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Hosted => Battlestar Galactica: Beyond the Red Line => Topic started by: WMCoolmon on February 26, 2006, 08:18:47 PM

Title: Mod progress
Post by: WMCoolmon on February 26, 2006, 08:18:47 PM
Most of the work has been concentrated on models and balancing the ships. There's been a lot of multiplayer testing, trying to get the ships all balanced in multiplayer so you don't have to relearn the minutae of flying a Viper between single player and multiplayer. There are some 10 basic multiplayer missions done. (Deathmatch around Galactica, deathmatch around Ragnar, King of the Hill, etc)

The storyline has been under heavy scrutiny as of late, and is going through a reworking based on the input from the rest of the team. Once that's done, we've got at least 3 very experienced mission designers who are either already on board or have already offered to help. It's very difficult to take a TV series focused almost entirely on human drama, and move it into a game based entirely in space; we're taking that part very seriously. Once we're satisfied with the storyline, the FREDding and voice acting will start.

There's no *official* release date; we've had some discussion in the internal about it. Since the alpha was leaked, the team feels that an official release should focus even more on quality, and things shouldn't be glossed over to just a deadline. Generally, though, the more people helping with the mod, the faster it will go. [/shameless plug for help wanted thread] ;)
Title: Mod progress
Post by: StarSlayer on February 26, 2006, 08:37:47 PM
Thanks for the update u guys fraking rock:biggrin1:

Course i am still gonna be suffering BSG withdrawals after next Friday...  Need Battlestar, my precious Battlestar:nervous:

Do you think we could sticky this and make it the intro thread? for nugget Qs we need someplace for basic Q&A instead of having new threads with same content.
Title: Mod progress
Post by: timbo1138 on February 27, 2006, 04:31:01 AM
Quote
The storyline has been under heavy scrutiny as of late, and is going through a reworking based on the input from the rest of the team
I'm guessing that in 2 weeks time you'll be able to really lock down the storyline and stuff, since you won't be having new bits of info added each week. And then you'll have a break of months and months to get stuck into the mod.

Although that's not entirely a good thing... *Sobs at the impending season end*
Title: Mod progress
Post by: DW-TNT78 on March 19, 2006, 02:06:50 PM
Could you give us an update where this project is at the moment?
Title: Mod progress
Post by: karajorma on March 19, 2006, 02:47:18 PM
Quite a few models, Fair bit of the tabling. Very little in the way of actual missions.
Title: Mod progress
Post by: aonomus on March 19, 2006, 04:08:17 PM
Still can't wait, keep it up!
Title: Mod progress
Post by: DW-TNT78 on March 19, 2006, 06:20:37 PM
Any Idea when we can bring something like squadwar back to life?
If the models and the tables are done maybe you can first release a ,ultyplay only mod and later on release the actual game.
I know for a fact that loads of peeps would love to play squadwar again :)

Keep up the good work!!!!
Title: Mod progress
Post by: sir monster on March 19, 2006, 07:38:16 PM
Quote from: DW-TNT78
Any Idea when we can bring something like squadwar back to life?
If the models and the tables are done maybe you can first release a ,ultyplay only mod and later on release the actual game.
I know for a fact that loads of peeps would love to play squadwar again :)

Keep up the good work!!!!


yeah make like a multiplayer demo or something.. hah i wish.:lol: :lol:
Title: Mod progress
Post by: [dw]-hunter on March 19, 2006, 08:07:02 PM
Please put dumfire in multiplayer :nervous: :nod:
Title: Mod progress
Post by: WMCoolmon on March 19, 2006, 08:10:33 PM
With all due respect to the DW guys, this is BTRL. Not a project to bring Freespace multiplayer back to life. If you want Freespace-like multiplayer...go play Freespace 2.
Title: Mod progress
Post by: meleardil on March 19, 2006, 08:13:05 PM
Quote from: DW-TNT78
Any Idea when we can bring something like squadwar back to life?
If the models and the tables are done maybe you can first release a ,ultyplay only mod and later on release the actual game.
I know for a fact that loads of peeps would love to play squadwar again :)

Thats a great idea! For a good demo you need only one or two missions including only the finished modells. AND for multiplayer that one-two mission is enough to try coop, and the already existed fighter modells for TvsT and dogfight. Dont forget! Time is needed for the site development and multiplayer debug! If we want it to work smoothly, there should be something around to work with.
Also, this is a way to release the game early and still keep up the work for the much more complex final one. And as it was said... once something is on the net, only god can erase it.
  DW-Royal_Guard
Title: Mod progress
Post by: [dw]-hunter on March 19, 2006, 08:20:00 PM
Quote from: WMCoolmon
With all due respect to the DW guys, this is BTRL. Not a project to bring Freespace multiplayer back to life. If you want Freespace-like multiplayer...go play Freespace 2.


Yea im pushing the dumbfire a little too much arent i, sorry.
Title: Mod progress
Post by: meleardil on March 19, 2006, 08:49:22 PM
Quote from: '[dw
-hunter']Yea im pushing the dumbfire a little too much arent i, sorry.

