What happened to Google Moderator and why?
What happened to the DevTracker (play4dead) and why?
When will we get to see weldable doors, vents, stuff in official maps? (The stargate combat map has already weldable stuff.)
Are you planning shortcuts/console commands for upgrades, structures and lifeforms? In NS1 we had the "impulse" commands.
When will the mousewheel be bindable? Are you planning/working on it?
And the most important question:
Where is my shortcut for "chuckle"!??
AiorosJoin Date: 2003-03-24Member: 14850Members, Squad Five Blue, Reinforced - Shadow
Keybindings? Why is it so diffcult? Are the community mods adressing the problem not good for a shortcut solutions?
How many hours are u playing the game itself. (per week / not programming)
How is the work with freelancers or community members going? How much help are they?
Why dont you integrate mods like ns2stats to the game or the low light system from "Mendasp"
How long would it take to integrate a tournament mode for NS2, something only NS2 has at the moment ("ready").
Did you play the new balance mod? How do you like the Movementcode?
Whats your longterm prediction of fixing the biggest issues in NS2, hitreg, performance and the handling of packet losse.
What was the biggest mistake you did as a programmer working on NS2? How did you fix it? What are you doing to prevent situations like this?
What other computergames are you playing in your freetime?
Making the final list now. The fantastic support you gave in this thread is forcing me to work with only what has been submitted already. Any others after this post may not be seen or added, sorry! I only have so much time for the interview!
I'd like to know more about the way game(play) programming and engine programming influence each other while working on NS2.
What are the ups and downs of coding for the Spark engine?
What feature would you love to implement, but could not (yet!) due to technical restrictions?
What feature would you love to have implemented, but could not due to everybody else at UWE thinking it sucks?
NS2 development is very transparent, up to the point where the community develops stuff that becomes part of the core game. Could you describe how this kind of development "feels"? What are the ups and downs of working this way?
Comments
What happened to the DevTracker (play4dead) and why?
When will we get to see weldable doors, vents, stuff in official maps? (The stargate combat map has already weldable stuff.)
Are you planning shortcuts/console commands for upgrades, structures and lifeforms? In NS1 we had the "impulse" commands.
When will the mousewheel be bindable? Are you planning/working on it?
And the most important question:
Where is my shortcut for "chuckle"!??
How many hours are u playing the game itself. (per week / not programming)
How is the work with freelancers or community members going? How much help are they?
Why dont you integrate mods like ns2stats to the game or the low light system from "Mendasp"
How long would it take to integrate a tournament mode for NS2, something only NS2 has at the moment ("ready").
Did you play the new balance mod? How do you like the Movementcode?
Whats your longterm prediction of fixing the biggest issues in NS2, hitreg, performance and the handling of packet losse.
What was the biggest mistake you did as a programmer working on NS2? How did you fix it? What are you doing to prevent situations like this?
What other computergames are you playing in your freetime?
Last Question: Alien or Marin?
Making the final list now. The fantastic support you gave in this thread is forcing me to work with only what has been submitted already. Any others after this post may not be seen or added, sorry! I only have so much time for the interview!
Thanks again for the fantastic support!
I'd like to know more about the way game(play) programming and engine programming influence each other while working on NS2.
What are the ups and downs of coding for the Spark engine?
What feature would you love to implement, but could not (yet!) due to technical restrictions?
What feature would you love to have implemented, but could not due to everybody else at UWE thinking it sucks?
NS2 development is very transparent, up to the point where the community develops stuff that becomes part of the core game. Could you describe how this kind of development "feels"? What are the ups and downs of working this way?