Game Development Community

V12 Release Update: May 2nd

by Rick Overman · in Torque Game Engine · 05/02/2001 (2:54 pm) · 17 replies

V12 Release Update: May 2nd

Monday's meeting was long and productive. Primarily brought Mark Frohnmayer up to speed on the status of GarageGames and discussed strategies for the next six months.

As many of you have noticed our initial (guess) release date passed Monday. We had originally estimated that date prior to GarageGames even getting the first code drop, which in retrospect was a silly thing to do, don't you agree? :) Our plan is to give you a weekly V12 status update every Monday here on this forum, rather than making another rough estimate. And as always, you are welcome to ask questions at any time.

--Rick


Tasks completed week of April 23:

Task list completed -- Now that we have dug into the code a little bit and have a better understanding of what needs to be done and have a fairly complete task list for the V12 release.

VC++ code modifications and makefiles complete -- Tim continues to work with CodeWarrior and Rick is developing with VC++ to ensure compatibility. Our associate Matthew Fairfax will be creating and maintaining a VC++ project file for the V12.

Hud gui's ported -- Tim finished porting the non-Tribes2 hud elements and began cleaning up the client sever messaging system. Reticule, chat display, chat entry, compass, damage, energy, etc.

Multiplayer Lan games working -- you can now establish a lan game and drop on a terrain with the player.

Lots and lots of script cleanup -- did I say LOTS? The scripts are the guts of tribes so when you need to remove the tribes specific code that means lots of script reorganization and rewriting. Should be considerably easier to understand and modify when we are finished.

Tasks Underway this week:
-simple interface shell
-host/join gui screens, supporting scripts and new controls
-get mission editor up and working
-lots of script massaging
-prepare for first code drop to garagegames associates asap.

#1
05/02/2001 (3:46 pm)
Sounds good , i love to hear whats going on :)
#2
05/02/2001 (5:14 pm)
Who's considered associates?
#3
05/02/2001 (6:12 pm)
This is a REALLY good idea. I only wish another company I'm following (A????) would read this and introduce something similar. In fact I suggested it to them a couple of weeks ago and didn't even get a reply!

I think most people are very forgiving about release dates so long as they're kept informed. People get scared off by a lack of information.

Keep up the good work GG.

BTW is that meant to be script massaging or script messaging? :)
#4
05/02/2001 (7:09 pm)
Associates are the people with Associate under their name =) Currently there are only 2 of us: me and Pat Wilson. We are going to be helping with the code and initial documentation. We are also going to be helping support the V12 once it is released.
#5
05/02/2001 (7:54 pm)
Hehe, the script cleanup is what I was worried about. I was afraid there would be a lot of Tribes 2 'relics' left over.

Hey, could you settle something for us? You say that the player can now drop on the terrain -- will you be including sample terrain textures with the first code drop? Or will you be using the Tribes 2 textures? (prolly not, but just in case.)

Also, what is the 'demo' going to be like? I know it's a silly question, because initially its just going to be an 'example' of what the V12 is capable of -- but, for instance, will you have a gun? Will you even attempt to make the terrain realistic? If multiplayer for the demo is supported, will GG operate the same kind of 'matchmaker' server that Sierra did for Tribes?

I'm not concerned about whether the demo will be a 'fun game'. :) I just want to know if that sort of thing will come with the first drop, or if it will have to be developed later.

But since you're gonna show off the features of the V12, you'll need some sample worldcraft buildings. Are you guys gonna do those? :) Because I think we could come up with some sick and twisted stuff if you need us to. >:)
#6
05/02/2001 (7:59 pm)
Oh, yeah! Will you include some sample AI?

I mean, the *basic* bot functions -- are they really considered Tribes 2 specific? I mean, the point is that they can navigate in 3 dimensions -- as long as they don't have jetpacks per se in the demo (maybe a twirly little beanie hat on their heads), wouldn't it be ok for you guys to include the AI stuff pretty much 'as-is'?