I see no problem here. There is a reason for FS2 being the best spacesim. There must be some freedom in this matter. Imagine that the lord of the rings adopted to movie word by word... Could you pay ten times more for the ticket, and sit 2 days in the cinema to watch it??? The main purpuse of a game is to have fun! The main purpuse of multiplayer to have more and more fun, even after you already played the singleplayer 3 times. If it can remain "as in the show", thats better, but not the primary target. One year before everybody would be upset about the idea to settle the fuggitives on a cursed mudball and abandon Galactica...they did it in the session finale...SO??
DW-Royal_Guard
Title: Mod progress
Post by: karajorma on March 19, 2006, 09:34:23 PM
Watch the spoilers in general forum posts please!
Title: Mod progress
Post by: DW-TNT78 on March 19, 2006, 09:47:55 PM
Check the posts in the FS2 section of this forrum http://www.globalgamerz.net/ffbb/index.php?sid=0fbc1bdb6bf868a6a6ee2ce4ad175314
I been talking to some old vets and I have 5-8 peeps saying they would love to play again so maybe we can make this work??
Title: Mod progress
Post by: bsilver2988 on March 19, 2006, 11:37:58 PM
i was just wondering....sorry if this has been addressed somewhere before....

i know it's not the way freespace usually works...but would it be possible to play as galactica???   u know have the vipers on both sides running on AI...and manage the main batteries yourself....to delegate how many go to SALVO ATTACK and how many go to ANTI-AIRCRAFT and ANTI-MISSILE......

i just think that'd be an interesting mission...it may not be possible in freespace...i dont know...any thoughts???
Title: Mod progress
Post by: karajorma on March 20, 2006, 12:15:35 AM
It's possible. It's just not much fun in the freespace engine. You're basically limited to steering in one direction at 10m/s while the A/I handles firing at targets it picks.

There are work arounds but it's all clunky and looks like a horrible hack when all's said and done.
Title: Mod progress
Post by: MatthewPapa on March 20, 2006, 12:23:22 AM
yea, it would be very dastardly
Title: Mod progress
Post by: meleardil on March 20, 2006, 12:28:43 AM
Quote from: DW-TNT78
Check the posts in the FS2 section of this forrum http://www.globalgamerz.net/ffbb/index.php?sid=0fbc1bdb6bf868a6a6ee2ce4ad175314
I been talking to some old vets and I have 5-8 peeps saying they would love to play again so maybe we can make this work??
DW-Ingues told me you two were sitting in teamwars lobby and sobbing about old times... I also talked to DW-Cyberian and DW-Max_Pain. They too cant forget the genuine (hope micro$oft wont sew me for useing "their" word, like window$ for example) DW times, when they were elite pilots feared by many in FS2 galaxy!
DW-Royal_Guard
Title: Mod progress
Post by: hurleybird on March 20, 2006, 08:27:59 PM
The idea of a multiplayer demo... Intesting. I see some pro's and con's here.

Pro's

-Gives the game an early install base
-Lets people start FREDing new multiplayer missions --could also be used to attract mission designers to the team. Heck... you guys probably wouldn't even need to make any new multiplayer missions as the community would be able to do that just fine.
-Gives the game attention... perhaps more contributers to the project.
-You know you wanna ;)

Con's

-Draws attention to the game; perhaps the wrong (cease and desist) kind of attention --I don't think that is very likely though (and an earlier release could actually entrench against a C&D).

and here's the big one:

-A multiplayer demo could possibly be a lot different than the multiplayer of the final release. Whenever stuff gets changed in multiplayer there are *always* people bitching about how bad the changes are.


In light of the pro's and con's I suggest that you guys do release a multiplayer demo, but not imediatley. Wait until all the assets, tables, and balancing are as close to final as they are going to get before releasing. It may be wise to release at around the same time as you guys get into mission design. That way, you could recruit people doing FREDing on the multiplayer demo who seem to have some amount of skill. At the same time you would hopefully be able to minimize the bitching and whining that would come from changing the multiplayer aspects of a game.
Title: Mod progress
Post by: Warcaster on March 20, 2006, 09:50:56 PM
Quote from: hurleybird
I see some pro's and con's here.

Pro's

-Gives the game an early install base
-Lets people start FREDing new multiplayer missions --could also be used to attract mission designers to the team. Heck... you guys probably wouldn't even need to make any new multiplayer missions as the community would be able to do that just fine.
-Gives the game attention... perhaps more contributers to the project.
-You know you wanna ;)

Con's

-Draws attention to the game; perhaps the wrong (cease and desist) kind of attention --I don't think that is very likely though (and an earlier release could actually entrench against a C&D).

and here's the big one:

-A multiplayer demo could possibly be a lot different than the multiplayer of the final release. Whenever stuff gets changed in multiplayer there are *always* people bitching about how bad the changes are.


i dont know about anyone else but this seems more like a list of pros and lesser pros than it does a list of pros and cons.

keep it close guys, release only when your ready and happy to do so

warcaster
Title: Mod progress
Post by: BSG_StiC on March 20, 2006, 10:37:57 PM
Quote from: Warcaster

keep it close guys, release only when your ready and happy to do so


I agree with WC.
Nothing good can come from an early release of all your materials (models, tables, ect.). Keep it to yourselves and when people finally get to play BSG on a PC it will be BtRL and not a bunch of FREDed missions someone else made.

