and moving your head will be 2 different functions
(10:02 PM) <@{HighOct}Alex> by default your head is locked into looking forward (ie. at the nose of your ship)
(10:02 PM) <@{HighOct}Alex> but you can look to your right and behind you
(10:02 PM) <@{HighOct}Alex> without turning your ship
(10:02 PM) <@{HighOct}Alex> that'll basically be impossible using todays gaming hardware, but we anticipate virtual reality and head mounted displays.
(10:02 PM) <@{HighOct}Alex> so yes, there will be mouselook, but it'll only be for looking Winken
(10:03 PM) <@{HighOct}Alex> (09:59 PM) <[D3k]Bah^hackingteh[]> Im confused....arnt those statments exact oposites? pay for a server license(cheaper) vs don't plan to make dedicated server licensed? i just want server companys(art of war central, etc) to have as little hasle as possible adding this game to their roster.
(10:03 PM) <@{HighOct}Alex> yes they are
(10:03 PM) <@{HighOct}Alex> those are 2 options we're considering.
(10:04 PM) <@{HighOct}Alex> we haven't picked which one of the 2 to use
(10:04 PM) <@{HighOct}Alex> (10:00 PM) <slowguy> will the game come with a level editor? can we import level geometry from 3dsmax, lightwave, d3edit?
(10:04 PM) <@{HighOct}Alex> yes to all of the above
(10:05 PM) <@{HighOct}Alex> (10:01 PM) <DCrazy> Will the map be fullcolor (D3) or wireframe (D1/2)?
(10:05 PM) <@{HighOct}Alex> It will be monochrome translucent
(10:06 PM) <@{HighOct}Alex> it will be visible on the hud.
(10:06 PM) <@{HighOct}Alex> ie: not wireframe, but not full color either. Smilie
(10:06 PM) <@{HighOct}Alex> (09:59 PM) <[X]JBOMB> question: Like in D3...will i still be able to crush type killing ferno? Auf den Arm nehmen
(10:06 PM) <@{HighOct}Alex> yes, but only ferno
(10:06 PM) <@[8]Ferno> LMAO
(10:07 PM) <@{HighOct}Alex> (10:04 PM) <[MS]Neo> Will I be able to use the mouse to play (like FlightSim mode in D3)?
(10:07 PM) <@{HighOct}Alex> yes
(10:07 PM) <@[8]Ferno> guess you shouldn't have stopped in the hallway liek that.. Winken
(10:07 PM) <@{HighOct}Alex> (10:02 PM) <DCrazy> Will the head snap back to facing forwards like in flight sims?
(10:07 PM) <@{HighOct}Alex> no
(10:07 PM) <@{HighOct}Alex> (10:06 PM) <[8]Ferno> When you blow the reactor, will the automap display routes to the exit using different colored lines?
(10:07 PM) <@{HighOct}Alex> no
(10:07 PM) <@{HighOct}Alex> you have to find the exit
(10:08 PM) <@{HighOct}Alex> If anyone has any additional questions, please message me.
(10:09 PM) <@{HighOct}Alex> (10:09 PM) <Vlider> will a boss robot be named Ingus? lol
(10:09 PM) <@{HighOct}Alex> that information is top secret
(10:10 PM) <@{HighOct}Alex> (10:09 PM) <slowguy> will the afterburner behave like it does in d2? or will it be more like d3's afterburner?
(10:10 PM) <@{HighOct}Alex> it'll behave like d2's afterburner in that if you hold it down and it's empty, you'll move forward.
(10:10 PM) <@{HighOct}Alex> That's instead of D3's afterburner where you just come to a dead stop after it runs out.
(10:10 PM) <@{HighOct}Alex> But it will be pulsable like the D3 afterburner.
(10:10 PM) <@{HighOct}Alex> On the other hand it won't shake.
(10:11 PM) <@{HighOct}Alex> Also we recognize that some people create hardware mods that automatically pulse their afterburner for them.
(10:11 PM) <@{HighOct}Alex> So there will be an option in the game to set automatic transmission on your afterburner so it pulses on its own at top speed.
(10:11 PM) <@{HighOct}Alex> people who use this will have less precision in tight maneuvers though.
(10:12 PM) <@{HighOct}Alex> (10:11 PM) <slowguy> so you'll have more speed in the high percentages?
(10:12 PM) <@{HighOct}Alex> exactly
(10:12 PM) <@{HighOct}Alex> (10:11 PM) <Top_Gun_> What type of singleplayer experience are you planning? The standard blow-the-reactor of D1/D2, something more goal-based a la D3, or some type of mix?
