FluXs Thoughts - 4th Oct 2004

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DA|aBsOlUt

DA GOD
Oct 24, 2001
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A ha!

I knew it, I said it to everyone even if I am a noob it was because enemies used projectile weapons and not instant ones.

Nobody again (except you dante but you were gone by then) believed me about it.

PvP for now and maybe then PvB again.
 
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Bytekeeper

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Jul 15, 2001
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Dest said:
Help us change it?

I'm making maps atm....
Change it to what ? There never was one specific direction the whole team was going. Everybody wanted (and still wants) something else. Just look at this PvB and PvP stuff...
There's plenty of code and good models wasted currently because we only got 1 "real" DA2 map.
And everytime we had a team meeting on what DA2 should be it ended with people talking about how cool it'd be if we had dropships etc. ...
Everytime somebody got "this cool idea" which I should implement just to see that it's not used by anyone.
Or look at the HUD for example. How many different concepts we got ? 5 ? Not one clearly finished...
That said, there's enough code done to make a "good" map. You can recreate the old DA (though monsters lag because of shots...), you can go further and instead of one single "winning spot" have it a bit mission like. You can have reinforcements for defenders and so on.
Sure the code has bugs (if not a lot), but none of them does prevent one from creating a map and testing it.
 

Dest

DA Team
Oct 6, 2004
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DA|Dante said:
but none of them does prevent one from creating a map and testing it.

What you think im here for :hmm:


Shot00028.jpg

Shot00058.jpg


Unfortunaly They got deleted by exident when reinstalling ut2k4... :mad:

I will remake them...
 
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DA|aBsOlUt

DA GOD
Oct 24, 2001
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Well I have said those things numerous times to some people although I did participate as I was one of them.

I have taken the decision of PvP and whoever wants to follow me the doors are there and you will be welcome to join us.
 

FluXs

old skool
Feb 12, 2002
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good old time

Okay. [D] the map looks good. do you mean you deleted the map or deleted the screenshots?

How about this:

[D] is making maps, FluXs is making maps, Spec is making maps and Spec's friend is currently working on modelling a new alien species.

Forget for now about pvp and pvb; pretend its done and coded... Instead lets concentrate coding on implementing our DA features and fixing existing bugs. (as well as mapping)

We need to code such things like adding machine guns which can be built by the Machine Gunner or buildable sand bags... all of that stuff. Also how about working on adding a DA2 GUI menu and HUD and getting sounds/weapons sorted and added. There are bugs with the current weapons atm so they can be fixed too.

Bassically do everything else for DA2 not related to implementing pvb or pvp or stuff the current coders cannot code themselves! This would also include getting the alien sides weapons and creatures modelled and animated, including 1st person views.

Then if certain sexy coders stilll dont feel they can help; we look towards getting new coders to implement PvB and PvP support and any of our features which the current coders couldnt do.

By then we would have more features/gameplay actually in game with maps created for playing. Hopefully coders and other people will return to help in the harder aspects. We would alsol be in a better situation to ask for help if needed too.

Also hopefully this re-activation of all things DA will bring back people who left; as we seemed to be going around in circles and not developing the mod.

Im sure absolut and co can work on implementing/updating a GUI or working on any tweaks for weapons/sounds etc or adding abilities for the medic and mechanic in (if they can)

I think this is the best way; get everything else done apart from the pvp and pvb modes as its that where we have stopped. Releasing a small pvp game only serves to show off the models and ruins the name of the game.

Then when we look back you will be able to see we have got a lot more work done and havent got bogged down with game modes. Its because all the other things we can be getting along with have been forgotten.

Also this way. we wont just end up releasing a pvp game, but maybe instead a pvp and pvb game with all the other features added... and that will make everyone happy.

Also dont forget me and spec sat down and started going through the game and removing un needed features on paper / making the game a lot less complex to understand in terms of whats needed and how it will play.

If at the end of this process we cant find anyone to help code with pvb then fine, release a pvp game but at least then we would of implemented much more of the DA2 game into the MOD. This is compromise with absolut... dont rush this into a pvp. lets carry on developing the rest of the game and then see where we are. This way we can carry on developing DA2 without turning it into just a pvp game too soon; this i hope will please the DA2 fans as it gives us the best chance to carry on developing DA2 into what we want to play

:enforcer: Long live the Alliance! :boom:
 
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spec_x

DA2 Project Lead/Level Designer
Dec 10, 2002
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well, until everything is settled, neither me or tyson will be doing any work on DA, tired of not knowing what's going on, being one of the only people working on it, and things constantly changing, until everything's figured out, people stop throwing out new ideas when everything else isn't even done yet, and once we stop starting over, and people leaving, then coming back, then leaving, etc, you won't be seeing any work from us. If we don't have consistancy and a well put together team, I'm not going going to waste my time if I don't think the project is going anywhere, as I've seemed to have wasted many months already
 

FluXs

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spec_x said:
well, until everything is settled, neither me or tyson will be doing any work on DA, tired of not knowing what's going on, being one of the only people working on it, and things constantly changing, until everything's figured out, people stop throwing out new ideas when everything else isn't even done yet, and once we stop starting over, and people leaving, then coming back, then leaving, etc, you won't be seeing any work from us. If we don't have consistancy and a well put together team, I'm not going going to waste my time if I don't think the project is going anywhere, as I've seemed to have wasted many months already

:eek: you left? :( sending pm 2 u
 

Bytekeeper

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FluXs said:
If at the end of this process we cant find anyone to help code with pvb then fine, release a pvp game but at least then we would of implemented much more of the DA2 game into the MOD. This is compromise with absolut... dont rush this into a pvp. lets carry on developing the rest of the game and then see where we are. This way we can carry on developing DA2 without turning it into just a pvp game too soon; this i hope will please the DA2 fans as it gives us the best chance to carry on developing DA2 into what we want to play
Unless you got a much different version of DA as I got, you actually have PvB - and PvP won't be as easy, although I tried to support it in code whereever I was in the mood.
 