Regards

S
Title: Mod progress
Post by: sir monster on March 20, 2006, 10:56:58 PM
either way im happy. If its decided to make a release featuring the multiplayer portion of the game. that means i get to practice my viper piloting skills and help test the gameplay. the missions themselves arent really that interesting to me because i dont really like single player games.. things are just more fun when you have to work with other people. coop will be cool but for the most part, i want to relive the key battles from the show. any FREDed missions that speculate backstory of pegasus or feature anything that is not mentioned on the show. i dont really care about. (not to discourage their creation, just not what im looking forward to personally)
if the team decides to finish all aspects of the game to a nice clean polish before its released, thats cool too. just keep in mind that the longer the mod takes the more new information from the show will be requested to be put in. so a line will have to be drawn as far as when the mod takes place. imo it should end right where season 2 ended  and feature nothing afterward untill AFTER an initial release. that way the team doesnt spend more time making models, textures, sounds and missions based on season 3 stuff. (im expecting BSG to return before this mod gets finished, i hope im wrong but im probably not)
Title: Mod progress
Post by: Utemetsu on February 23, 2007, 12:17:08 AM
Hurley bird has a point as well, Battlefield 2142 changed **DRASTICALLY** from the beta to the final version of the game, and many players, including myself, bitched about it (as he so well put). I would rather wait a little longer and know I will enjoy it than play a game that ill enjoy for a few months and then hate the final version. I think it will just work better if they just wait until the final release.
Title: From the dark depths were all manner of beast swim...
Post by: StarSlayer on February 23, 2007, 12:43:40 AM
The Necron Lord wants his resurrection orb back

[attach]3130[/attach]
Title: Mod progress
Post by: Sharrpe95 on February 23, 2007, 07:48:47 AM
Quote from: WMCoolmon;24942


There's no *official* release date; we've had some discussion in the internal about it. Since the alpha was leaked, the team feels that an official release should focus even more on quality, and things shouldn't be glossed over to just a deadline. Generally, though, the more people helping with the mod, the faster it will go. [/shameless plug for help wanted thread] ;)


Any idea where we could get the alpha version, and if so would it require FS2?? :naughty:
Title: Mod progress
Post by: karajorma on February 23, 2007, 08:37:53 AM
*reaches for ban button*
Title: Mod progress
Post by: nimrod77 on February 23, 2007, 10:12:52 AM
Quote from: Sharrpe95;57789
Any idea where we could get the alpha version, and if so would it require FS2?? :naughty:


SLAP.....
Title: Mod progress
Post by: Water Viper on February 23, 2007, 12:26:24 PM
"Damn Necrons"...Last word of Eldar Farseer before being decapitated...
Title: Mod progress
Post by: StarSlayer on February 23, 2007, 12:54:37 PM
Quote from: Sharrpe95;57789
Any idea where we could get the alpha version, and if so would it require FS2?? :naughty:


Its all fun until someone calls down the wrath of the Gods to lay waste to the forums
Title: Mod progress
Post by: karajorma on February 23, 2007, 03:53:34 PM
Let me put it this way. Asking us where you can get the alpha is like asking a parent to leave the curtains open so you can get a better view of their 8 year old getting dressed.
Title: Mod progress
Post by: Sharrpe95 on February 23, 2007, 04:32:21 PM
it was worth a shot... but comparing it to an 8 year old getting dressed? Have something to tell us karajorma? :)
Title: Mod progress
Post by: karajorma on February 23, 2007, 05:06:40 PM
Yeah. That like the parent would, I feel a barely controllable urge to smack someone in the mouth. :p

And I wasn't even involved with the team until after the leak. So my response is probably milder than those whose hard work was leaked.
Title: Mod progress
Post by: Dukeman42 on February 23, 2007, 05:10:26 PM
Pain.  Lots of pain.
Title: Mod progress
Post by: Unknown Target on February 23, 2007, 05:31:20 PM
Quote from: Sharrpe95;57820
it was worth a shot... but comparing it to an 8 year old getting dressed? Have something to tell us karajorma? :)


No, it wasn't worth a shot. You're lucky if you don't get serious whiplash from the torrent of hell that will descend upon you if Omni sees this.
Either that, or you're lucky you just don't get banned.
Title: Mod progress
Post by: StarSlayer on February 23, 2007, 05:49:50 PM
Actually getting banned is substantially less painful then facing the wrath, pestilence and fiery brimstone that seeing this would summon from Omni
Title: Mod progress
Post by: Dodger on February 23, 2007, 05:57:11 PM
*me grabs popcorn and awaits the arrival*
forum rule NR1 " NEVER MENTION THE ALPHA L... !", too painfull for the Devs and Fans!
Title: Mod progress
Post by: karajorma on February 23, 2007, 06:34:05 PM
Well to be fair I wouldn't have joined the team if it wasn't for the leak. So maybe it wasn't all bad. :)

(Waits for a chorus of "Oh yes it was" from the rest of the team) :D
Title: Mod progress
Post by: Sharrpe95 on February 23, 2007, 06:41:05 PM
I didn't even realize that the alpha was released or leaked so long ago (usually alpha and beta tests are released to a few people to try out and give feedback). I do not know how it was leaked, by who, or how. So now I guess I know its a very touchy subject with you guys. Didn't realize that would cause such controversy. Well, I guess its good to be oblivious every once in a while.
Title: Mod progress
Post by: Crixx on February 23, 2007, 07:11:14 PM
I've got a leak in my trousers.
Title: Mod progress
Post by: karajorma on February 23, 2007, 07:17:07 PM
Basically what happened is that someone came onto these forums saying that he could help us publicise BtRL at a convention he would be attending. He assured everyone that he would retain possession of the only copy of the mod and would put it up on the big screen for everyone to see.

