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10/12/2007
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Category: Dev Talk :
Author: Shafe (3:38 pm)
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The loose organization of the Trepidation project has proved somewhat ineffective, causing a lot of stuff not getting done. Basically where we stand right now is a lot of finished code with an incredible amount of game media to complete; most of the game media in the existing development builds is filler which needs to replaced with original content. Many of our original development team members have gotten too busy with work, school, or life in general. Some have moved on to newer games. Compiled over time without finding replacements, we are left with a very lean team; A mapper, 2 programmers, and a handful of testers. We have decided to re-organize the development process, as well as how the tasks are deployed to the development team. This means finding new team members with the interest, commitment and appropriate skills to fill the positions left open by departures and MIAs. I’ll be taking the helm on the project -- Before now, I would always announce that everything was done via consensus and there was no person in charge. This approach didn’t seem to work. The project was my idea, and I seem to be the one doing most of the management anyways. While we do have some of the original developers, we will be revisiting the roadmap and the goals of the game itself and making a lot of decisions on what direction(s) to go with the various aspects of the game. We are currently seeking the following for the Team: Sound Engineer Responsible for creating and maintaining the various sounds. Including, but not limited to weapon sounds, player sounds, world sounds and any sound effect needed for the completion of v1.0. 2d Artist The Trepidation project is seeking 2d Artists to help designing textures and 2d art for Trepidation, a Quake III Engine based game. 3d MD3/MDR Artist The Trepidation project is seeking 3d Artists to help designing weapon and world models for Trepidation, a Quake III Engine based game. The model formats used in the game are MD3 and MDR/MD4 format. If interested, shoot an email or visit our forums Q3 Engine Level Designer The Trepidation project is seeking level designers to help designing levels for Trepidation, a Quake III Engine based game. Levels are needed for a variety of game types. If your interested in any of these positions, shoot me an email @ shafe(*at*)planettrepidation(*dot*)com |
08/10/2007
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Category: Dev Talk :
Author: LaZ87 (12:47 pm)
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new maps in the works. going to be a medevil caslte, with spiral stair cases, either a 3d model of a pinao or a brush style. that is going to be self playing. and many more new ideas |
07/08/2007
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Category: Dev Talk :
Author: LaZ87 (1:33 pm)
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i finally finished it. there are a lot of random things and features the new gravity change and speed change, it weights in at 8.5mb my largest map so far. hope you guys like it. |
06/17/2007
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Category: Miscellaneous :
Author: Shafe (9:28 pm)
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I found this rather amusing.... |
06/12/2007
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Category: Dev Talk :
Author: Shafe (3:30 pm)
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Summertime is here, the rain has finally stopped here in Oregon. The nice weather makes it hard to spend too much time in front of the computer, but suprisingly enough I've been getting a lot done with Trepidation. It's been a long time since we built installers and posted up a new development build. We're nearing time to release a new one. The next build is well under way. We're shooting for beginning of July for the next build, but that is a loose deadline. We want to get everything done and done correctly. At first glance you may not see too much different but there are a lot of little fixes here and there. One of the coolest things is that mappers will be able to build maps where certain areas of the map can have different gravity, and different speed. Vincent really pulled this one together and maybe he'll blog a bit about how it works. I'm not sure that we'll have any maps utilizing these new features yet, but they will be available. Essentially this would allow a map of a ship where inside gravity would be normal, and outside would be low grav. That is awesome. Maybe we'll have at least a test map in the next build. I've also managed to completely redo the 'PLAY OFFLINE' option of the game, offering options to play any of the available gametypes with bots, instead of the generic quake 3 single player that was amazingly broken in the current development build. Also managed to get the installer size down to 86meg down from 115meg, Mainly from converting a a lot of the uncompressed wav files to ogg. I'm surprised how much size was shaved off by converting the sounds. The GFX portion is still coming along somewhat slowly but this forthcoming build is looking a lot more sound and stable than the previous. Of course, we're always looking for talented people to contribute to the project. |
05/13/2007
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Category: Dev Talk :
Author: DrPreston (12:28 pm)
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It's difficult juggling school and everything, but I'm still making progress! I've been working on making a playable version of the Parking garage. Putting out some weapons and stuff. I have been having a problem with some brushes not appearing in-game. From the looks of it, this should be a straight fun, small CTF map. There'll be few hiding spots. I've got Gauss guns next to he trucks, so you can snipe from one base to the other, and rocket launchers in the cars. You have to break the glass though. I'm thinking of having it trigger an alarm so everyone knows you have the rockets! Feedback? Suggestions? Reply! I need ideas! |
