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Vengeance IRC
Posted by: on Mon May 12th, 2003 at 11:45 PM
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<08:29:32 PM> We've identified common cheats, and we're working to address them. It's certainly affected the basic design of user interface, for example.
<08:29:55 PM> *FUBAR|Ascain* What type of performance hit will the serverside demos take on a server? will it effectivly limit the number of players supported?
<08:30:21 PM> No, it shouldn't...we'll perform tests when the time comes
<08:30:38 PM> *ATF_Mais* Is there any plan for the multiplayer aspect to include story-like elements such as tribe specific bases, or will it conform to previous Tribes titles with basically "mirrored" bases/terrain?
<08:30:59 PM> Regarding cheats, we have design solutions, programmatic solutions, and ongoing support from Epic for the underlying engine...just felt I should add that.
<08:31:16 PM> All of the SP assets will be available for the creation of MP maps. Mirrored bases are a way to balance a map, but not the only way.
<08:32:06 PM> Yeah, we're actually steering away from mirrored maps
<08:32:18 PM> Balanced, yes, mirrored, not so much
<08:32:25 PM> How are you doing that?
<08:32:33 PM> Lots of testing! =)
<08:32:36 PM> Hours of play-testing
<08:32:43 PM> *rypht* What will the skin size be for T3's high resolution skins? For instance, in Tribes 2, the base Hi-Res skins were 512x512 and the low-res were 256x256, can we expect to see something that allows an even greater level of detail (outside of the special effects)?
<08:32:43 PM> There are a lot of maps to learn from too (T1 and T2)
<08:33:59 PM> From our lead level designer, Jay Kyburz: up to 4096x4096 in theory, but currently our textures are 1024x1024 for the body, 256x256 for the head
<08:34:18 PM> *Apotheosis* Will there be terrain types (or environments) that affect a player's movements or weapons, other than water?
<08:34:44 PM> That's similar to the terrain type question before...we're not commenting on that just yet
<08:34:49 PM> ditto
<08:34:58 PM> *NeutralX2* My main turn off to T2 was the speed of the game. For example there were no "cap routes" because the environments weren’t very ski friendly. Do I have to worry at all about this for T:V?
<08:35:26 PM> No
<08:35:36 PM> Blunt and to the point
<08:35:36 PM> *[FT]UberGuy* Mapping in T1 and T2 divides into "client-side" and "server-side" maps, with server-side only really making it when added to a popular map pack. Will this remain the same in T:V, or will there be some better way to distribute map objects like buildings to the client?
<08:37:02 PM> Damn you and your tough questions Paul! We currently support what Unreal supports, but we'll re-evaluate that as necessary. Unreal supports maps packaged up in pieces, which can be delivered accordingly, but it doesn't have the Tribes concept of server-side maps
<08:37:21 PM> *InvalidName* While there has been discussion about having an open beta, will there still be offical beta sign ups for a closed beta as well?
<08:38:48 PM> Maybe not. No, the whole point of an open beta is that its open...there'll be no signups for a closed beta
<08:38:58 PM> *Witch* Will there be T1 and T2 terrain convertor? This would probably be hard to implement, since engine is different, but many T1 players at least would probably love to play some old maps with EXACT terrain, even if it doesn't fit to gameplay 100%
<08:39:08 PM> We will have a closed beta before the open beta. It probably won't involve signing up. It will be very small.
<08:39:25 PM> More like an Alpha test.
<08:39:38 PM> The true beta will be very open. As open as we can make it.
<08:39:53 PM> Oh yeah, that reminds me...I made a T1 terrain exporter that I should release to the community. And T2 already supports terrain exporting. Then it's just a matter of importing the terrain into TribesEd and mess with the scaling. I've experimented with this, and you can get it feeling pretty damned close to the same.
<08:40:15 PM> So we'll probably see a lot of T1 map remakes
<08:40:23 PM> Do you plan to release any with the game?
<08:40:39 PM> We're committed to making a new game...the community is more than welcome to create remakes, though
<08:40:54 PM> Will there be any special physics applied to the flag to allow for more dynamic control of flag toss without going as far as Team Rabbit?
<08:41:39 PM> Yes, flag physics will be more detailed in some ways, but it won't be nearly as crazy as Team Rabbit, and before you ask, we're not touching the flag-discing issue just yet =)
<08:41:50 PM> :-)
<08:41:53 PM> *PolishBoy* Question: Will there be more features to the voicepacks? And will you be able to add and change your own sayings without having to use an extra program like TricHed?
<08:42:44 PM> All done through UnrealEd.
<08:43:05 PM> Along those same lines, will we get the Tribes1 taunts back with good voice actors?
<08:43:40 PM> We're taking the best of T1 and T2 taunts...no guarantees about the voice acting =)
<08:43:52 PM> "G'day mate!" (just kidding, all recording is done in Boston)
<08:43:56 PM> not if KP is doing it ...
<08:44:08 PM> *FalseMyrmidon* Will there be a way to convert demos to a regular movie format such as .avi built into T3?
<08:44:45 PM> Yes, but we're not yet discussing the extent to which it'll be built-in
<08:44:52 PM> Can you put to bed the rumor of a grappling hook in Vengeance? Will it be in or no?
<08:44:56 PM> vgt Special
<08:45:11 PM> Sorry, we're not discussing weapons yet =(
<08:45:34 PM> *insub* In reference to skiing, will it be any different from t1 or t2, i found t2's ski different from the original quicker t1, would it be more towards t2 or towards t1? or will it be totally different, via complexity, or something else?
<08:46:07 PM> Toughie...I think I addressed this issue in a FAQ
<08:46:25 PM> In short, the goal is for skiing to be easier for new players, but more challenging for veteran players.