The team then worked their collective asses off to make the game playable within a month. When this guy returned he mentioned that he had had a hard time duplicating the CDs quickly enough but had given out at least 60 copies of the alpha. I found this rather odd at the time but as I wasn't on the team and I thought they were close I assumed that they were okay with this.

A few months later the guy posted a link to a torrent with the contents of the CD on it. Apparently versions of game were leaking out anyway so he thought the solution was to make the leak even bigger (note that to this day we have not found a single version of the leak that didn't come from him directly). They guy also claimed that we were taking too long with the demo so he thought it should go up on the net.

If you're wondering why you're not playing the demo now this is why. Following the leak the team had to take fairly strong measures to prevent a repeat. The bronze and silver team member badges appeared with only silver ranked members having access to the FTP. We stopped taking newbies on for most tasks unless they could prove themselves to be highly skilled in a field we needed and also trustworthy.

So that's why we find it a touchy subject. Not only were the team kicked in the nuts after doing a lot of hard work on the alpha, the problems caused by the leak resulted in an even longer development time for the mod.

Unsurprisingly requests for the alpha are not viewed happily.
Title: Mod progress
Post by: StarSlayer on February 23, 2007, 07:46:40 PM
... And Now You know, now never speak of it again

*cues hypnotoad*

(http://shogun.shafted.com.au/temp/hypnotoad.gif)
Title: Mod progress
Post by: Dodger on February 23, 2007, 07:56:14 PM
All Hail The Hypnotoad!
Title: Mod progress
Post by: Japhobia on February 23, 2007, 11:03:15 PM
So Say we All!!!
Title: Mod progress
Post by: Imperator on February 24, 2007, 12:17:15 AM
*angry machine sound effect*

All glory to the hypnotoad!

(http://upload.wikimedia.org/wikipedia/en/8/85/Hypnotoad_animated.gif)
Title: Mod progress
Post by: FusionStorm on February 24, 2007, 02:34:08 AM
Quote from: StarSlayer;57843
... And Now You know, now never speak of it again

*cues hypnotoad*

(http://shogun.shafted.com.au/temp/hypnotoad.gif)


I like the throes of fire, pestilence and brimstone better.
Title: Mod progress
Post by: Brimstone on February 24, 2007, 02:45:51 AM
Quote from: FusionStorm;57874
I like the throes of fire, pestilence and brimstone better.


Did someone call me?
Title: Mod progress
Post by: Star Dragon on February 24, 2007, 03:10:00 AM
Nope... The Non-capitalized version. Go back to sleep until the Apocalypse.
Title: Mod progress
Post by: Destructor!!! on February 24, 2007, 06:50:49 AM
"Now listen to me!
I'm in charge of this stoning, so what I say goes!
Noone, and I mean noone is to be stoned, even -
And I want to make this absolutely clear -
Even if he DOES say 'Jahova'"

Sorry. I'm a little "Jahova"ed myself tonight - no offence intended...

to anyone...



ever.
Title: Mod progress
Post by: saruman178 on February 24, 2007, 01:27:26 PM
Consume him for his insolence.
Title: Mod progress
Post by: WayneA on March 07, 2007, 06:59:46 AM
so the mod is still gonna be released right?!?!?! Pretty please.
Title: Mod progress
Post by: BaltarSix on March 07, 2007, 07:20:44 AM
Quote from: karajorma;57841
Basically what happened is that someone came onto these forums saying that he could help us publicise BtRL at a convention he would be attending. He assured everyone that he would retain possession of the only copy of the mod and would put it up on the big screen for everyone to see.

The team then worked their collective asses off to make the game playable within a month. When this guy returned he mentioned that he had had a hard ...blah blah.....



I said before you guys played this all wrong. I only heard about the alpha because of this dev team posting all the "don't download....etc....", all over the place.  The actual alpha would have gone completely unnoticed by most people if you had just downplayed it.  

The correct play would have been to move the alpha to a better state, maybe just one map with the galactica and some cylons and release it yourselves.  Just a cleaned up version of the leak that you could be reasonably proud of.   Why defuse a bomb after it's gone off.  

When I first heard the teams explainations, I though maybe a few months later we would see something, but how long has it been?    I don't understand their motivations anymore.  I've watched all the video's, seen the galleries and read most of the forum.  The quality level is already beyond that of most commercial games....
Title: Mod progress
Post by: karajorma on March 07, 2007, 08:33:52 AM
One reason for the delay is that we're getting multiplayer sorted. If you had tried to play multi on the alpha build you would have been in for a shock. It wouldn't have worked and it would have been an absolute support nightmare.

The other is that we have improved quality by a long way from the alpha. We can't release the Galactica It's not done. It looks done in the videos but you don't see the bits where it bounces around when shot or where you fly through big holes in the model. You don't see the bit where the entire game crashes when you hit Ragnar anchorage due to a bug we still haven't tracked down.

The Alpha was not meant to be playable. It was meant to be displayable since that's what Bschott told us he was going to do with it. The team cut a lot of corners getting the alpha ready. We're not doing that half as much with the demo. And we won't be cutting any on the full release. :)
Title: Mod progress
Post by: a50callovenote on March 07, 2007, 05:22:24 PM
well said
Title: Mod progress
Post by: Rocky on March 07, 2007, 06:39:37 PM
Just do your best, we believe in you.
Title: Mod progress
Post by: ArrTee on March 07, 2007, 10:58:10 PM
The next nugget who asks about the release will be shot...


ok, maybe not.. but let these fine folks work their magic, damnit!

