MOOtant sent a mail about a week ago because they hadn't responded in like 3 weeks, still nothing. Currently reorganizing a bit internally but we'll keep on it
as far as i know theres still way too many bugs for steam to allow empires to be released. stuff like the comm not being able to place buildings nearby until changing seats in the beginning of the match having to reclass more than once sometimes for skills to kick in having no charge in your calculator as an engineer (and never getting any until reclassing) respawning as different classes after revives shooting at a playermodel behind a turret but instead hitting invisible turret although there is no visual obstruction to the hitboxes of the enemy behind it. be commanders not being able to drop the the nw refinery in streets of fire (map glitch, i know but its an official map) mortars going through nf players but killing be players (or was it the other way around?) empires is riddled with bugs. we see them as part of the game though as experienced players
I know a dark ritual that gets a mod released on Steam. We need to sacrifice a lamb and a virgin in the process though.
None of this is related to the delay though, so I don't really know what you're talking about. Valve don't check for ingame bugs, they just check it's compatible with the latest versions of source.
aww mootant looks up to his steam and tries to emulate. well if all thats said in this thread is true, save the lamb and virgin part, then we really dont have anything to worry about except MOOtant actually caring about this mod.
Given absolutely enormous code base we have very few bugs and if anything crashes in Steam edition it's in Valve's code and it's their fault. Any attempt to fix such things is counterproductive. Fixing few bugs that require spending lots of hours on rewriting half of the game just for 50 people that play mod and don't pay a single cent doesn't make sense either. And don't start with nostalgia here.
Not to kiss any ass or anything, but you should really back off a tad bit. I imagine you would rather mootant did nothing? That would essentially kill the mod I think. I think he puts the most time into it.
No we will try to get a short term prototype out (maybe 2 months) and still continue working on source empires. If that prototype shows some kind of promise we might rethink our stance to source, if not nothing was lost. Don't worry. We are working on gui stuff on source empires at the moment and fixing bugs. So its going pretty well I'd say.
Yep, I'm just prototyping something. Smithy is working on NF LT, BE AFV and BE ML lvl 3. Last one is almost finished.
Let me guess Empires built in UDK? I would suggest Unity3d just because of the shear ease of use of it, and the code base is a lot larger, making it easier to prototype. It is a lot like NeoAxis. Although for multiplayer, UDK has it beat all the way since the netcode is free.
Who do you take me for. ATM I'm reading all Quake 4 source code I can, especially math lib. They have much simpler and nicer model for networking than Source's entities + netvars. Unity = shit/no code NeoAxis = shit UDK = no code Idea for prototype is quite harsh - removing all of empires design we already have and starting from tank-based combat.