GoldenEye: Source Forums
Debriefing => General Goldeneye => Topic started by: CCsaint10 on October 28, 2007, 06:39:53 am
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So i was curious and wondering if the lack of updates meant you guys are trying to get them in the game and that the weapons/maps you have presented us so far are the ones that are going to be in the next release. Does the lack of updates hint that there is going to be another release here coming up here soon?.....just me trying to put things together.
Although, even it meant that there was a release coming, I probably wouldn't get any information out of you guys...I know how that goes.
Anyway, just wondering what lack of updates meant. :)
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So i was curious and wondering if the lack of updates meant you guys are trying to get them in the game and that the weapons/maps you have presented us so far are the ones that are going to be in the next release. Does the lack of updates hint that there is going to be another release here coming up here soon?
No and no, sorry!
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Wow semedi, that was kinda harsh buddy. And then you didn't even answer my question?
"anyway, just wondering what the lack of updates meant."
I have been keeping up with this mod since the first release...I just thought I saw a connection with lack of updates and release, since that is what mods tend to do. After they present the models to everyone, they then try to code and animate them in to the game. I don't know, just thought I would get a little more detailed and not so abrupt answer.
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He's just telling the truth, but anyways this mod is very much alive.
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Well, we've released pretty much all of the weapons and characters that have been done. If you'll look at other mods, they usually do monthly or quarterly releases, and have a character or a weapon in it. Our media release schedule has been pretty brutal with 6-8 assets being released each month, and while we've been able to keep up with it in the past, frankly we've run out of high priority assets to work on. Development focus has moved into other areas such as coding & implementation, and that kind of stuff doesn't move as quickly, and isn't really suited for weekly releases.
There is a lot of stuff going on behind the scenes, and when the time is right we'll be able to show it off to you guys.
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the biggest reason for there being not as big of updates right now is... would you guys really want to see a media release with a bunch of props in them haha.
yea props are cool and all but people don't really get excited about things like that.
you guys wouldn't really want to see our WIPS for art assets either those generally don't look to good, or are just bland boring gray models.
then theres the fact that a lot of the work being done right now is more managerial type stuff organizing things to get ready for our next release we could do a media release of our meetings logs haha but thats also kind of boring.
i can tell you this much, major major crashes seem to be out of the mod right now. but the code overall is pretty messy, along with the rest of the mod. so we have some house cleaning, and polishing to do on the art assets before the next release. but code cleanup, and asset polishing makes for a pretty bad media release haha.
i think we will let you guys know once we start that process of getting the ball rolling towards a release. it shouldn't be to far off.
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Thank you Johnathan and Konrad. That is the exact answer I was looking for. I understand now why you wouldn't want to do updates with that stuff. I am happy though that MAJOR MAJOR crashes are not happen right now. That is always a good sign. So are you guys going to hold your release until the sdk is update with EP2 modifications?
Thanks for the good responses
Lax
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lol, I'll be sure to dress up my responses for you next time ::)
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The team has been tossing around a lot of ideas on whether or not to do a release before the release of the source engine v11 comes out (aka ep2 engine/source 2007 engine). When we come up with a definate answer on whether or not we can get a well planned release out before that comes out is the determining factor. We are starting to test more and more each week so we will keep you guys informed. We usually don't like/want to keep you guys in the dark.
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I don't like to ask for this, but it's almost been a month since the last update. Even if there is no pictures, it would be nice to have a little briefing of what is happening on the inside :)
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I added HDR to runway haha
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I added HDR to runway haha
woot! GES Update 11/5/07 ;)
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Thank you Johnathan and Konrad. That is the exact answer I was looking for. I understand now why you wouldn't want to do updates with that stuff. I am happy though that MAJOR MAJOR crashes are not happen right now. That is always a good sign. So are you guys going to hold your release until the sdk is update with EP2 modifications?
Thanks for the good responses
Lax
i think we are eventually going to have to switch over to the episode 2 SDK... but the trick is when is valve going to get it out to us. they are notorious for getting things like that out to developers pretty late. not to mention last update they had gave us the lovely multi fire bug... which they had no solution for almost a year.
if they can get the SDK us soon, we could start working on the final clean build of the game. which would be really nice.
if we were to release our current build... it would be a lot of work, and we would still have to do a recode and cleanup anyway. so i think its best that we just wait to get you guys a clean fun game to play. so for now they can just squash any large bugs that pop up so we don't have to deal with them in the recode.
i think its really funny when people are like "OMG this mod is dead" when from the inside of the team everyone is like "hey... the core game is almost done... cool" yea sure theres cool features and extras we want to put in, but in terms of a the major game play mechanics.. the game is looking surprisingly solid right now.
basically the big hurdles the team has right now as far as development,
1. port to EP2 SDK
2. Bug hunt the port
3. play test/ balance
4. art asset polishing.
and thats about it. hope that gives you guys a bit of a clue to whats going on the inside.
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Can you ballpark a difficulty rating for the first?
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well, we got mario back and he's been kicking some ass, but we don't really know what exactly is involved in the port itself or the volume of iteration it's going to take, so we'll try to get a more solid answer once we can get our hands dirty in the new stuff
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Can you ballpark a difficulty rating for the first?
its not really hard, so much as its time consuming. it sure beats trying to bug hunt a dirty build though, and it'll give us more tools for effects in future builds. we don't really know exactly how long it will take, it depends on testing, and how much time our coders have. if we were in an office setting, and we had our guys coming in every day for 9 hours, i could give you a schedule of when we would expect things finished, but because we don't have that, its sort of when its finished haha. but thats working in mods so yea we are used to that.were stabilizing our current build, and trying to get out as many big bugs as possible so we have less to hunt down after the switch over.
up side is, this whole process is not an extremely difficult task, and it allows us to get a really organized play test setup that lets us build off of a completely stable foundation. which is of course great news for you guys, because you'll get a really solid build with hopefully very few bugs.