(ducks)

uhm, so say we all? :D
Title: Mod progress
Post by: FusionStorm on March 07, 2007, 11:41:41 PM
Quote from: BaltarSix;58997
I said before you guys played this all wrong. I only heard about the alpha because of this dev team posting all the "don't download....etc....", all over the place.  The actual alpha would have gone completely unnoticed by most people if you had just downplayed it.  

The correct play would have been to move the alpha to a better state, maybe just one map with the galactica and some cylons and release it yourselves.  Just a cleaned up version of the leak that you could be reasonably proud of.   Why defuse a bomb after it's gone off.  

When I first heard the teams explainations, I though maybe a few months later we would see something, but how long has it been?    I don't understand their motivations anymore.  I've watched all the video's, seen the galleries and read most of the forum.  The quality level is already beyond that of most commercial games....


So, you'd rather have a firecracker than 2 pounds of C4.

Quote from: ArrTee;59084
The next nugget who asks about the release will be shot...


ok, maybe not.. but let these fine folks work their magic, damnit!


That sounds good, the only problem is the team would fight over who's turn it is to pull the trigger.
Title: Mod progress
Post by: karajorma on March 08, 2007, 12:02:37 AM
Well at least people asking lets us know that you're interested. :)
Title: Mod progress
Post by: saruman178 on March 08, 2007, 12:51:20 AM
I agree.
Title: Mod progress
Post by: Sharrpe95 on March 08, 2007, 08:19:06 AM
Quote from: saruman178;57908
Consume him for his insolence.


Quote from: saruman178;59105
I agree.


hmmmm being a bit hypocritical? or just sucking up to whatever the moderators say? I simply asked about the alpha not knowing what the heck it was and as soon as karajorma says its good that people are asking about it you agree. Interesting:wtf:
Title: Mod progress
Post by: Turey on March 08, 2007, 08:26:15 AM
Quote from: Sharrpe95;59139
hmmmm being a bit hypocritical? or just sucking up to whatever the moderators say? I simply asked about the alpha not knowing what the heck it was and as soon as karajorma says its good that people are asking about it you agree. Interesting:wtf:



I know this may be hard for you to accept, but some people can see reason and change their minds when someone presents a compelling arguement. It's not necessarily sucking up.
Title: Mod progress
Post by: a50callovenote on March 08, 2007, 09:17:55 AM
props to the dev team for gitin er done right!
Title: Mod progress
Post by: BaltarSix on March 08, 2007, 06:48:23 PM
Thank you, that is the first good explaination I've heard.  Ok.  You sold me, I'll wait patiently.  

Quote from: karajorma;59005
One reason for the delay is that we're getting multiplayer sorted. If you had tried to play multi on the alpha build you would have been in for a shock. It wouldn't have worked and it would have been an absolute support nightmare.

The other is that we have improved quality by a long way from the alpha. We can't release the Galactica It's not done. It looks done in the videos but you don't see the bits where it bounces around when shot or where you fly through big holes in the model. You don't see the bit where the entire game crashes when you hit Ragnar anchorage due to a bug we still haven't tracked down.

The Alpha was not meant to be playable. It was meant to be displayable since that's what Bschott told us he was going to do with it. The team cut a lot of corners getting the alpha ready. We're not doing that half as much with the demo. And we won't be cutting any on the full release. :)
Title: Mod progress
Post by: George Sorrell on March 08, 2007, 07:36:12 PM
great work guys! keep it up!
Title: Mod progress
Post by: Zorro on March 09, 2007, 04:36:58 PM
Serious respect guys! - Keep up the good work! You seem to have your priorities all planned and perfect.. can't wait for the finished product! :D
Title: Mod progress
Post by: stonedzen on March 09, 2007, 05:57:49 PM
I dont think I've ever been so excited about a game release....

...and its FREE!


Cant wait to see the demo
Title: Mod progress
Post by: stonedzen on March 12, 2007, 05:16:59 PM
So is there a demo on its way soon? I know the team gets mad when people ask this, but I cant seem to find any answers.
Title: Mod progress
Post by: Unknown Target on March 12, 2007, 05:49:04 PM
Yes. :p
Title: Mod progress
Post by: Imperator on March 12, 2007, 06:46:19 PM
(http://i5.photobucket.com/albums/y167/CHriSMesS/welcome.gif)
Title: Mod progress
Post by: PsychoticShroom on March 12, 2007, 07:53:44 PM
(http://i92.photobucket.com/albums/l26/Rapier-3/welcomesalvo5pe.gif)
Title: Mod progress
Post by: Imperator on March 12, 2007, 08:50:35 PM
Nice to see we can all get along. I take pride in the fact that firefox seems to play only the Cylon welcome image at normal speed when both images are shown, the salvo one seems to slow up!
Title: Mod progress
Post by: Sharrpe95 on March 12, 2007, 09:47:37 PM
Firefox has been going downhill in my book!
Title: Mod progress
Post by: Sparky on March 13, 2007, 04:33:23 AM
I understand and whole-heartedly support the whole: When it's done" mantra.  These things take time, and rushing to meet a dead line is never a good idea, as we can see by the example of Challenger 51L.  So please do not flame me for the following question:

When you say soon, do you mean possibly by mid-April?