I ask this because on a list of 'things I suck at', AI Programming is somewhere between 'good first impressions' and 'quantuum computing'.
#7
05/02/2001 (9:00 pm)
Hey Matthew, what are your thoughts on Ancheaux's not making quesadillas anymore? I think it's a bummer, the San Antonio rocked.

Anyway, it's good to know there's a semi-official GG'er less than a 15 minute drive away :) Well, Good for me, not necessarily good for Matthew. 8^D
#8
05/03/2001 (6:32 am)
Never been to Ancheaux's so I really don't have an opinion on the matter. I thought they were a pizza place? I don't like pizza...I know, I know, that makes me un-American and a freak of nature and no, I don't know why I don't like pizza. I like spaghetti and breadsticks and cheese and pretty much every individual piece of pizza but something about cooking them all together gives it a flavor I just can't stand! I have met a few people who kinda didn't like pizza but never anyone else who really didn't like it. And yes, I have tried some high quality, awesome pizza and I still didn't like it.

Well, enough about me not liking pizza =) It's pretty cool to see another GG'er who lives near me! I hope one day in the distant future to start a game company in Charlotte, NC (I am moving there very soon). Maybe we could hook up?
#9
05/03/2001 (6:55 am)
Gotta learn to read or at least finish my coffee before posting. Thought that said that they would RELEASE it on May 2nd :)
#10
05/03/2001 (6:08 pm)
Huh im sure some of the comunity would help with some things, depending on what this demo is gonna be like, i mean if your going to need a model or 2, some of the artists in the community could produce these together for GG, i would suspect that any demo would be on later drop but, anyway its an idea. but if things like models are required you dont have to comprimise your selves as there is no code needed by an artist, i suppose it would depend on GG,s resourses in that area and what is needed.
I would certainly be happy to contribute 3D models\textures if required.
#11
05/03/2001 (7:04 pm)
Machinima, Machinima, Machinima,...

will the Tribes 2 engine have real-time filming support like the highly touted Lithtech Film Producer?

Information:
http://www.strangecompany.org/lfpmain.htm

Unreal 2 is rumoured to have an integrated Film producer also!

I think this would be a significant component and marketing point to acquire a larger audience, yes ?!

Any comments on this?

Sxean
#12
05/03/2001 (7:42 pm)
Sxean,

Although I doubt V12 will include a Machinima studio, the amount of code that goes into a film production studio for a game is actually quite minimal. Most of the difficulty is designing an interface that can both control the characters and the camera. That's not an easy task.

Given the flexible nature of V12, and the ease of scripting new interfaces, etc. I'm sure an enterprising Machinima group could build a top-notch studio for V12.

--Bryan
#13
05/04/2001 (1:21 am)
All I can say is

WOOHOOOO
#14
05/04/2001 (3:59 am)
Actully if the demo's made with V12 are like Quake i was thinking of mkaing a demo studio type program not only for advertisement but so that players can take movies and show everything, not just what they saw.. I was planning on doing this but of course i need the engine and my game first :P
#15
05/04/2001 (2:34 pm)
Thanks for your quick response Bryan, actually I've already contacted several groups that are interested in this particular endeavour.

I'll post thier URL's once v12 becomes available.

The enthusiam is building up here!

Matthew, that's a good plan, go for it, I saw some available code for a Realtime studio that was written in UnrealScript for the Unreal engine, of course. perhaps that may be a good starting point. Try the URL i posted above.

Whoopie shoopde doo I want my V12 !

:)
#16
05/06/2001 (12:53 am)
oky but can we at least be told wehter we are looking at weeks or months here before release?
#17
05/06/2001 (5:42 am)
That lithtech film producer thing looks godo but that's designed for Movie theater movies... or that's what i got from it *shrug*
From my perspective it shouldn't be to hard to make a movie producer from the demo's as all it would take is having the user move the camera and the program to record either just the camera movements with the demo for in game movies, or to record what the camera sees as it goes, for AVI type movies. The latter will be good especially for showing off movies of the game without having them to actully own the game, and for advertising the game. The only problem is that i don't know the AVI format and thus don't know how I would do that, especially through scripts...