Author Topic: Weekly Training Cast  (Read 11879 times)

Offline peewee_RotA

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Re: Weekly Training Cast
« Reply #15 on: July 05, 2008, 07:27:45 PM »
 :lolsign: :lolsign: :lolsign: :lolsign: :lolsign: :lolsign: :lolsign: :lolsign:

Due to unforeseen errors a download of tonights broadcast will not be available.
 :sorry:


I have done some diagnostics and it seems that the problem exists in the connection between my chair and the keyboard.
« Last Edit: July 06, 2008, 03:20:51 AM by peewee_RotA »
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Offline Paril

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Re: Weekly Training Cast
« Reply #16 on: July 05, 2008, 07:58:38 PM »
Lawlocopters and a big box of afroskates.

T'was fun, however I wish things didn't go so wrong today XD
Mista'Wii asked me to post the basics of what was said, so.. here ya go:

Basic layout of Brazen's gameplay (NOT GOING OVER, PERSONAL NOTES):

- Mainly single player or coop based.
- Realistic inventory system (carry anything around, use it when you need it, weight-based movement, etc)
- Squad-based movement (level doesn't change till everyone exits)
- New equipment to battle the Strogg with
- Monsters much stronger, actually a challenge
- Climbing and ledge shimmying
- Advanced hit locations (head, body shots, arms, etc)
- Reloading
- Movement-affected accuracy
- Several noob-friendly cvars, such as turning Automatic Akimbo Reloading on (reloads left hand if it's out after right hand is done reloading, etc), and a "Smart Pickup", which essentially filters out all of the stuff the game thinks you don't need from being picked up.

New mission which is based on Quake2, same feel, same opening, just a different mission idea
WinAMP system implemented, playback controls

#1 When was brazen invented and who invented it?

Brazen was invented by Mr. Grim.
The farthest news post I can see from the old Brazen sites is January 1st 1999.

#2 What was the first version of the mod like before you picked it up.

It wasn't very functional (still in beta). He had left a lot of his redesigned features out such as climbing and that's about the time when he quit working on it.

#3 I remember hearing about brazen on planetquake.com/qdevels. At the time akimbo
weapons were all the rage based on the success of golden eye. What was the state of the
akimbo guns when you picked up the project.

Brazen 2.00, the latest source code, only had akimboing like weapons, such as shotgun and a shotgun.
However, in his previous version, 1.00, he had all of the combos working, although gameplay was much different.
I assumed he didn't get time to finish, so with the new engine I redesigned it.

#4 What was your favorite feature. What is your current favorite feature. What will be
your future favorite feature once it exists.

The inventory caught my eye.
Akimbo weapons, definitely. The pleasure of having a shotgun in your left and a machinegun in your right is.. awesome
As for future feature, customizable huds. I'm intrigued to see what people will create!

#5 Quakecafe has some very impressive videos and screenshots of the indeveopment
project. Is there anywhere else we can go for a sneak peak?

The site for Brazen will be up very soon, which you can find more info about on my site when I get to finishing it.
http://parilsprojects.org/brazen/

#6 One of the most radically changed features is the inventory. Was that your doing?

Actually, this was a brilliant job done by Mr. Grim. After taking a first peek at the source code, I thought I had died and went to QHeaven; the pure genius of his systems..

#7 What sort of inventory changes can we look forward to in the future?

Probably none, it's pretty much perfected. With the new customizable HUDs, it'll probably end up being cooler than I could of imagined.

#8 So EGL huh? What made you choose this client?

In my opinion, EGL has potential to be an excellent engine. It runs smoothly and isn't bloated with features nobody uses.
However it lacks such graphical enhancements such as bloom lighting, but we're working on it as much as we can.

#9 Being a stand alone game, will there still be some sort of backwards compatibility?
I know that another standalone mode, Escape from the City of the Dead was playable as a
normal deathmatch mod if extracted to the correct directory.

There aren't many critical changes that have been applied to Brazen's engine, so as of yet, it's easily possible to backwards compatible-ize the engine.

#10 Any swipe at changing the phyisics. Any fan of action quake 2 knows that quake 2
phyics take a perfectly strategic game and make it into a standard free for all.

As of yet, it's been discussed but no action was taken. We thought slowing the players down might improve on the aspect of carrying items around, but we aren't sure.

#11 Do you have any compitition for the ideas of this mod. I know that some mods in
history have been a race to completion. In example: weapons factory and teamfortress
quake2.

Not that I'm aware of. I certainly hope not, but Brazen doesn't have a big audience to begin with, so they won't be stealing much!

#12 Will there be ports to other engines? Basically do you still fall under the
umpreally of the GNU liscense?

Probably not, but it depends on how the general public likes Brazen. If someone wants to make a direct port of Brazen or even an indirect ripoff that just seems to have similar gameplay aspects, it's a possibility. Keep in mind that Brazen uses Stroggos as the main setting, though.

#13 Can we expect a brand new singleplayer campaign.

It's in progress! The first map is already in the alpha, complete with voice acting.

#14 Will the AI NPC characters ever be finished?

The actor characters have big plans. In most cases they are used just to be shot down right away and drop weapons or ammo, but the ability to group them up like a squad has come up several times. We do plan bots for DM and SP play though, which rules out the whole idea of collecting squads.

-Paril
« Last Edit: July 05, 2008, 08:21:10 PM by Paril »
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Offline peewee_RotA

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Re: Weekly Training Cast
« Reply #17 on: July 12, 2008, 07:20:44 PM »
So we jumped into our handy dandy wayback machine and traveled back 8 days to have a local community 4th of July event including fireworks. Funny thing about time travel, you can never seem to get home by 9:00.

 :busted:

Be sure to tune in tomorrow for some high flying, head rolling, quad camping splatterfest action and a live play by play.
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Offline peewee_RotA

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Re: Weekly Training Cast
« Reply #18 on: July 20, 2008, 04:47:40 AM »
After 2 failed attempts at Wii&D we did fit a real broadcast in about BEN random DM generator and the Quiablo idea.

http://zeliepa.com/dna/tastycast/2008_07_19.mp3

Next weeek will be SuperHeros Q2 (and don't forget that the mod directory is SH2 not super2!!! LOL)
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Offline peewee_RotA

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Re: Weekly Training Cast
« Reply #19 on: July 27, 2008, 07:00:59 PM »
So Wii and D went down yesterday night without a hitch.. however the shoutcast obviously did not. I'll pick up next week and hopefully get Wii and D to follow as well.
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Offline peewee_RotA

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Re: Weekly Training Cast
« Reply #20 on: October 18, 2008, 01:50:36 PM »
Tasty cast resumes tonight at 9:30pm EST.
(I know this is short notice, so look for the downloadable version later tonight)
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Offline peewee_RotA

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Re: Weekly Training Cast
« Reply #21 on: October 18, 2008, 07:11:31 PM »
Download:
http://zeliepa.com/dna/tastycast/2008_10_18.mp3

P.S.

NO TECHNICAL DIFFICULTIES TODAY!!!!  :yessign:
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Offline Paril

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Re: Weekly Training Cast
« Reply #22 on: November 01, 2008, 12:57:23 AM »
Booyaka booyaka.

-Paril
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Offline beanstorm

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Re: Weekly Training Cast
« Reply #23 on: November 01, 2008, 03:02:02 PM »
 :yessign: Nice shout Pdubya. You have mail btw.
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