The only reason I ask is because my school is having a 'Spring Fling' in April, and one of the Students has already promised to mount a large, flat screen TV in the bed of his Jeep so that students could play video games from his car.  I was hoping that, if available, that game could be the BTRL Demo.  I just wanted to know ahead of time so that we could prepare a CPU along with the X-Box that's going in there.  If yes, fraktacular!  If no, it's okay, I understand, quality comes first.  And if you can't tell me, I still understand, because confidentiality comes a close second to quality.
Title: Mod progress
Post by: strike911 on March 13, 2007, 05:22:14 AM
wow the idea of a BTRL party is awesome. lol. ^_^
Title: Mod progress
Post by: karajorma on March 13, 2007, 06:41:28 AM
The reason we say "When it's done" is partly for quality reasons but partly because it's very hard for us to pin down a release date. If you'd asked me in December (And I'd been able to comment) I would have said the demo would be out by now. Unfortunately several things got in the way of that (Including having to rewrite the most complicated mission I have ever FREDded from scratch because something was very wrong with it which none of us could explain).

So instead we try to give progress reports of what is going on as those represent a truer picture of the state we're in than any release date which could easily slip.

And the state we're in is very good. Mission design is basically done. Everything we have is now playable. We're basically playtesting and waiting for the voice actors to report back with their lines.

Will we need more than a month to get that all done? Maybe. Could we get it done in less than that? Maybe. It depends on how fast we can get the acting back and how many issues appear during playtesting.
Title: Mod progress
Post by: stonedzen on March 13, 2007, 04:59:32 PM
Thanks for the very specific and measurable update karajorma. Seems like things are coming together nicely. Cant wait to get the demo and start practicing my flying for the multiplayer that is to come later. Or is there multiplayer support on the demo?
I had another ?? as well... has anyone made a cockpit for the Viper mkVII? I've seen the cockpit of the MKII (awesome!) and I dont think the Raider really needs one. What about the raptor?

Also, I dont know the freespace2 engine at all, but when in the cockpit view, can you look around using the mouse or somethinglike you can in the X-wing alliance engine? That would be so cool in this mod if so, but if not oh well.
Title: Mod progress
Post by: Imperator on March 13, 2007, 05:03:45 PM
I'm pretty sure everything but the Raptor interior has been done, the raptor isn't in the demo anyway.
Title: Mod progress
Post by: karajorma on March 13, 2007, 05:16:19 PM
Quote from: stonedzen;59640
Thanks for the very specific and measurable update karajorma. Seems like things are coming together nicely. Cant wait to get the demo and start practicing my flying for the multiplayer that is to come later. Or is there multiplayer support on the demo?


The demo is actually based on Multiplayer content. We've been saying that right from the start.

There's not much you can do for plotline with only a few fighter models and the mining vessel. The choice to not include the Galactica (it's not done yet!) means that we had little choice but to concentrate on multi or make a much smaller demo. One side benefit is that multiplayer on a demo will last much longer than SP. Especially when you give people the tools to make more missions.

That said what little singleplayer there is, we're sure you'll love. :)

Quote
I had another ?? as well... has anyone made a cockpit for the Viper mkVII? I've seen the cockpit of the MKII (awesome!) and I dont think the Raider really needs one. What about the raptor?


No cockpits in the demo...yet. :naughty:
Title: Mod progress
Post by: stonedzen on March 13, 2007, 07:26:43 PM
Quote from: karajorma;59643
No cockpits in the demo...yet. :naughty:

Not even for the mkII?
Title: Mod progress
Post by: Unknown Target on March 13, 2007, 07:28:34 PM
No (at least, not in the initial demo release), but it has been modeled (by me). :)
Title: Mod progress
Post by: stonedzen on March 13, 2007, 07:50:16 PM
any screens of new cockpit?
Also, sorry to ask this again but I dont know the freespace2 engine at all... when in the cockpit view, can you look around using the mouse or something like that, as you can in the X-wing alliance engine? You know, so you can scout out enemies around you without changing trajectory.
Title: Mod progress
Post by: Imperator on March 13, 2007, 08:02:37 PM
Has it been textured?
Title: Mod progress
Post by: Unknown Target on March 13, 2007, 08:17:32 PM
In Freespace 2 there is no in-"cockpit" mouse panning - in FS2 there wasn't even a 3D cockpit :)  But we're hoping it'll be added later.
And no, it hasn't been textured, it's kind of just sitting around until the demo comes out :)
Title: Mod progress
Post by: stonedzen on March 13, 2007, 08:34:26 PM
Quote from: Unknown Target;59660
In Freespace 2 there is no in-"cockpit" mouse panning - in FS2 there wasn't even a 3D cockpit :)  But we're hoping it'll be added later.
And no, it hasn't been textured, it's kind of just sitting around until the demo comes out :)

How is there in game shots of a mkII cockpit in the BSG_Mod_Teaser video if it is not textured?
Title: Mod progress
Post by: WayneA on March 15, 2007, 03:21:12 AM
Thanks for the update guys. Have really been watching this one!!!!!!!!
Title: Mod progress
Post by: karajorma on March 15, 2007, 08:55:32 AM
Quote from: stonedzen;59661
How is there in game shots of a mkII cockpit in the BSG_Mod_Teaser video if it is not textured?


