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Q&A session with High-Octane

Posted: Sat Sep 04, 2004 2:09 pm
by Ferno
I'm sure you all were waiting for this, so I have set up a Question and Answer period with the High-Octane crew to be held on irc.gamesurge.net, channel #High-Octane

there will be two sessions. One on Monday (this labor day) at 3 PM EST. And a second on Thursday at 9 PM EST

Posted: Mon Sep 06, 2004 4:54 am
by Vlider
I want a fishtank in my ship.

Posted: Mon Sep 06, 2004 5:31 am
by Xamindar
And how about a warp drive prototype that wont malfunction.

Posted: Mon Sep 06, 2004 9:39 am
by Krom
I second the fishtank, while we are waiting for some switch puzzle we can look at the relaxing tropical fish swimming.

Posted: Mon Sep 06, 2004 9:42 am
by Gooberman
So you are assuming salt-water? Those are much harder to upkeep. Can I just have a fresh water fish tank in my ship?

Posted: Mon Sep 06, 2004 10:14 am
by Top Gun
Sorry about not posting this on PD yet; I've been getting 500 server errors whenever I try to make a news post or update the POTD. I can't even create a new topic :P. I did, however, revive an older thread about High Octane and post the news in there, so hopefully someone will find out.

Posted: Mon Sep 06, 2004 11:08 am
by Krom
Yeah, I suppose we would keep it optional, you can have fresh or salt water if you want.

Posted: Mon Sep 06, 2004 3:35 pm
by kurupt
will it have a bunker with an unlimited supply of sandbags? :(

Posted: Mon Sep 06, 2004 3:54 pm
by DCrazy
Can we get a chatlog?

Posted: Mon Sep 06, 2004 3:59 pm
by Xamindar
DCrazy wrote:Can we get a chatlog?
It's gonna be huge, I will post a link to a raw log if you want.

Posted: Mon Sep 06, 2004 4:00 pm
by Capm
That would be good

Posted: Mon Sep 06, 2004 4:08 pm
by Xamindar
Ok, interview is over:

http://xamindar.radnimax.com/GameSurge- ... erview.log

Note, I haven't edited anything so there is a lot to weed through.

Posted: Mon Sep 06, 2004 4:15 pm
by Xamindar
By the way, looks like it will be a great game and still live up to our D1 desires. I look forward to playing it!

It looks like it wont come out until summer of 2006 though, quite a wait.

Posted: Mon Sep 06, 2004 4:35 pm
by Ferno
nice job xam

Posted: Mon Sep 06, 2004 5:23 pm
by Xamindar
Ack, just realized. Here is the same log "converted" for you windows users:
http://xamindar.radnimax.com/GameSurge- ... indows.log

Posted: Mon Sep 06, 2004 5:38 pm
by CDN_Merlin
Sorry I missed the chat. Life got in the way.

Name sounds ok.
Release date sucks but thats part of life.
Multiplayer options rock.
Having only indoor levels to start kinda is bland after having D3.
1 multiplayer ship rocks.

Posted: Mon Sep 06, 2004 10:14 pm
by Mr. Perfect
Cube based? Goog gad, I've gotta ask more about that on Thursday.

Posted: Mon Sep 06, 2004 10:32 pm
by kurupt
anyone wanna do a quick summary for those of us who have no attention spans?

Posted: Mon Sep 06, 2004 11:52 pm
by ReadyMan
I'm actually disappointed in having only 1 ship.
It's all a matter of balancing. D3 was fine with 3 ships...I can name a dozen people who could dominate with any ship in most any circumstance (fi: tank battles in apparition...they could keep up with a phoenix, and the phoenix did quite well as long as they didnt give the tank a belly or a top view --making an md shot easy).
bleh.

if it has to be one ship tho, fine. :|

Posted: Tue Sep 07, 2004 12:20 am
by TheCops
unless someone on the team has a trust fund i don't see how this game is getting off the ground... with the descent community? ahahhahahah. there is like 200 people left who gives a rats arse.
i'm not "a gamer" or anything, but they didn't answer my questions... at all.

like how far along are you? it's a simple question... no answer. it just seems like they let the cat out of the bag when they are in 'fantasy' mode. where is the evidence and why should my caulk be hard over this?

