About 1.2 patch
by wingman · in ThinkTanks · 08/14/2003 (11:25 pm) · 6 replies
ETA for release?
#2
The roadmap for 1.2 has been laid out (see link above), and we will be slowly working toward this goal and we will release it when it is done.
As far as modding goes, we are undecided about it. Eventually we may open up the game for modding, but we want to wait until the community is well established so that there is a semi-consistent experience for end users (we don't want everyone adjusting to different tank settings on every server) and that we have a system designed for modding the games that will prevent modders from doing things that will break the game (which can be done very easily now with the range of settings that the game editor will allow.
It is highly unlikey that we will ever allow the tweaking of tank settings. We would like this game to be about driver skill, not skill in tank configuration.
08/16/2003 (8:35 am)
Please don't push us on this. We will release 1.2 when it is ready. It won't be soon (not in the next few weeks). With every change, we have to be very careful that we don't break the game. The roadmap for 1.2 has been laid out (see link above), and we will be slowly working toward this goal and we will release it when it is done.
As far as modding goes, we are undecided about it. Eventually we may open up the game for modding, but we want to wait until the community is well established so that there is a semi-consistent experience for end users (we don't want everyone adjusting to different tank settings on every server) and that we have a system designed for modding the games that will prevent modders from doing things that will break the game (which can be done very easily now with the range of settings that the game editor will allow.
It is highly unlikey that we will ever allow the tweaking of tank settings. We would like this game to be about driver skill, not skill in tank configuration.
#3
maybe I shouldnt have used the word 'modding'. I mean scripting. Allowing clients to create scripts for themselves, that would not affect others.
08/16/2003 (8:51 am)
Joe, im not pushing ya, just new to the think tanks community, and hadnt seen the above mentioned info yet.maybe I shouldnt have used the word 'modding'. I mean scripting. Allowing clients to create scripts for themselves, that would not affect others.
#4
We are a very small company, and we have a small (compared to Tribes or Tribes 2) community. At this point in time, allowing the game to be modded and releasing the scripts would, in our opinion, would create a very random and possibly difficult experience for the new users, who would not be able to tell the difference between the modded and unmodded 'rouge' servers out there. We feel that this would have a negative effect on the sales of the game, based on the demographic of our registered users.
We also don't want to allow for client side modifications of the game that will allow those 'in the know' to have an unfair advantage over the demo players, allowing them to stomp the demos into the ground (providing the demos with an un-fun experience, who will then never register)
Until the community is much more established we will be very reluctant to release our scripts for modding.
Now, if a large influx of several thousand Tribes players were to come into the community and get registered versions of the game, and this large user base purchased the game with the sole intention of modding it, we might be more inclined to open things up for modding more quickly(possibly adding something to alert new players that a server had been 'modded')
So, spread the word...
08/16/2003 (9:26 am)
Jason,We are a very small company, and we have a small (compared to Tribes or Tribes 2) community. At this point in time, allowing the game to be modded and releasing the scripts would, in our opinion, would create a very random and possibly difficult experience for the new users, who would not be able to tell the difference between the modded and unmodded 'rouge' servers out there. We feel that this would have a negative effect on the sales of the game, based on the demographic of our registered users.
We also don't want to allow for client side modifications of the game that will allow those 'in the know' to have an unfair advantage over the demo players, allowing them to stomp the demos into the ground (providing the demos with an un-fun experience, who will then never register)
Until the community is much more established we will be very reluctant to release our scripts for modding.
Now, if a large influx of several thousand Tribes players were to come into the community and get registered versions of the game, and this large user base purchased the game with the sole intention of modding it, we might be more inclined to open things up for modding more quickly(possibly adding something to alert new players that a server had been 'modded')
So, spread the word...
#5
I want my ufo. *sob*
Devestator
08/17/2003 (1:45 pm)
Where's heavy testing and ufo capability? my ufo is gathering dust in the corner.I want my ufo. *sob*
Devestator
#6
01/08/2004 (1:08 pm)
-BUMP-
Torque Owner Tank Dork
Check out these links and quotes and your questions will be answered with the most up to date information available on this topic.
#1: ETA for release of 1.2
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4432
#2 Editor.. to release or not release..
www.garagegames.com/mg/forums/result.thread.php?qt=10431
"once again I am forced to do the research.. not that I mind..."
Tank Dork