A mocked up, non-final version is in the teaser. The real thing will look a lot better. :)
Title: Mod progress
Post by: Unknown Target on March 15, 2007, 01:04:20 PM
(http://img.photobucket.com/albums/v56/UnknownTarget/vipermkIIlowpoly.jpg)

(http://img.photobucket.com/albums/v56/UnknownTarget/vipermkII-6shadows.jpg)
Title: Mod progress
Post by: Cpt. Ramius on March 15, 2007, 01:36:55 PM
niiice!!!
Title: Mod progress
Post by: Crosshair on March 15, 2007, 01:54:13 PM
Lemme in!  Lemme in!!
Title: Wow!
Post by: Tweak on March 15, 2007, 01:57:20 PM
:D Amazing!

Thank you for all the hard work!
I'm Really looking to seeing this finished.
Title: Mod progress
Post by: stonedzen on March 15, 2007, 04:22:14 PM
WOW that looks incredible! But it wont be in demo? :(
Title: Mod progress
Post by: bsilver2988 on March 15, 2007, 05:03:28 PM
thats what he said
Title: Mod progress
Post by: Crixx on March 15, 2007, 11:53:24 PM
Where's my Beer&Ale Fridge???

Can't be flying prolonged missions without a drink!
Title: Mod progress
Post by: stonedzen on March 16, 2007, 01:04:25 AM
They have said many things bsilver2988.... observe,

Quote from: Unknown Target;59654
No (at least, not in the initial demo release), but it has been modeled (by me). :)


Quote from: Unknown Target;59660
And no, it hasn't been textured, it's kind of just sitting around until the demo comes out :)


Quote from: karajorma;59643
No cockpits in the demo...yet. :naughty:


They have said a few different things that suggest they might try to include it in the demo, though most answers seem to indicate they wont. I guess I'm just crossing all eleven fingers that they somehow will ;).

Thanks for all the info, this mod is going to be the best yet (of any game ever :biggrin1: )!
Title: Mod progress
Post by: karajorma on March 16, 2007, 07:27:54 AM
Let's see if I can make it clear then. There will almost certainly be no cockpits in the demo when we release it.

The team has been busy concentrating on the must-haves for the demo and cockpits would constitute significant feature creep so we're not going to delay things for them. If by some miracle they can be made to work between now and release day that might change but it's highly unlikely.
Title: Mod progress
Post by: Unknown Target on March 16, 2007, 10:43:39 AM
...and considering that no one is working on them, or working on putting them in, it's pretty much not going to happen for the demo release :)
Title: Mod progress
Post by: karajorma on March 16, 2007, 02:43:47 PM
Yep. We have far to much else to do before release day.
Title: Mod progress
Post by: stonedzen on March 16, 2007, 03:18:03 PM
Quote from: karajorma;59874
Yep. We have far to much else to do before release day.

Totally understandable. I'm just a freak when it comes to cockpits. I never do third person view in space sims... not realistic to me. Thats why it wouldve been so cool if the freespace engine supported cockpit view panning. Oh well :)
Title: Mod progress
Post by: Unknown Target on March 16, 2007, 03:53:42 PM
Well there's the HUD view...it's not like you have to fly in the third person :p
Title: Mod progress
Post by: stonedzen on March 20, 2007, 04:50:01 PM
Meh, its not the same.
Title: Mod progress
Post by: bsilver2988 on March 20, 2007, 05:51:59 PM
it's better than nothing though
Title: Mod progress
Post by: karajorma on March 20, 2007, 06:26:14 PM
We can always delay the demo for 3-4 months while we add cockpits if you want.

I suspect if you said to do that a bunch of rabid forumites would hunt you down though so you probably still wouldn't get to fly with a cockpit. :p
Title: Mod progress
Post by: stonedzen on March 20, 2007, 07:11:57 PM
Lol in that case do it. Id like to see em try!

Demo could be that far off anyway though right?
And not to nag, but would it really take an extra 3-4 months to code in a cockpit? Ive modded over a dozen games, and that seems like a really long time for one feature.
Title: Mod progress
Post by: Axem on March 20, 2007, 07:24:48 PM
Not just code, but creating the cockpit, mapping the cockpit, texturing the cockpit, and recompiling the model file to include the cockpit. And you'd have to do this for as many fighters we have. We're not at all close to finishing any cockpits this close to the demo release.

Since you have experience with modding, you could join the team and help us get through the steps.
Title: Mod progress
Post by: Crixx on March 20, 2007, 07:34:52 PM
They're lying to you.

The reason they're not adding cockpits is because they've been spending the last 6 months trying to get the pink fluffy dice absolutely perfect.
Title: Mod progress
Post by: Angreifer on March 20, 2007, 08:06:28 PM
Delay? Delay?? Please, don't listen to the mad man asking for cockpits in the demo...he can wait until the full release.

Must...fly...viper...*twitches*
Title: Mod progress
Post by: stonedzen on March 20, 2007, 08:08:01 PM
Quote from: Crixx;60264
The reason they're not adding cockpits is because they've been spending the last 6 months trying to get the pink fluffy dice absolutely perfect.


Thats what I figured. HAHA

About modding, I have experience with Empire at War, Jedi Knight, Jedi Academy, Battlefield 2, Battlefield 2142, and a few others. My experience is primarily coding and balancing.... and I am self taught.

I have never worked or even seen the Freespace2 engine, but I could get the game and start learning the ins and outs. If so I would love to help all I can. If you are interested, I will start learning it asap.