Posted: Tue Sep 07, 2004 12:46 am
by Duper
ReadyMan wrote:I'm actually disappointed in having only 1 ship.
It's all a matter of balancing. D3 was fine with 3 ships...I can name a dozen people who could dominate with any ship in most any circumstance (fi: tank battles in apparition...they could keep up with a phoenix, and the phoenix did quite well as long as they didnt give the tank a belly or a top view --making an md shot easy).
bleh.

if it has to be one ship tho, fine. :|
It sounds like "the guys" are gearing this game more toward what D1 was like with some perks. :D In which case there was only 1 ship. Both D1 and D2 had only one ship. It was kinda interesting when D3 came out with its 3 +1 ships. ;)

Posted: Tue Sep 07, 2004 4:53 am
by Vlider
Well the good thing with 1 ship, that eliminates ship bitchin :P

Duper wrote:
ReadyMan wrote:I'm actually disappointed in having only 1 ship.
It's all a matter of balancing. D3 was fine with 3 ships...I can name a dozen people who could dominate with any ship in most any circumstance (fi: tank battles in apparition...they could keep up with a phoenix, and the phoenix did quite well as long as they didnt give the tank a belly or a top view --making an md shot easy).
bleh.

if it has to be one ship tho, fine. :|
It sounds like "the guys" are gearing this game more toward what D1 was like with some perks. :D In which case there was only 1 ship. Both D1 and D2 had only one ship. It was kinda interesting when D3 came out with its 3 +1 ships. ;)

Posted: Tue Sep 07, 2004 5:14 am
by Krom
No afterburner cooler either, the ships do start with a burner tho.

Work sucks, I'll try to stop by the chat if I am still awake tonight. :P

Posted: Tue Sep 07, 2004 7:18 am
by Sligar
Did I read that right, that beta testing will begin in november? That's coming up pretty fast... if beta is in november, then I'm guessing release would be within 6 mos after that? Unless the beta is only for the engine and there's a lot of content to create afterwards or something.

Posted: Tue Sep 07, 2004 7:46 am
by Sirius
Something like that. You don't expect dev companies to tell you exactly what their development schedule is unless you're funding them or something, but they could well have the engine further advanced than anything else.

Posted: Tue Sep 07, 2004 8:09 am
by Skyalmian
Mr. Perfect wrote:Cube based?
That irked many, me included, so I asked for specifics.
[09/06/2004 15:01] <[D3k]Skyalmian[]> Suncho said: "our engine is cube-based". It isn't <literally>, is it?
[09/06/2004 15:02] <{HighOct}Zach> OK.
[09/06/2004 15:02] <{HighOct}Zach> The engine uses a poly-mesh system that allows for extremely detailed shapes and structures.
[09/06/2004 15:03] <{HighOct}Zach> Most maps can be designed in 3D Studio
[09/06/2004 15:03] <{HighOct}Zach> Lightwave.
[09/06/2004 15:03] <{HighOct}Zach> Gmax
[09/06/2004 15:03] <{HighOct}Zach> Maya
[09/06/2004 15:03] <[D3k]Skyalmian[]> Thank you for clarifying that. Done.
[09/06/2004 15:03] <{HighOct}Zach> and we even have and export for Descent Mission Build.

Posted: Tue Sep 07, 2004 8:46 am
by DCrazy
I really hope that building is only cube-based. I'd hate to have to light everything by hand again. :( Not to mention that having a solid wall comprised of 12 or 14 rectangles where one would suffice is a waste.

And doors better not be sprites. :P

Posted: Tue Sep 07, 2004 9:11 am
by WarAdvocat
or client-side :|

Posted: Tue Sep 07, 2004 10:44 am
by Ferno
I have a feeling you won't have to light things by hand DC

Posted: Tue Sep 07, 2004 10:56 am
by Mr. Perfect
Just so long as it's not like building with DMB2. Sure, DMB2 was simple, but you got simple results.