(10:12 PM) <@{HighOct}Alex> standard blow-the-reactor
(10:12 PM) <@{HighOct}Alex> (10:09 PM) <[MS]Neo> Will the Rail Gun have an x-ray scope?
(10:12 PM) <@{HighOct}Alex> no
(10:13 PM) <@{HighOct}Zach> Smilie
(10:13 PM) <@{HighOct}Zach> LOL
(10:13 PM) <@{HighOct}Alex> (10:08 PM) <[8]Ferno> will you be including a guidebot for those who get lost?
(10:13 PM) <@{HighOct}Alex> no
(10:13 PM) <@{HighOct}Alex> and by not including a guidebot, that'll force us to design our levels in a non-confusing way. Smilie
(10:13 PM) <@[8]Ferno> Auf den Arm nehmen
(10:14 PM) <@{HighOct}Alex> (10:13 PM) <slowguy> will the game engine support shadows?
(10:14 PM) <@{HighOct}Zach> Yes it does.
(10:15 PM) <@{HighOct}Alex> (10:14 PM) <T-Ball> Is there a Mercury missle equivalent?
(10:15 PM) <@{HighOct}Alex> The Rail Gun.
(10:15 PM) <@{HighOct}Alex> (10:15 PM) <[MS]Neo> How did you get involved with HighOctane? What do you do there?
(10:16 PM) <@{HighOct}Alex> I have been working in the gaming industry for years. I used to work for Outrage and then THQ. I am currently the lead designer on this project.
(10:17 PM) <@{HighOct}Alex> (10:13 PM) <[X]JBOMB> Question...in this new game will i still have a fat mouth?....(built in chat?)
(10:17 PM) <@{HighOct}Alex> we have built-in IRC support
(10:17 PM) <@{HighOct}Alex> (10:12 PM) <[8]Ferno> Will you put in a system that when people are typing when there's a battle raging alla round them will they get smacked around like a pingpong ball? lol
(10:17 PM) <@{HighOct}Alex> no
(10:17 PM) <@{HighOct}Alex> but we may include a system that allows you to type and fly at the same time Winken
(10:18 PM) <@{HighOct}Alex> Any further questions?
(10:18 PM) <@[8]Ferno> i might.. hang on gotta think of one
(10:18 PM) <@{HighOct}Alex> (10:18 PM) <[NuB2]Stryker> what kind of support for modders are you giving?
(10:19 PM) <@{HighOct}Zach> Two kinds.
(10:20 PM) <@{HighOct}Zach> There is an friendly creation tool or you can write the mods in C++
(10:20 PM) <@{HighOct}Alex> (10:19 PM) <[8]Ferno> Will you have an 'in-your-face' system much like D3's?
(10:20 PM) <@{HighOct}Alex> no
(10:20 PM) <@{HighOct}Alex> but we do have some other things in store for you folks.
(10:20 PM) <@{HighOct}Alex> we will announce them further into the project
(10:21 PM) <@{HighOct}Alex> (10:18 PM) <[MS]Capm> Will you be able to control via soley the keyboard itself?
(10:21 PM) <@{HighOct}Alex> yes
(10:21 PM) <@{HighOct}Alex> (10:20 PM) <[D3k]Bah^hackingteh[]> why twenty weapons? fewer weapons = easy balence.
(10:21 PM) <@{HighOct}Alex> because we wanted to copy Descent.
(10:22 PM) <@{HighOct}Alex> It might be harder this way, but we're pros. Smilie
(10:22 PM) <@{HighOct}Alex> (10:20 PM) <Top_Gun_> What type of general storyline will the game follow? In other words, will it be similar to the Descent series' nanovirus-infected mining bots, or something more complex? (I understand if this is too much of a spoiler to reveal Auf den Arm nehmen)
(10:23 PM) <@{HighOct}Alex> As with Descent 1 and 2, the story will *NOT* interfere with the gameplay.
(10:23 PM) <@{HighOct}Alex> In other words, the game would be just as fun without the story. The story is just extra spice. Smilie
(10:23 PM) <@{HighOct}Alex> (10:20 PM) <[MS]Capm> I don't remember if this was covered or not, so forgive me if I'm repeating this - whats your average polycount on the ship/robots?
(10:24 PM) <@{HighOct}Alex> That all depends on how many resources we decide to devote to that area of the project. As always, our main concern is to have solid, dynamic, and entertaining gameplay.
(10:25 PM) <@{HighOct}Alex> I'm hesitant to give you a number now because it'll change by the release date.
(10:25 PM) <@{HighOct}Alex> (10:24 PM) <slowguy> how many single player levels are you guys aiming for?
(10:25 PM) <@{HighOct}Alex> 50
(10:25 PM) <@{HighOct}Alex> But they're not huge clunkers like D3's levels.

