Rock, Paper, Shotgun

All Aspect Warfare Demo

By Jim Rossignol on June 11th, 2009 at 8:48 am.


3000AD’s new simulatory shooter has a demo, and you can get it here. It’s a mere 290mb. The demo includes a bunch of instant action scenarios and a taste of the various careers in the game. More info can be found over on the blog. We understand from the most recent postings that the game itself is imminent.

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263 Comments »

  1. Anton says:

    Hopefully this demo will help me understand whether I am in the narrow target audience or not.

  2. Nick says:

    I salute Derek Smart’s indefatigability.

  3. Alex says:

    It’s pleasing to know that Derek Smart is still out there making games. I might not ever buy them, I’ve somehow developed a fondness for him through all the abuse that gets hurled when he gets into arguments. Plus, that Desktop Commander video will never get old.

  4. Andrew Dunn says:

    If the graphics in the game are as good as those on the website, this should be stunning.

  5. Frankie The Patrician[PF] says:

    I tried the marine mission…I ran, spotted an enemy, killed him, another appeared, I got killed and it crashed…hooray, seems like a good old 3000ad game :D

  6. Jim says:

    Mein Gott.

    To me this seems like it’s trying to be Planetside and Tribes 2, but both those games are so much better. I drove my jeep in to one of the badly textures buildings and it flew backwards in to the air. I ran over an enemy and it did nothing but push him.

    I played for about 10 minutes and I can’t list the number of problems with the game. When you die a scoresheet comes up and says ‘Press ESC’ to exit, you think it means the screen, but no, it means go back to the main menu, with no way back in to the game.

    I wasn’t expecting much when I saw the terribly designed 3000AD logo flying through space in a very badly animated fashion, I seem to remember they made that Judge Dredd game, unless i’m totally wrong on that.

    Maybe the game is too ambitious, although the same thing has been done before and much better (Battlefield 2042, Tribes 2, Planetside). The graphics aren’t great at all, and there is barely any optimisation, my quad core machine has trouble running it at medium, when it runs much graphically higher quality games smoothly.

    When in a jeep I couldn’t seem to look around, the physics of everything are straight from the 90′s. There’s a lot more but I have a feeling someone else will chip in with their experiences soon, I’ll just say, this is pretty bad, pretty pretty pretty bad.

  7. Markoff Chaney says:

    Downloading now. Thanks for the peek, Dr. Smart!

  8. Ging says:

    Jim, you are wrong on the Judge Dredd game – that would be Rebellion, who own 2000AD (the comic publisher who created Dredd). 3000AD is the company run by Smart.

  9. mandrill says:

    oh dear, not very accessible is it. I jumped into a plane and the controls were all over the place, I’ll have to plug my joystick in and try it again. Not tried the ground pounder yet, will do that later.

    This could be an interesting game if it doesn’t alienate alot of people in the first five seconds. Then again, he’s always said that it is not his aim to make successful games.

    Not a good start.

  10. Walsh says:

    What, no commentary on how the game plays? Afraid of the “Dr” Boogeyman?

  11. Jim says:

    Jim, you are wrong on the Judge Dredd game – that would be Rebellion, who own 2000AD (the comic publisher who created Dredd). 3000AD is the company run by Smart.

    That’s it, I stand corrected. But my opinions still stand on this, I coult myself lucky I missed out on a beta key.

  12. ZIGS says:

    *looks at the vehicles design*

    Oh lawd, George Lucas won’t be pleased

  13. dsmart says:

    [You'll have to be nicer than that here, Derek - our readers are largely expressing honest commentary based upon their experience of the game rather than simply taking a pop at you. We want civil and constructive discourse from both sides. Rest assured we have been deleting and will continue to delete the genuinely nasty reader comments, of course. Thanks, RPS]

  14. meeper says:

    Sorry Derek. Although I’ve never particularly enjoyed your games, I haven’t found reason to bash them, either.

    However, your statement that “There are NO crashes in the game. Not one. In fact, there aren’t any bugs left in our tracking dB. So whatever that was about, check your system” seems particularly arrogant. I can only hope that it was in jest.

  15. dsmart says:

    The dev log is automatically exported and uploaded when it changes. Here is the latest version from which the demo was built.

