since you obviosly are playing T:V from time to time have you encountered clipping when you have done tests?
A: I'm not sure what kind of clipping you're talking about. If you mean distance cilpping, it's difficult to eliminate that entirely. If you mean characters clipping through geometry, then yes, we try to avoid that.
Q: Will the "tag" system implemented in T2 stay? (i.e. a definite team marking in front or after a player's name). Will the unique naming system stay? (there will only be one SuperSniper, for example).
A: Sorry, we're not discussing specifics at this time.
Q: Is a solid DEMO function (replay/record) a priority for T:V, or is it a feature that might get the axe if release looms large and time is tight?
A: Be sure to tune in to the TribalWar IRC chat where we'll reveal some details about recordings. http://www.tribalwar.com for details.
Also, we've been playing a bit of CPMA here at the office. Fun stuff.
Q: As far as the actual development process goes, could you elaborate on how and or why you deemed those shots to be 21% complete? Im aware you'd be reluctant to release any specific info, but perhaps maybe a more broad answer such as what each of you guys are involved in doing at the moment.
A: The screen shots are not 21% complete (they're finished, I mean what more could I do to an existing screen shot). It's the entire game that's 21% complete. We measure by weight.
Q: It was my impression that 21% figure indicated the percentage overall complete of the entire game not just that particular map.
So of course it begs the question what is your current percentage complete?
A: Complete% > 21%
Q: I believe he means the ski bug ie stopping dead on flat sections when moving fast
A: In that case, no, this has never happened using our new physics system (although it happens when using Unreal's native physics...it's actually quite a tough problem to solve).
Q: Are you doing anything to hide interpolate values from the end user, and/or making it impossible to change those values?
(This is basically turning off client side prediction when an interpolate value is set to zero. A person chops around very slightly, but you only get the exact positions the server sends you.)
It's considered a cheat in many games to change the values and turn off the client side prediction.
*Note* Not all games consider it a cheat. I guess the quesiton is if we'll be able to change these values, or if the game engine will protect the interpolation values.
A: The client will always have control over the quality of its own net connection. This is unavoidable.
Without getting too technical, the interpolate tweak in Tribes (which I must admit I've only recently become aware of) is a way to force your computer to "accurately" display what you're actually experiencing. It's highly debatable whether or not this constitutes a cheat since it effectively allows players with worse connections to boost the "accuracy" of their experience to be closer to the accuracy experienced by players with good connections. By accuracy I mean the degree to which "what you see is what you get."
I'm going to shy away from stating my own opinion on this matter for now. In the meantime, here are some Unreal links for your reading pleasure. These will give you some idea what we're starting with, but keep in mind that it's within our power to change network features as we see fit.
http://unreal.epicgames.com/ut2003tweakguide.htm
http://www.unrealadmin.org/modules.php?name=Sections&op=viewarticle&artid=15
Q: In the open beta version your goals will be to fix possible bugs, or u also think to change some stuff depending on beta players request like could be changing disk-jump power, weapon effects, jet-pack duration and so?
What I mean is: will be beta version a complete T:V version still not bug free or we can expect heavy gameplay changes in the final version?
A: Our goal is for open beta to be an enjoyable, well-balanced experience. There will be bugs, and there might be imbalances. We'll be looking for your help to find both of these when the time comes.
In the case of solving imbalances, we've already considered various contingency plans, both generally speaking and for specific imbalances that might arise, so we feel reasonably prepared to deal with them. But we're always open to thoughtful community feedback regarding how to address imbalances as well.
Our goal is definitely to avoid heavy gameplay changes in the final version.
Q: Relating to demo recording, in UT2003 demo recording, (iirc) to record a demo, your fps need to be synced to like 30fps and vsync enabled (or something to this effect) which totally blows, is this going to be in T:V?
A: Tune in to the TribalWar IRC chat tomorrow for details regarding recordings.
Q: http://www.unrealadmin.org/modules.php?name=Sections&op=viewarticle&artid=15
This article makes great mention of tickrate. Now, I realize you may not be able to comment on something so technical, but I must wonder: is the tickrate element of UT netcode being closely considered because of it's effect on weapon balance with hitscan weapons?
Or is the amount of prediction based weapons so high in a Tribes style game (only hitscan I can think of is a sniper rifle, if T:V even has one), that the effect is considered negligible?
My main concern really comes down to movement and weapons impact though. I look at the visual of UT handling high speed (provided on that page) where it shows a falling person creating a large gap between updates in which you can hit the player...
Actually. It's highly likely you have already thought of this. There are other ways to do netcode. And I'm sure the network layer of the entire game is being scrutinized very closely.
A: Tribes, including T:V, emphasizes prediction-based weapons much more than hitscan weapons. This emphasis would make it unreasonable to switch to HL/CS-style netcode, for example, which uses a backwards sort of server prediction that Valve calls an "inverse causality" model, which is pretty well suited to hitscan weapons. If you're interested:
http://www.gamesurge.com/pc/interviews/netcode.shtml
Q: I think it's(network code) has been totally rewritten?
A: Nope. Some changes were necessary to get the new physics working. In the future we'll make more tweaks and changes as necessary.
Perhaps at some point David Beswick, one of our programmers focusing on multiplayer, can expand on this a little more.
Q: What sort of bandwidth per /hour do you envision this game using? Is it going to be very frugal like T1 remain similar usage to T2(20mb/hr)*I think*? Or be a massive bandwidth hog like BF1942(50mb/hr)?
Or is that something that can't be revealed at this time?
A: We won't know for sure until later. It'll be more than T1. Sorry, I know that sucks for Australians and anyone else who pays for bandwidth by the MB. =(
Q: are you a fan of spandex?
couldnt find refernce to it before, but im wired so forgive me if my reading and scanning is sub par, but will we see the animated taunts remain, or could we get big explosions like firecrackers that go "you suck" or "omg howd that get in there???" or even "youre team is teh lose"
A: There will be animated taunts.
Q: Will T:V have different faces for each model aka UT2k3?
A: Each different armor has it's own head. It's possible that we will include extra heads that can be selected from.
Q: Do you plane on changing the use of the disc jump? Or are you planning on taking it out of the game (please god no).
Even after classic the T2 D.J. was still pretty bad. And no weapons that I have to carry stupid flares for PLEASE GOD!!!!
A: Disc jumping is in the game.
Q: How does the creative design process work for say...creating the heavy phoenix armor? Do you go to the artist and say, "Sketch me up some heavy armors!" do you go to the writer and ask, "What do our phoenix armors look like?" or does irrationalEd just say, "Hey! I want it to look like a robot with a giant rocket pack and yellow armor!" and then someone just ends up doing it?
A: I say "The game needs 3 armors, different for each Tribe." Ben Lee (Art Director) says "Hey! I want it to look like a robot with a giant rocket pack and yellow armor!".
Like that.
Q: Do you plan to make the game graphics visually better than UT2003? Im just wondering cause in 2 years, the UT2003 graphics will be a little out dated.
A: Better. Yes.
Q: Will the single player story and experience be truly epic along the lines of Halo and Halo 2, will it revolutionize the First person shooter genre? Srry if thats too many questions.
A: Already answered this.
Q: would it be in any way possible to make our own custom animations that could go along with voice animations?
A: We're providing you with the tools that we're using. However, even if you made your own animations, you'd have to then propogate them to other people if you wanted everyone to see that animation.
Q: What kinda music we will have in T:V?