Session Start: Thu Sep 09 22:30:04 2004
Session Ident: #High-Octane
(10:30 PM) * Now talking in #High-Octane
(10:30 PM) * Topic is 'Message {HighOct}Alex to get permission to ask a question.'
(10:30 PM) * Set by [8]Ferno on Thu Sep 09 21:01:00
(10:30 PM) <@{HighOct}Zach> The bots will have a certain nature to them that will make them entertaining instead of cannon fodder like in D3
(10:30 PM) * [8]Ferno sets mode: +o {HighOct}Alex
(10:30 PM) <@{HighOct}Zach> [MS]Capm Will you be using LOD's on the models, ships/robots or just powerups?
(10:31 PM) <@{HighOct}Alex> It all depends on how many resources we devote to that area of the project.
(10:32 PM) <@{HighOct}Zach> The models use a reactive dynamic mess to simulate appropriate behaviors at the moment.
(10:32 PM) <@{HighOct}Zach> mess=mesh
(10:32 PM) <@{HighOct}Zach> T-Ball Will the robots use more teamwork? Or just do their own thing?
(10:33 PM) <@{HighOct}Alex> robots will each do their thing
(10:33 PM) <@{HighOct}Alex> but they will be placed in the level strategically in groups
(10:33 PM) <@{HighOct}Alex> again, thing Mega Man
(10:34 PM) <@{HighOct}Alex> *think Mega Man
(10:34 PM) <@{HighOct}Alex> (10:31 PM) <[MS]Neo> Will there be HUD messages or awards like double kill, quad kill/multi kill, most deadly, etc.? =) =)
(10:34 PM) <@{HighOct}Zach> Top_Gun_ Sorry if it's a double-post Auf den Arm nehmen: Although your single-player game is the standardblow-the-reactor/ boss, will your level editor support custom scripting to create more complex level events?
(10:35 PM) <@{HighOct}Alex> As with the announcer, if we have it, you'll be able to disable it.
(10:36 PM) <@{HighOct}Alex> If our level editor doesn't directly support it, we will include it in our modding system.
(10:36 PM) <@{HighOct}Alex> either way, the ability to do complex scripted events will be in there.
(10:37 PM) <@{HighOct}Alex> If anyone has any further questions, please message me.
(10:37 PM) <@[8]Ferno> i pm'ed zach one
(10:37 PM) <@{HighOct}Alex> (10:37 PM) <slowguy> when will you start accepting beta testers? have you started accepting people already?
(10:37 PM) <@{HighOct}Alex> The beta testing phase is a ways away
(10:37 PM) <@{HighOct}Alex> We will be doing the LANs before we start accepting beta testers.
(10:38 PM) <@{HighOct}Alex> (10:37 PM) <T-Ball> If you were to release a screenshot now, would people be impressed by what they saw?
(10:38 PM) <@{HighOct}Alex> we have released them to people who signed NDAs and yes they were impressed.
(10:38 PM) <@{HighOct}Alex> (10:38 PM) <slowguy> are the lans open to anyone willing to come?
(10:38 PM) <@{HighOct}Alex> yes, but they will have a limited number of seats
(10:39 PM) <@{HighOct}Alex> details will be available come November.
(10:39 PM) <@{HighOct}Alex> (10:38 PM) <[MS]Capm> Are these Lans you will be organizing or will you be going to community organized lans?
(10:39 PM) <@{HighOct}Alex> We might work with communities, but we plan to have team members at each one.
(10:40 PM) <@{HighOct}Alex> [8]Ferno
(10:40 PM) <@{HighOct}Alex> will the models support technologies such as TRUFORM?
(10:40 PM) * {HighOct}Alex sets mode: +o {HighOct}Zach_