    Our Mantis dB is empty.

    Unlike others, we don’t hide our bugs and hope that nobody notices. If its there – and it can be reproduced – we investigate and fixed.

    If you find a bug that can be reproduced, report it and we’ll fix it. Thats what we do. It is part of our history. We support our games. Always have. Always will. And the thousands of people who buy and play them, keep doing so because of our commitment to our games and the people who LIKE and PLAY them.

  16. Adam says:

    Just because people can’t be bothered to report bugs for your game it doesn’t mean your game is bug free.

  17. dsmart says:

    Sorry Derek. Although I’ve never particularly enjoyed your games, I haven’t found reason to bash them, either.

    However, your statement that “There are NO crashes in the game. Not one. In fact, there aren’t any bugs left in our tracking dB. So whatever that was about, check your system” is particularly arrogant. I can only hope that it was in jest.

    Arrogant? Maybe. But so what? I can be as arrogant as I want to be but at the end of the day I stand by my statements. If I know – for a fact – that there are no bugs in the game, then I have the right to say so.

    Why should I accept the postings of some seemingly anonymous non-entity on a board? Can you vet that person? Vouch for them? Do YOU have access to their machine? So what? Its better to take the word of some Internut at face value while lambasting the developers?

    No, it wasn’t a jest. I was serious because those are the facts.

    We’ve had people ignoring the DirectX 9 update requested by the installer, pressing “NO”, then come tell us that the game won’t run. We check their system? And of course the last time they updated DirectX, Clinton was president.

    I never underestimate the power of gamers to royally fuck up otherwise simple things. So if its not in my game – and I can’t reproduce it – chances are, its your fault. Prove me otherwise, and I’ll fix it and move on with my life.

    Here is another fine example. Scroll down to the bottom and read the comments.

    This is what the GUI looks like when you start the demo.

    Yet, somehow, 47 people managed to ignore it, create a new user. Then post stuff like this when the server authentication denies access to the game.

  18. dsmart says:

    Just because people can’t be bothered to report bugs for your game it doesn’t mean your game is bug free.

    …and just because someone says its a bug in my game doesn’t make it so.

  19. Jim says:

    Oh, I didn’t know the developer was going to read this, sorry. ^_^

    Well ok, lets look at my comments and see how I feel after some more time with the game, I know saying the logo was a sign of bad things to come is like judging the proverbial book, but it really would have been better had it just been just a quick fade in to ’3000AD’ with a black background and white text. it may not seem important but used properly it can really set the mood of a game before it even starts up.

    Anyway, that’s not the point of the demo and I only said it was a bad sign, nothing to get worried about just yet. Having played it a bit longer I see when you die that’s it, scenario over. But that doesn’t explain the lack of a retry button, why take me back to the main menu where I have to select the scenario all over again? Especially with no tutorial i’m gonna come in to this not knowing what to do and it will take a few times to get me sorted.

    I have played two demos today, this one and Overlord 2. The second had a nice little tutorial (no framerate issues, must be made for POS PC’s despite looking beautiful) to get you started. I have to say it’s great to release a demo and I wish more devs did it, but some light help would be welcome.

    I understand it’s not a copy of Planetside, BF2142 etc, mean the graphical quality and how it runs on my PC can be compared. Large spaces, vehicles. We’ll put the performance down to my crap PC is 10,000 people really do say it runs fine, I planned on upgrading soon anyhow.

    I don’t need to read the manual, i’ve played plenty of these games before to know how to play them pretty much off the bat. The main menu thing did throw me i’ll admit, I was bemused at the non-restart situation. But I rammed the jeep in to a wall for a reason, to test what the game would do, I wasn’t expecting perfect damage modelling or physics but it actually threw be back several hundred yards. Through the air.

    Lets talk about what I do like, every game has its silver lining. The buildings cruble (with some imagination) when they’re hit, always nice to see that. The mission to survive until your evac gets to you is a nice idea.

    Oh i’m really trying.

    I understand it caters to a specific base, but the thing is I usually love this type of game. A big map with vehicles, that is my kind of game. I think comparing your game to others out there is perfectly reasonable if you’re going to be asking for a similar amount of money to play it. I will always look up to people who develop games, working on mods for most of my life I can only imagine how hard it is to build and engine from scratch, let alone the light map/model/texture editing I do.