<08:46:45 PM> Can we dispell thoughts of speed caps?
<08:46:46 PM> I'd classify T1 as having skiing that was very difficult for new players but challenging for veteran players, whereas T2 was easier for new players but not quite as challenging
<08:47:04 PM> No speed caps.
<08:47:22 PM> *RabidLlama* "will the "Ragdoll Physics" just be stock UT-style or modified? the UT one's really buggy at times"
<08:48:11 PM> Glenn Fiedler has done a lot of work with ragdoll. It will be suited to our game, not UT.
<08:48:22 PM> *DarkDonut* Using the new physics engine will we see an even more free movement range, using multiple jets instead of just back ones, being able to rotate or gyro, or will the flight be like earlier tribes game?
<08:48:26 PM> (Gaffer is Glenn)
<08:48:27 PM> they already look kick-ass
<08:49:10 PM> A bit more info on the Skinning question from earlier from Andrew James (Lead Artist): "We can use any combination of the following Skin layers set up in a Shader: Diffuse, Opacity , NormalMap, PerPixelSpecular, SpecularityMask, PerPixelReflection, PerPixelReflectionMask, SelfIllumination, SelfIlluminationMask"
<08:49:13 PM> We're not *radically* changing the mechanics that underly jetpacking...that's all we can really say for now
<08:49:38 PM> *Cauthon2* As far as the "tony hawk with guns" quote I think we've all heard at this point. How extensive will the sports arena be in terms of games you can play in it etc? Will there be an official footbal mod?
<08:50:31 PM> These are questions that have already been answered, but...Tony's quote was just an example. It wasn't intended to suggest a focus for the game, but instead one possibility out of many
<08:50:52 PM> *tribalbob* Will SP missions be objective based, or will they just be deathmatch style missions like the SP in the original UT? if so, what sort of objectives might we see?
<08:51:12 PM> SP will be objective based, not just an MP map with bots.
<08:51:30 PM> *Rooky* how much non-esential eye candy will maps contain solely for the wow factor
<08:51:31 PM> The objectives will be structured to work with the story.
<08:52:11 PM> Rooky - as much as we can pack in there. Lower-end computers should have the option to tone it down to improve performance.
<08:52:32 PM> *PsioniX* i sent this to Rayn, but heres my question: Will T:V be accomodating to both 56k users, as well as broadband users? Or will it be mainly geared towards the broadband users?
<08:52:36 PM> but you won't be able to affect things that determine gameplay (such as changing the fogging distance).
<08:53:58 PM> Along that same lines... Will we see the same interpolation issues that are plaguing T1 right now?
<08:54:32 PM> Performance should be similar to UT2K3 over the modem. As for every other MP game ever made, you'll wish you had broadband, but you'll still be fine playing.
<08:54:36 PM> I imagine everyone with broadband is thinking "please don't let 56k in" while everyone on 56k is thinking "please let me in!"
<08:54:38 PM> I don't think the issue is interpolation, I think the issue is whether or not interpolation is an issue in the first place =)
<08:54:48 PM> :-)
<08:54:59 PM> Will the user be able to customize their interpolation?
<08:55:11 PM> Or will it be a hard coded variable?
<08:55:35 PM> The Unreal engine provides server-side control over MaxTickRate, but the client will always be able to set the quality of their own connection...that's the only way to accommodate both broadband and modem users
<08:55:47 PM> Hard coded variable... ???
<08:55:54 PM> =o
<08:55:56 PM> Oxymoron
<08:56:01 PM> :X
<08:56:10 PM> *aK00Ma* What changes that were made from T1 to T2 do you feel 'worked', and therefore be carried on in T:V?
<08:57:12 PM> That's a totally loaded question...
<08:57:22 PM> That's hard to answer, as it could cover a wide range of subjects. Certainly, we've looked at both games when compiling the feature list of T:V.
<08:57:31 PM> how's that for a non-answer ...
<08:57:37 PM> There are a ton. I think that one example is that vehicles got better in T2 (not perfect, just better).
<08:57:58 PM> Debatable, but yeah, overall T2's variety of equipment was more effectively used, I'd say
<08:58:07 PM> *FUBAR|Ascain* How will server browsing be implemented? Will there be a built in server browser? How about support for external browsers such as ASE?
<08:58:21 PM> Built-in server browser
<08:58:32 PM> We look at how they changed, how those changes effected gameplay, and from that we learn about how to make even bigger improvements.
<08:58:47 PM> *Robiliard* How do you plan on making the bots ski like human players? This seems it would be a bit on the tough side to program AI for, and would make the bots either have a serious advantage or disadvantage.
<08:59:52 PM> We have our best people working on it...I suspect they'll never match a human player in terms of mobility and movement-related decision making, but our goal is to at least make it fun and interesting to fight against them
<09:00:09 PM> what do you think will make T:V a huge contender in the gaming market?
<09:00:35 PM> It's oh-so-supportive community? =o
<09:00:42 PM> :-)
<09:00:44 PM> =)
<09:00:51 PM> would've been better without the grammar error
<09:00:56 PM> The crazy monkey fans like the people in this room.
<09:01:24 PM> *Skewed* How important would you say deployables will be? In Tribes 2, turrets were extremely effective in stopping cappers and HO in base; and still in classic they can kill the "fun factor" of pubs...how do you plan on dealing with them in T:V?
<09:02:33 PM> Regarding making Tribes: Vengeance a contender - certainly I'd say the pairing of Tribes with Irrational Games is a great pairing and the team's love of the game will show through
<09:03:20 PM> Deployables are an enhancement. They're not meant to take over the game from the human players. They're designed that way, but I'm sure there will be tweaking done in Beta.
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