(10:40 PM) -ChanServ- You may not op users who lack op or greater access.
(10:40 PM) * ChanServ sets mode: -o {HighOct}Zach_
(10:40 PM) * [8]Ferno sets mode: +o {HighOct}Zach_
(10:41 PM) <@{HighOct}Zach_> OK. our models use a reactive dynamic mesh system that allows for realistic simulated responses.
(10:42 PM) <@{HighOct}Alex> (10:37 PM) <[MS]Neo> So, have you guys thrown rank/titles and statistics completely out the window? Smilie
(10:42 PM) <@{HighOct}Alex> We have left ranks and titles up to the experts (ie. established online gaming leagues and ladders)
(10:43 PM) <@{HighOct}Alex> (10:40 PM) <[MS]Capm> Will you be using rotational veloctiy similar to D3's?
(10:43 PM) <@{HighOct}Alex> it is something similar, yes
(10:44 PM) <@{HighOct}Alex> Any further questions?
(10:44 PM) <@{HighOct}Alex> (10:44 PM) <[MS]Neo> Is Core Decision going to be a Win64 application?
(10:45 PM) <@{HighOct}Zach_> Many aspect of the program structure will be threaded to take advantage of the 64-bit architecture.
(10:45 PM) <@{HighOct}Alex> (10:44 PM) <[MS]Capm> Multi-monitor? multi-processor?
(10:45 PM) <@{HighOct}Zach_> Both
(10:46 PM) <@{HighOct}Zach_> The viewports can be spawned for peripheral vision.
(10:46 PM) <@{HighOct}Alex> (10:46 PM) <[D3k]Bah^hackingteh[]> wide screen? 16:9? 16:10?
(10:46 PM) <@{HighOct}Zach_> If you so chose.
(10:46 PM) <@{HighOct}Zach_> The view is a plugin.
(10:47 PM) <@{HighOct}Alex> (10:46 PM) <[D3k]Bah^hackingteh[]> so it would be scaled then?
(10:47 PM) <@{HighOct}Alex> yes
(10:47 PM) <@{HighOct}Alex> the game supports custom aspect ratios.
(10:47 PM) <@{HighOct}Alex> (10:46 PM) <[MS]Capm> If you had 3 screens, could you keep your center view on main, and put side views on the other two, or a 2nd monitor being dedicated to a rear view?
(10:47 PM) <@{HighOct}Alex> yes
(10:48 PM) <@{HighOct}Alex> Another note to mention is that you'll be able to set up your rear view to be like a mirror
(10:48 PM) <@{HighOct}Alex> That way you won't have trouble driving after you play our game Smilie
(10:48 PM) <@{HighOct}Zach_> Smilie
(10:49 PM) <@{HighOct}Zach_> Man I hate that. I loose more mailboxes like that.
(10:50 PM) <@{HighOct}Alex> (10:49 PM) <Sligar> will you be able to alt tab out of the game so you don't ever get stuck in it? How about a windowed mode?
(10:50 PM) <@{HighOct}Alex> yes yes
(10:51 PM) <@{HighOct}Alex> Would anyone else like to ask any questions?
(10:52 PM) <@{HighOct}Alex> (10:52 PM) <[D3k]Bah^hackingteh[]> any job openings =d
(10:52 PM) <@{HighOct}Alex> email jobs@highoctanesoftware.com
(10:54 PM) <@{HighOct}Alex> (10:54 PM) <[MS]Neo> Will the HUD look like a real ships cockpit (graphical) or will it be like D3 with an open cockpit?
(10:54 PM) <@{HighOct}Alex> It'll be like a completely open cockpit
(10:54 PM) <@{HighOct}Alex> you won't even be able to tell there's a ship around you unless you look in the mirror
(10:55 PM) <@{HighOct}Alex> (10:52 PM) <STRESSTEST[]> <[X]JBOMB> i should ask this question: Do your models use a reactive dynamic mesh system that allows for realistic simulated responses?
(10:55 PM) <@{HighOct}Zach_> The meshes has a property set that allow for the material to behave in the appropriate manner.