02/09/2007
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Category: Dev Talk :
Author: DrPreston (5:44 pm)
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Well, now I have something real to talk about. That is, some real progress. I found some time and got back to work on the parking garage. I have built a secret area with armor and a devastator. Don't ask me how to get to it because I haven't decided yet. I'm hoping I can make it so that you have to do lots of things (like a puzzle) so you can get to it. I don't want it to be just a hidden transporter like the one in dangercity. I want it to keep its difficulty a little longer. Screenie @ www.tikitom.com/preston/secret.JPG |
01/14/2007
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Category: Dev Talk :
Author: Gigabyte (10:54 pm)
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Well, lately I've been doing nothing, and I feel kinda bad about it because I feel as if I'm just leeching on the back of the Trepidation crew, so I apologize to the rest of the team for my lack of activity. School has recently kicked into a new semester, I had a minor breakup with someone, and found someone new, aside from that I've got a lot more homework but I'm really hoping to find time for the project so I don't look like a total ass. So, here's a drawing I did in my spare time: Clicky Here! Not exactly great, but it's like the only decent one I have left X__x drew it a few weeks ago while intoxicated on insomnia because of my habit of lack of sleep over the winter break. Hope everyone had a merry Christmas! |
12/09/2006
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Category: Dev Talk :
Author: SkareKrow (3:26 pm)
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Well, Christmas is coming and I'll be leaving. Hopefully, I will be able to get Radiant working on my cousins computer (Josh). Technically, I think he's in the dev. team, but at the same time isnt because he hasnt done anything. If we cant get Radiant to work, we will have to settle for sketches of his ideas and I'll work on them. My other cousin (Ryan) might have some ideas too, but I'm not sure about it. I think he wants to help with modeling, but he has no experience. Onto the mapping, I'm trying to fix the bots in Aversion... some of you might have noticed they arent useful at all. Get stuck in water, dont leave the base, that kind of uselessness. I've fixed the water problem by making it IMPOSSIBLE for any bot to get in by adding a bot clip. The problem I'm faced with now is getting them to leave the base and get the flag. I've concluded that they will not leave because either they are stupid or the flag is unreachable to them. I dont think there is a way to fix this problem without changing the map. Of course, the brilliant minds in programming are working with the bots and whatever changes they've made may have already solved my problem. Well, now I've brought you up to speed. |
11/23/2006
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Category: Random Thoughts :
Author: Vincentk (11:17 am)
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Some of you might already know me, some of you not. Some of you might know me for my long time of activity in the EF RPG world (including clans etc.). In short: I am Vincent and I come from The Netherlands. I have already done some modding projects already, at the moment mostly for Star Trek Voyager: Elite Force and for Return to Castle Wolfenstein: Enemy Territory. These include the Assimilated_Voyager mod, the Anti-Brig mod, the EF-RPers project I am currently working on (though it is inactive :S), my VincentFC skin, my Weird_Dangercity retexture, and my big change mod for Enemy Territory (unreleased, but I am quite proud on this one). However, I mostly don't release many of the mods I've made... The released mods I like the most are my Assimilated_Voyager mod and my Anti-Brig mod. The first one because it was quite populair, and it was my first real mod ever (it came after my Weird_Dangercity retexture), and it took a lot of work, and I've learned a lot from it too. I still "smile" everytime I play it The Anti-Brig mod is my latest mod, and I am quite proud of that one, because that mod made it to quite some EF sites ;) Eg. See: http://www.raven-games.com/news/news-archive-9-2006.php (at 17 september 2006). My all time favourite though is still Assimilated_Voyager, but I think that is about to change when this game comes out ;) I have very recently been added to the dev-team as a coder, to help Shafe out ;) I must say I've already become quite keen on this game after having played it several times; it is really cool :P The coding part is also going well, currently I am in the bug-fixing and I've already fixed quite some bugs... Though the communication between me and Shafe is quite limited to the notes in Mantis due to the time difference between the US and Holland. It really sucks, I have only talked to him on MSN twice, and those converstations were for my application to the dev-team here, and they were not really long. I just need to have a proper, long conversation about the coding, because currently some things are still not really clear to me. Same goes for the other members of the dev-team, whos MSN I don't even have, and who are probably also in another timezone. Finally, I must say I am quite glad to be part of this project, and this is a good project for me to. I just don't like those time differences, cutting communication....... Oh, and to see how many people are already working on this project is nice too, I find it especially nice that there are already so many maps available, though this game is still in a quite early stage. I just hope we can get a lot of models implemented in the game soon too. Anyway, dev-team members, please add me to your MSN ;) vincent_lammeren@hotmail.com |







