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Unread 19th August, 2002, 08:05 AM
Azazel's Avatar
Azazel Azazel is offline
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Join Date: Jul 2002
Location: UK
Posts: 2,408
Default Latest From CliffyB

Well, let's see...

The objective for us has been to make sure the game feels DONE before we release the demo. That way, we're not fixing things from the demo that we do not already know about.

Botmatches are being tested quite a bit. We want to make sure the AI is challenging without being frustrating.

Ragdoll is being tested everywhere. Must make sure everything has low poly Karma collision assigned to it.

Maps are being set up to run well on lower end cards. We have a bHIGHDETAIL flag we set on actors that are out of view (meshes outside of play, extra particle FX, etc...) and going through all the maps to do this takes time.

Menus are being polished and tweaked. Server browser included.
We just found that a few of the player meshes had their collision cylinders set incorrectly, so headshots were hard to get on these guys (being fixed...)

Redeemer is IN and working. Effect is being tweaked and adjusted.
All weapons are being given "Switch to" sounds.
Bombing run works really well. Debating whether or not some of the goals should require a double jump to get to or not...

James Golding (physics guy) is working his butt off to make sure the Bulldog (vehicle) is in and working properly in network play. (mostly for mod users)

Chad Schoonover is working on taunt animations are being put in for each of the characters. The pelvic thrust shall return!

Final taunts are being put in and localization is being worked on.

There ya go. Hope that helps.

Cliff

.................................................. ...........

There U have it...Not Done

/Rip
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