From a modders perspective, does the freespace2 engine have a big learning curve?
Title: Mod progress
Post by: karajorma on March 20, 2007, 09:36:00 PM
We actually need coders pretty badly. Are you talking about actual C++ or simple level building. We can use FREDders too but the entry requirements there are a lot higher. :)
Title: Mod progress
Post by: Dukeman42 on March 20, 2007, 10:49:45 PM
If someone decides to help us put in cockpits for the main release (which I am very much for...) I might have another little project for them to do as well;)
Title: Mod progress
Post by: Unknown Target on March 21, 2007, 03:25:58 AM
Quote from: stonedzen;60262
Lol in that case do it. Id like to see em try!

Demo could be that far off anyway though right?
And not to nag, but would it really take an extra 3-4 months to code in a cockpit? Ive modded over a dozen games, and that seems like a really long time for one feature.


Don't get us wrong - we want cockpits as much as you do (especially me :D). But we're not going to delay the demo for a non-essential feature like that - we're behind schedule enough as-is. :) Look for it as a possible demo patch, or included in the full release. :)
Title: Mod progress
Post by: miles32 on March 21, 2007, 03:31:00 AM
Heres how you add cockpits
Have everyone build a personalized BTRL cabinet using your provided blueprints.
Then they can even look around the cockpit if they have multiple monitors.

Anyway
A developer is never late nor early he finishes exactly when he means to.
Title: Mod progress
Post by: Tikey on March 21, 2007, 07:11:43 AM
Quote
Heres how you add cockpits
Have everyone build a personalized BTRL cabinet using your provided blueprints.
Then they can even look around the cockpit if they have multiple monitors.

With a little cardboard and lots of imagination everyone can get their own cockpits :P
Title: Mod progress
Post by: stonedzen on March 21, 2007, 03:41:08 PM
Quote from: karajorma;60269
We actually need coders pretty badly. Are you talking about actual C++ or simple level building. We can use FREDders too but the entry requirements there are a lot higher. :)


No, I am very amateur when it comes to coding. I am very good when it comes to identifying balancing and gameplay issues however.
I havent used C++ since I was fifteen. Is that what your guys are using for the mod? Wow, I guess all the more recent games I've modded are a lot more mod friendly.
Title: Mod progress
Post by: Axem on March 21, 2007, 04:40:45 PM
Not quite. C is what we would use if we want to modify the engine. A good portion of the game data is all plain text so its very easy to modify.
Title: Mod progress
Post by: Unknown Target on March 21, 2007, 06:39:27 PM
Quote from: stonedzen;60341
No, I am very amateur when it comes to coding. I am very good when it comes to identifying balancing and gameplay issues however.

That would be one of my jobs :)
Title: Mod progress
Post by: stonedzen on March 21, 2007, 07:23:35 PM
Quote from: Axem;60342
Not quite. C is what we would use if we want to modify the engine. A good portion of the game data is all plain text so its very easy to modify.


I could easily learn to work plain text coding, thats primarily what Ive done before. If you know any good tutorials specific to freespace2 to send my way I would love to help wherever I can.
Title: Mod progress
Post by: karajorma on March 21, 2007, 09:07:12 PM
In general few people write missions in plain text. We use the FRED program to generate the mission text. That said if you have basic experience with coding you'll probably find FRED very simple to learn.
Title: Mod progress
Post by: stonedzen on March 22, 2007, 12:57:53 AM
Quote from: karajorma;60356
In general few people write missions in plain text. We use the FRED program to generate the mission text. That said if you have basic experience with coding you'll probably find FRED very simple to learn.


Awesome, so where does that put me? I am downloading FRED now. I will mess around with it, along with a copy of FS2. If its easy enough, I would love to help you guys out.
Title: Mod progress
Post by: karajorma on March 22, 2007, 07:39:40 AM
There's a walkthrough in the help menu which will teach you everything you need to know.

FRED is one of those programs where you can learn how to use it in a day but still be learning new tricks years later (The fact we're constantly improving it helps too) :)
Title: Mod progress
Post by: Crixx on March 22, 2007, 11:43:07 AM
Quote from: karajorma;60398
FRED is one of those programs where you can learn how to use it in a day


Unless you're me, in which case it'll cause you to run around screaming.
Title: Mod progress
Post by: karajorma on March 22, 2007, 01:42:55 PM
Depends on the individual really but at the heart of it, all there really is to a mission is making lots of events like this

When - Ship A is destroyed - Play a message - Make Cylons Attack Ship B

I don't believe that anyone with a modicum of intelligence can't understand the basic principles of FRED. Where it gets confusing is learning to hold the whole mission in your head so that you realise that the event above will still trigger if later you want to add an event that triggers when Ship A AND Ship B are destroyed, and that this might not be the outcome you want.
Title: Mod progress
Post by: Sparky on March 27, 2007, 11:58:24 PM
This is from the FAQ thread:

Quote
Q: What kinds of Ships will be flyable?

A: Ships like the Viper Mk I, II and VII, the Raptor, and more.

So the basically the TOS Viper will be in the game too?
Title: Mod progress
Post by: Josh_88 on March 28, 2007, 12:59:27 AM
im pretty sure for the final release of it they are going to have as many ships as they can, at least thats what it has sounded like
Title: Mod progress
Post by: Imperator on March 28, 2007, 01:54:36 PM
Quote from: Sparky;61068
This is from the FAQ thread:



So the basically the TOS Viper will be in the game too?

It said that on the original site, you might have noticed that it's been omitted on the new one. ;)
Title: Mod progress
Post by: karajorma on March 28, 2007, 03:36:05 PM
I wouldn't consider that indicative of anything other than a desire to have people stop asking us about the Viper Mk I :D