(10:56 PM) <@{HighOct}Zach_> I.E. if it is an apple you can squish it.
(10:56 PM) <@{HighOct}Zach_> And apple's don't bounce unless my girlfriend is throwing them.
(10:56 PM) <@{HighOct}Zach_> Smilie
(10:56 PM) <@[8]Ferno> haha
(10:57 PM) <@{HighOct}Alex> (10:56 PM) <[MS]Capm> So the models will deform in real time depending on where they get hit (is it per-polygon hit detection also)?
(10:57 PM) <@{HighOct}Zach_> That will depend on what we intend the model to do.
(10:58 PM) <@{HighOct}Zach_> It model has it's own dynamics.
(10:58 PM) <@{HighOct}Alex> (10:57 PM) <[MS]Capm> Visable battle damage?
(10:58 PM) <@{HighOct}Alex> Our engine supports it
(10:58 PM) <@{HighOct}Alex> Our engine supports all this stuff
(10:58 PM) <@{HighOct}Alex> But for the most part we choose to keep gameplay simple
(10:58 PM) <@{HighOct}Alex> If we keep it intuitive, we keep it fun.
(10:59 PM) <@{HighOct}Alex> (10:57 PM) <[MS]Neo> Is there a weapon similar to the Helix Cannon/Spreadfire Cannon?
(10:59 PM) <@{HighOct}Alex> The Edge Cannon is like the Spreadfire cannon but it only spreads up and down.
(11:00 PM) <@{HighOct}Alex> (10:59 PM) <STRESSTEST[]> Im sure this was asked during the last session since it would seem to be an obvious question to me. But I missed it if so. Will the game allow users to add pictures to the hull of the ship, and if so, will Animated images like gifs be able to be used?
(11:01 PM) <@{HighOct}Alex> we're exploring the possibility of doing full-ship custom skins
(11:01 PM) <@{HighOct}Alex> of course all of this would be able to be disabled.
(11:01 PM) <@{HighOct}Alex> (11:00 PM) <STRESSTEST[]> and at what resolution ie. Size in pixles
(11:02 PM) <@{HighOct}Alex> We haven't decided yet
(11:02 PM) <@{HighOct}Alex> (11:02 PM) <STRESSTEST[]> as a point of referance, I am talking about the ability we have now to do so in D3. Are you familiar with what I am talking about?
(11:02 PM) <@{HighOct}Alex> yes
(11:03 PM) <@{HighOct}Alex> (11:01 PM) <[D3k]Bah^hackingteh[]> anything like q3's lighting gun? think d2 omega cannon with no stupid homing.
(11:03 PM) <@{HighOct}Alex> We don't have anything like the lightening gun or the omega cannon
(11:03 PM) <@{HighOct}Alex> (11:00 PM) <[MS]Neo> Is there a weapon similar to the Phoenix Cannon and Gauss Cannon?
(11:04 PM) <@{HighOct}Alex> The Blaze Cannon is similar to the Phoenix Cannon but it doesn't bounce.
(11:04 PM) <@{HighOct}Alex> The Rapier Cannon is our Vulcan/Gauss/Vauss gun.
(11:04 PM) <@{HighOct}Alex> (11:04 PM) <Vlider> Will there be default audio taunts for ctf game types? like unreal?
(11:04 PM) <@{HighOct}Alex> We're not sure.
(11:04 PM) <@{HighOct}Alex> Even if we put some in, we think people would just end up making their own anyway.
(11:05 PM) <@{HighOct}Alex> (11:05 PM) <[MS]Neo> Will there be a menu like the F6 menu in Descent 3 in addition to the console?
(11:06 PM) <@{HighOct}Alex> We will definitely have a console
(11:06 PM) <@{HighOct}Alex> A comparable menu to the f6 menu is still under debate.
(11:08 PM) <@{HighOct}Alex> Ok everyone
(11:08 PM) <@{HighOct}Alex> Thanks for your interest in our game
----------------------

