I write code.
BTW, there's also a mod called Flipside.
This reminds me so much of our first podcast :)
I liked it. And if one of you guys that produced the podcast think that it had a bad start, my advice is: don't worry, it will get better.
Now, besides comics, everything that is episodic (even podcasts! :O) need frequent updates. This can become an issue though, so don't rush in to commit to a schedule. Experiment with the schedule before settling and announcing a frequency of the shows/comic issues.
- everybody can get a microphone and make a podcast:
True. To get more people in though, you'll need to provide contents, and that's the difference between guys with microphones and a podcast.
As long as you talk about the game, you have contents that nobody else can supply. You have a podcast.
- interesting view on buying games. Usually, the games that I buy manage to keep me interested more than a month. Plus, I tend to re-play some of them (RTS-es, then STALKER, this one has a nice SP campaign).
- you should really consider bringing Jennifer on the podcast. She's not shy about sharing her opinion about games, and from what I was able to hear, she's bringing arguments to it. So, get her on.
- men are the best chefs. Period. So, aprons are ok.
Again, as I already said, get her on the podcast on the next shows.
You should really consider going as an independent steam app, much like ZPS or Eternal Silence. I mean the only thing 0.4.1 needed is a runtime of it's own, and I verified that by starting the mod as a mod of Eternal Silence.
I know, :O , but it worked perfectly.
You also promissed top hats. If it's possible to do it for only one map, do it for plague.
This can evolve then in some custom clothing for each map: in plague they're wearing top hats, in other maps astronaut helmets ...
Now now, just because he doesn't have the time to play a lot of mods that doesn't mean he has no business being here. It would be like none of us should enter a food store just because we don't care that much about the differences in egg types.
I did vote, for 3 (or maybe 4?) mods that I liked.
We do keep updating the mod. We're currently working on the next micro version (1.1.2), that will include some corrections for a map and some server side fixed.
There are also 2 new maps in the works, so stay tuned.
Usually the Russian Bears have one server up. They run CTF. Try filtering by game mode.
Ha! I dig that! :)
Good post mortem indeed. You've shared quite a lot of good practices here (I personally like the 'dummy sounds' one), thank you.
Filtering out buggy mods, I agree. ******? ****** is subjective.
And even for buggy, I wonder how many of the big mods (ZPS, Eternal Silence, Project Reality) shipped out bugs free.
When going on such an enterprise there will always be risks of taking bad decisions. Having all the mods in at least shifts the decision making and all the risks associated to it to the user.
We do have 9 classes, like in tf, but! There are 13 playable characters. The soldier, demoman and engineer have alternative characters. Same for the heavy, which is doubled by the smartgunner.
So the class system is almost like in TF, but with a twist on ballance.
Not quite so. Moddb is truly open: anybody can submit content to it.
Desura on the other hand will have it's editors pick which mod gets distributed using it.
It's just not as open as Moddb is, and that's why I'm giving it a 'Meh', but I'm holding my fingers crossed for the crew. This idea can trully take off if they make it as open as moddb.
So, while in its current shape (as far as I was able to picture it) is not that appealing to me, it definitely has the potential to grow in something bigger and better.
I don't think he's angry, but rather more like an all-knowing dude.
Thanks for the article, fun to read, and I bet something from it will stick with us.
the orange funny being game is pretty good though. I like it.
I had no idea there was a war between classes. I mean 'class struggle' stands for something else ... right?
Well, technically, there was no interruption of online play for AvP2: we had the new master server up and running at the same time Sierra pulled the plug on the official one.
Anyway, glad to have you back!
Yes. The displayed player movement is the result of interpolation; a mediation between two positions already received by the game client. It makes the player movement smoother, and coupled with a hit validation that knows about interpolation it can provide a very nice experience.
We piloted that in AvP2 Team Fortress, to provide a better game experience at higher pings. We have players that reach 350 ms in ping, and they like the new netcode.
Anyway, the new netcode can be turned on and off from the game server, through the server configuration file.
Interesting, I must admit. Ian said that CAD people used this kind of technology. What changed? I mean I take it they don't use it anymore, why?
Works great on your own computer. On two other projects I do use SVN too though.
@Zerglings: Yep, SP only.
@Windebieste: Finally! Welcome on moddb. Now, upload UHM too, pretty please :)
The Noob comic:
Not quite so. I usually go quickly through them, except when a level editor / SDK is invovled. In such cases, after skimming through them, I reserve some time in the following days to read it word for word.
Now not all licenses should be read word for word; in 99.9% cases there's really no need for that.
However, there are some licenses that should be read entirely: the GPL, LGPL and Creative licenses. After reading them and trying to understand their meaning, you will not make any confusions between Open Source, GPL licensed and free (as in 0 USD/EUR price).
Don't hate it so far ... That means you have another shot at making people (well, me at least) hate it with your second episode. Thumbs up!
We're doing OK. Version 1.1 will be released this year for sure, we just want to make sure we didn't forget anything.
Related to PR: consider having a sepparate person doing PR. I agree, that person should be in contact with the development team, to get things straight.
Still, for one person alone:
Development + PR = chronical lack of time
I subscribe to Silverfisk here. There was a show on Discovery Channel that analyzed sounds and how we react to them. Apparently, lower frequencies make us more tense and scared. Now, while I arrived at the same conclusion with Silverfisk before remembering the TV show, the fact that "A Functioning God" has more low frequency sounds (for example at second 55 and on) is the only thing I can put my finger on as to why "A Functioning God" sounds better to me.
Now, I went on and listened "Schism" again: this song has its own strong bass, I'll give you that. It also has the pseudo-vocal part, that somehow covers/detracts from the tense mood the bass is delivering. The piano in "A Functioning God" doesn't do that.
Anyway, take all criticism with a grain of salt. After all, it's your game, you guys know better what kind of atmosphere the game is supposed to deliver. For all that I know, my opinion on the songs can be very well (and I think it is) biased by the games that I use to play (STALKER anyone?).
Well, in my case I try to make a living through writting code, lol :)
The 'I write code' is actually related to this:
Well, that works with friendly fire turned off. But with it on ...
Ha! Thanks, I'll have that edited :)
Yeah, that's the main purpose, especially since the mod has plenty of quirks that make the experience different from both existing TF mods/games and AvP2.
The track is pretty good! It says 'spy' or 'covert ops' all over it. *thumbs up*