But I've learned so much!
#41
Posted 29 January 2012 - 11:17 PM
#42
Posted 29 January 2012 - 11:36 PM
#43
Posted 30 January 2012 - 06:04 AM
And hey, it's nice to see actual quality work. I see far, far too much half-assed, hypocritical, and lying stuff to attract more people with low-quality work.
Edited by Kitkun, 30 January 2012 - 06:07 AM.
Frosty Freaky Foreign Forum Fox
<DevXen> Today I was at the store and saw a Darth Vader action figure that said "Choking Hazard." It was great.
#44
Posted 30 January 2012 - 08:29 AM
I think it's more that the overhauls they needed to make were huge. Rebuilding land, AI, etc. are huge and going to take a long time no matter how you look at it.
And hey, it's nice to see actual quality work. I see far, far too much half-assed, hypocritical, and lying stuff to attract more people with low-quality work.
AI and Land were absolute monsters to do and both had to be built from foundations upwards. This broke Galactic Mode for about 9 months, but now they are in place, V1.3 is just edits and additions. Much quicker.
Edited by Ghostrider, 30 January 2012 - 08:33 AM.
#45
Posted 30 January 2012 - 12:23 PM
Go ahead and circle February.If it means anything, it's coming out this year. Sometime in mid to late December if my calender is correct.
Auto-patching is something I've wanted to add, but it doesn't look like it's going to happen in v1.2. I haven't really had time to look into it. Any idea how difficult it would be?Not that you guys dont do amazing work, but I feel like you have the attitude of "releases have to be HUGE and months or even years apart", but there are auto patching launchers for several mods for C&C games out there that allow the team to release small updates very easily and keep people interested.
This. To me, there were two obvious reasons that made v1.1 a disappointment (and, incidentally, prevented us from being labeled a total conversion): the too-early addition of land, and the fact that the AI was breaking down further with each new feature. How can you honestly put a new version out there that didn't address both of those deficiencies? I couldn't.I think it's more that the overhauls they needed to make were huge. Rebuilding land, AI, etc. are huge and going to take a long time no matter how you look at it.
He's right - I wasn't able to play it for about a 9-month period while the AI still had kinks (testing went on without AI). That was pretty miserable. But those kind of fundamental changes are behind us now! I mean, AI was something that shouldn't have technically been feasible, and land is, without understatement, an entirely new game.AI and Land were absolute monsters to do and both had to be built from foundations upwards. This broke Galactic Mode for about 9 months, but now they are in place, V1.3 is just edits and additions. Much quicker.
Slowly, incrementally, we're also finalizing features. There's normally a lot of reinvention that goes on throughout the process, so whenever we can definitively call something "done", that's a victory. Complement mechanic, done. Planetary advantage system, final. Mostly significantly, I think land combat will only need minute tweaks going forward. With the following release, we'll be able to fix planets to TES coordinates and Ghost will be able to start checking off campaigns. Every map that evilbob does, every model that Nertea completes puts us that much closer to completion.
#48
Posted 30 January 2012 - 09:45 PM
I personally don't know, but know of several different mods that included it (cold war crisis, Vietnam: GO, a few more) with simple launchers that read the version of the mod and checked for a newer tag on the server to ensure it was up to date. I wouldn't think it would be too hard, but thats just an educated guess tbh, it could very well end up being a huge PITA.Auto-patching is something I've wanted to add, but it doesn't look like it's going to happen in v1.2. I haven't really had time to look into it. Any idea how difficult it would be?Not that you guys dont do amazing work, but I feel like you have the attitude of "releases have to be HUGE and months or even years apart", but there are auto patching launchers for several mods for C&C games out there that allow the team to release small updates very easily and keep people interested.
FEBRUARY.... awesome
#50
Posted 31 January 2012 - 10:46 AM
Speaking of which. Is Nertea only doing models for Land, or is Space open for the love?every model that Nertea completes puts us that much closer to completion.
I mean, a good Land half will be awesome, but it's Star Wars. Space, man. New Class Modernization Program and more call for proper PR justice.
#52
Posted 31 January 2012 - 08:49 PM
Speaking of which. Is Nertea only doing models for Land, or is Space open for the love?every model that Nertea completes puts us that much closer to completion.
I mean, a good Land half will be awesome, but it's Star Wars. Space, man. New Class Modernization Program and more call for proper PR justice.
Focusing on Land at the moment. The space roster is pretty solid at the moment but there is so much MORE to add in land. Once the priority land developments are under way we can possibly look at other stuff. But that's the future.
Lets get 1.2 done and out there first before designing 1.3!
#54
Posted 01 February 2012 - 09:59 AM
Same reason as when it was rushed for v1.1: we got a vehicle modeler. The original one (not Nertea) didn't work, which is why you ended up with an unpolished pre-alpha of land combat. Without Nertea joining, I probably would've cut it back to vanilla for v1.2. I don't think I can understate how badly we need technically-skilled artists.Pardon me but wasnt the original plan to overhaul space portion for the 1.2 and do land for next release? What made you change your mind?
I must be clear though: this isn't a v2.0 complete land combat. Design and coding are solid, but other aspects have holes. There are no custom particles, no new infantry models, the vanilla units are often mis-rigged for our purposes, the tech tree is shallow, etc.
For the sake of space combat though, it's better that it happened this way, because it now stands to benefit from everything I learned doing land. That doesn't happen if land is attempted from the beginning, and might not either if it's put off.
Let's just say there's a roadmap in place next time. There are some detours, but they're optional given time constraints on v1.3. For the most part, we know what needs to be done already.Nonsense!Lets get 1.2 done and out there first before designing 1.3!
#57
Posted 02 February 2012 - 11:27 AM
I will say one thing about v2.0 though. I don't expect it to be a major push, so much as a milestone, mostly because the work that remains to get us there is largely out of my control. There will be some unit design and some rigging involved, but I think the timeline will be set by particle artists and unit modelers.
#60
Posted 03 February 2012 - 07:25 PM
Yeah, I know. I figured people were auto-resolving the vanilla land battles anyway, so it'd make no difference what state they was in. That's long behind us now.
Speaking of auto-resolve, is it improved now, for land and space? I remember my friend and I once tried multiplayer GC on Tropical Bob's 1.1.2 mod, but it didn't work out because we sent in massive fleets against pirate planets but would fail to take them or take huge losses we never would have taken had we fought the battle tactically.
Reply to this topic
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users