Bytekeeper

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spec_x said:
well, until everything is settled, neither me or tyson will be doing any work on DA, tired of not knowing what's going on, being one of the only people working on it, and things constantly changing, until everything's figured out, people stop throwing out new ideas when everything else isn't even done yet, and once we stop starting over, and people leaving, then coming back, then leaving, etc, you won't be seeing any work from us. If we don't have consistancy and a well put together team, I'm not going going to waste my time if I don't think the project is going anywhere, as I've seemed to have wasted many months already
I assure you, you didn't waste "many" months.
 

FluXs

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then no one would read it.

I agree with Dante, the mod (including me) wanted different things...

But now we have a much clearer plan (long term) in mind...

such things as with the dropships should be removed for defenders.

Me and Spec started to draw up a list of features that had to be dropped and gameplay features that where to complex to understand. off the top of my head of plan:

- The enemy spawns in two ways.
1) Outdoors : In Drop Pods which hold more than 1 person, so only say 5 pods max on screen landing.
2) Indoors : Spawn via enemy held points

- The enemy do not fire countless projectile weapons
1) They fire a slow single shot projecticle weapon
2) Second weapon is an instant hit weapon

- The numbers of Enemy are reduced.
- The enemy will become slower and more armoured to counter act the fewer numbers ingame

- The games objectives will be much simple
1) A single winzone (instant or delayed)

2) Multiple control points to capture (they are in a number ordered, some can be re-taken by defenders, most are lost to enemy once taken, ie. somthing destroyed)

3) Hold out, the defenders have a pool of lives they use up when they die. Once it reaches 0 they lose (this can be added to Options 1) and 2) or can be a game in itself

Most of this is already in the mod... in some form or another and some is not.

I think if we had a fully working plan and kept to it, we would have more fun, and maybe dante wouldnt be so pissed off with us and left :(

Im still intending to create a plan (something we never had at the start anyway) :D which is a lot simple and straight forward for coders,mappers,fans,anyone to understand....
 
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Dest

DA Team
Oct 6, 2004
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FluXs said:
- The games objectives will be much simple
1) A single winzone (instant or delayed) :tup:

2) Multiple control points to capture (they are in a number ordered, some can be re-taken by defenders, most are lost to enemy once taken, ie. somthing destroyed) :tdown:

3) Hold out, the defenders have a pool of lives they use up when they die. Once it reaches 0 they lose (this can be added to Options 1) and 2) or can be a game in itself :tdown: :tdown:

Why dont we just do like almost everything the same as DA:UT ?
Sounds like a plan to me that everybody understands :lol:

{UFF}HAMMERSTIEN said:
shouldn't u realy take this to the private forums

Is there one ? :eek: Give me access tbh!
 
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Hellhound

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Im still intending to create a plan (something we never had at the start anyway) which is a lot simple and straight forward for coders,mappers,fans,anyone to understand....

Well isn't a bad idea, i thought thats the used way for leading a project.
Otherways nobody knows what to do and where the journey goes to.
How did you create DA ?

Don't get me wrong, this shouldn't be a flame
 

Dest

DA Team
Oct 6, 2004
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Hellhound said:
Well isn't a bad idea, i thought thats the used way for leading a project.
Otherways nobody knows what to do and where the journey goes to.
How did you create DA ?

Don't get me wrong, this shouldn't be a flame

*Oh* thats long ago, I remember is started with a map made by 2COOL4U :lol: and after a fort with a big rocket in the middle (dunno who made that anymore), but the idea was made long before that (by abs?).
The main idea was just hordes of attackers vs players as defending, and later just came the turret, the nades and mines and so on.

What happend the 2COOL4U anyways? Hes working for a company now rite?
 
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FluXs

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Feb 12, 2002
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we never had a plan as it was almost the same people from DA:UT so we where just going to carry on and build a DA2. no plan needed....

as you can see what has happened is something most people call Mission Creep.

[D] gametypes 1, 2 and 3 are not gametypes in the sense of you pick them from a menu of gametypes is what style of map you decide to use. option 2 is the new one we have added to the winzone, where there is more than 1 winzone.

To think of a simple example is DA-SnowCanyon. Each of the mini defences spread out down the canyons pass would have a control area. Once the attackers get to the first one. your team loses the ability to respawn there and thus respawn further back up the hill... Eventually you would keep losing these points/check points/control points/control areas/outposts (etc) until you only had the top control point left and the game would end once they capture that too. Or if the time runs out Or if you run out of team lives (option 3)

Option 2 is to allow the winzone to be broken down into smaller "winzones" or objectives. Also these Control Points have features like re-spawning, so you pick where about you want to spawn and with the ability to lose spawns when the enemy captures a control point. you retreat backwards to the 2nd line of defence and so on (if your map had a liner line of control points)

Also if you had a fort say... One control point maybe an outpost outside the fort. then inside the the fort there is two of three more control points. Maybe the entrance/bridge as one then the court yard and finally the command area or power plant of the fort is another control point. As you can see, they do not have to be liner as these are clustered together inside the fort complex but still serve the same purpose.
 
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