und ne, das hab ich nicht abgetippt Winken

p.s. unser guter alter [NT]Suncho is lead-designer in dem team (Highoctane)Alex. also man kann über ihn sagen was man will, er hat ahnung von descent. und er meinte der boss (Zachary Briggs) hat genung geld und ist gewillt das durchzuziehen. demzufolge würde ich sagen, das ding wird wirklich ein guter descent-clone.
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Nogly
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Joined: 09 Oct 2002
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PostPosted: 13.09.2004, 11:40    Post subject: Reply with quote

Kann man davon ausgehen das Bewegung in dein Sache hinenikommt im positiven Sinne!?! Sehr glücklich
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Vengeance
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PostPosted: 14.09.2004, 17:02    Post subject: Reply with quote

Mir ist in letzter Zeit immer wieder was von einem neuen Descent um die Ohren geflogen, aber ich glaube das erst, wenn es im Regal steht.
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Es gibt drei Dinge, die ich mir nicht merken kann:
Zahlen, Wörter ........... und das Dritte habe ich schon wieder vergessen.
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Atan
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Joined: 27 Jul 2001
Posts: 876

PostPosted: 14.09.2004, 20:53    Post subject: Reply with quote

Also so ganz schnall ich die Begeisterung für diesen geplanten Aufguss nicht..
Nach 3 Versionen Descent und Pyromania wird's das auch nicht bringen.

Vielleicht bin ich auch nur zu stark vorgespannt,
aber Digi, wenn /der/ Suncho da mitmischt, dann hat das Ganze ja evtl. sogar Methode,
ich meine wenn das 'normale' D3 immer mehr totgeredet wird.
Soll das Ding verkauft werden oder wird das Freeware?
Nur mal so'n Gedanke.
Oh bin ich fies.., oder redest Du evtl von jemand anderem? Smilie
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DigiJo
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PostPosted: 14.09.2004, 23:40    Post subject: Reply with quote

ja das soll richtig in die läden kommen. soweit ich das verstanden habe ist highoctane ne firmen-neugründung, von nem devteam das früher internetsoftware für isp´s programiert hat. dieser zachary briggs ist firmenboss und hat die sache auf die beine gestellt.

also was mich denken läßt das dieses game (core descision) was wird:

-professionelles, bezahltes fulltime dev-team.
-1,5 bis 2 jahre entwicklungszeit geplant (ende 2006)
-einige diehard descenter im team, suncho als lead-designer (der hat zwar einen an der knispel manchmal, aber richtiger descenter ist er).
-der boss sagt, sie sind alle descentfans und haben tonnen von lan-spiele mit d1 d2 hinter sich. der grund warum sie einen descentclone machen wollen ist, sie glauben das ist ne marktlücke mit der man geld verdienen kann. (würde ich zustimmen)
-sie haben mike kulas, einen der ursprünglichen descent erfinder, zu mindest als berater konsultiert.
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Ben
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PostPosted: 15.09.2004, 17:58    Post subject: Reply with quote

Das hört sich gut an, aber wie hier schon einge sagten:

"Warten wir ab, bis das Ding im Regal steht"

VEX-Ben

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Erkenntnis:
Wer abends gesoffen hat, kann morgens auch arbeiten" = FALSCH
weil

"Man kann morgens auch nicht fliegen, bloß weil man abends gevögelt hat"
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VladimirII
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PostPosted: 15.09.2004, 19:51    Post subject: Reply with quote

2006? Aha, ab da werd ich evtl. auf Linux umgestiegen sein, da meine Hardware unter Linux für alles was ich brauch, "tu" ausreicht.
Also ohne Linuxunterstützung bis dahin, seh ich schwarz, aber einfach abwarten wir werden sehen wie weit sie kommen ( Fertigstellung sicher?)
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VEX-Eagle
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Joined: 04 Feb 2003
Posts: 807
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PostPosted: 15.09.2004, 20:43    Post subject: Reply with quote

wie exi zu sagen pflegt:

Quote:
...ich bin raus und mach 'nen Pfeil,
das war exi, letzter Teil. nicht einverstanden


grinsen


Last edited by VEX-Eagle on 15.09.2004, 20:44; edited 1 time in total
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Sanwa5000
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PostPosted: 17.09.2004, 08:14    Post subject: Reply with quote

Die 2te Session hat mich mehr überzeugt, als die erste, muss ich sagen. Nur ohne eine Demo gezockt zu haben, werde ich mir das Spiel vorerst nicht kaufen. Aussehen ist das 2t-wichtigste, das Feeling in der Steuerung das allerwichtigste.

Auch hoffe ich, dass sie von sich öfters hören lassen, denn ich will mit Infos gefüttert werden, damit es nicht in Vergessenheit gerät. Smilie

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Deep World - www.syberflex.de - Descent 1/2 Remake
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exi
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Joined: 02 Jul 2002
Posts: 2173
Location: Hamburg-Osdorf

PostPosted: 21.09.2004, 21:50    Post subject: Reply with quote

Und nun unterbrechen wir kurz für Werbung...

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