Posted: Tue Sep 07, 2004 11:25 am
by DCrazy
Well according to that log, one can build in DMB 2 and export it. But you can also build in Maya or 3DS or whatever.

And I hope that we can use Diedel's DLE-XP instead of Bryan Aamot's DMB2. But apparently Aamot is on the Core Decision team, so who knows?

Posted: Tue Sep 07, 2004 11:29 am
by Vlider
i thought the session was on tuesday...?

Posted: Tue Sep 07, 2004 11:47 am
by Ferno
tuesday? no no.. thusday...

Posted: Tue Sep 07, 2004 2:48 pm
by Mobius
I read the log, and I'm impressed. I particularly like the concept of reduced motion capabilities in newbie levels/servers, that sounds like a good concept. This implies only bi-chording too, which is something the hot-shots won't like. In fact it's quite possible that newbies, used to the reduced motion could cream pros who aren't used to it!

All round, it sounds to me like the HO team are well advanced in the concept, and the concept seems good to me. And this from a firm D3 fan who isn't a fan of D1 *or* D2.

I'm very happy the gauntlet 1v1 mode is going to be P2P - that's a far superior solution to C/S 1v1 games. I've always maintained P2P is the only fair way to play 1v1 games.

Good Q&A session.

Posted: Tue Sep 07, 2004 3:14 pm
by DCrazy
Mobius wrote:I read the log, and I'm impressed. I particularly like the concept of reduced motion capabilities in newbie levels/servers, that sounds like a good concept. This implies only bi-chording too, which is something the hot-shots won't like. In fact it's quite possible that newbies, used to the reduced motion could cream pros who aren't used to it!
The whole point of that is to segregate the pros from the newbies, while training to newbies to play with the pros. Sounds like a great idea. :)
Mobius also wrote:I'm very happy the gauntlet 1v1 mode is going to be P2P - that's a far superior solution to C/S 1v1 games. I've always maintained P2P is the only fair way to play 1v1 games.
Maybe not the only fair way if you're playing on a dedicated server, but P2P in anything but 1v1 is awfully unfair.

I hope their Client/Server solution is permissible ONLY.

Posted: Tue Sep 07, 2004 5:55 pm
by Ferno
for those of you that don't want to download a text file

phpbb/viewtopic.php?t=3548


"I hope their Client/Server solution is permissible ONLY."

ugh. that's just like quake.

Posted: Tue Sep 07, 2004 6:09 pm
by Mobius
Concur DCrazy, P2P is only good for 1v1 games - or for games where the players are ALL within close distance of each other. Having ANY player more than 50ms away from the other players makes P2P a living hell!

One thing which WOULD help multiplayer P2P games is a HUD option where we could add a person's ping time to you below theuir HUD NAMES, hovering above the ship.

That's at least tell you how far to lead the laggers!

Posted: Tue Sep 07, 2004 6:16 pm
by Lothar
d1x had a ping meter that would put ping (and loss) next to the player's name in the score list. I found it quite useful.

Posted: Tue Sep 07, 2004 7:30 pm
by Top Gun
Ferno, is the next session this Thursday or next? I think you said the 16th in the e-mail you sent me, but by the wording of your post, I get the impression that it's actually the 9th.

Posted: Tue Sep 07, 2004 7:46 pm
by DCrazy
Ferno: so? If that's what it takes to eliminate some of the advantages and disadvantages to being either an HPB or LPB, so be it. Plus it can cut down on cheaters if all the client does is display what the server tells it to. If the server is keeping track of capacity, ship velocity/position and such I can't edit a tablefile to hack my speed, hit sphere, or weapon capacity.

Come to think of it, that would be pretty processor-intesive, wouldn't it? Maybe it could be an option integrated into the dedicated server, and it would show up in the server list a la Valve Anti-Cheat.