    So yeah, I appreciate your work and maybe there’s something I just don’t get, but I guess the demo doesn’t show off the features of the game very well. I’m guessing massive multiplayer sprawling battles are where the fun lies, not the scenarios.

  20. El_MUERkO says:

    i’ll download this when i get home, comments drama or no!

    is there lazors?

  21. dsmart says:

    OK, lets try that again then with different wording…

    I tried the marine mission…I ran, spotted an enemy, killed
    him, another appeared, I got killed and it crashed…hooray, seems like a
    good old 3000ad game :D

    There are NO crashes in the game. Not one. In fact, there aren’t any
    bugs left in our tracking dB. So whatever that was about, check your
    system.

    Also, all enemies come from somewhere other than thin air. So another
    didn’t just “appear”. He may have only just appeared to you, but since
    they intercept in groups and pairs, you probably noticed the other guy
    first.

    When you die a scoresheet comes up and says ‘Press ESC’ to
    exit, you think it means the screen, but no, it means go back to the
    main menu, with no way back in to the game.

    Wrong. You are taken to the main menu. From there you can either quit
    the game or start a new one. Try actually reading the menu options next
    time.

    I wasn’t expecting much when I saw the terribly designed
    3000AD logo flying through space in a very badly animated fashion, I
    seem to remember they made that Judge Dredd game, unless i’m totally
    wrong on that.

    Oh yah, lets comment on the company logo which has been around for God
    knows how long. At least we know where you’re coming from.

    Maybe the game is too ambitious, although the same thing has
    been done before and much better (Battlefield 2042, Tribes 2,
    Planetside).

    Wrong. Again. The only thing that it has in common with those games, are
    fps and vehicles. Anyone who has played those games – and AAW – knows
    that. You obviously don’t. Especially given that something as simple as
    navigating the main menu trips you.

    The graphics aren’t great at all, and there is barely any
    optimisation, my quad core machine has trouble running it at medium,
    when it runs much graphically higher quality games
    smoothly.

    Wrong again. The game is highly optimized and does in fact take
    advantage of multiple cores. We had a 10K+ test through IGN and the
    public – not one person complained about the performance. Not one. In
    fact, those threads are still available on our website for all to see.

    And there is no such thing as “running at medium”. This is not Crysis
    where you press a button and it does the settings for you. You have to
    tweak each individual setting to suit your purposes. On my quad core
    righ, I can run at 1920×1080 (in fact most of the screens are taken at
    this res) with everything on Ultra or High and experience nary a
    stutter.

    Not all quad core machines are built the same. Try optimizing yours.

    When in a jeep I couldn’t seem to look around,

    Yes you can.

    the physics of everything are straight from the
    90’s.

    Not sure what you were expecting there. But considering that physics
    even pre-dates mankind, I’m at a total loss on that one.

    oh dear, not very accessible is it. I jumped into a plane
    and the controls were all over the place, I’ll have to plug my joystick
    in and try it again. Not tried the ground pounder yet, will do that
    later.

    Can you expand on that? What does “all over the place” mean? How hard is
    WSAD? Seriously?

    And yes, as I’ve said time and time again, if you’re going to be flying,
    you need a joystick or another controller. The flight dynamics were not
    designed for WSAD – which is what is used for games in which their
    ground and aerial dynamics are based on crappy fps movement. Ours isn’t.
    All the dynamics (fps, vehicle, naval, aerial) are unique. So while you
    can use WSAD for vehicles, first person etc – don’t expect the same
    experience in a fighter. Get a joystick. Or an analog or XB360
    controller.

    Plus, the game’s controls are so simplistic, my Granny understands them.
    Not to mention that, right there on the main menu – you can go in and
    change ALL of them if you want.

    The game is not for everyone. If you don’t like the demo, you won’t like
    the full game. So, uninstall it, and move on to the next cookier cutter
    flavor of the day.

    Like all our games, it caters to a specific hard core high-end audience,
    so it may not appeal to everyone. But that was never our goal. Our goal
    wasn’t to develop yet another cookie fps game that others keep
    regurgitating. We wanted to go beyond that and come up with something
    unique and which stands apart from the others.

    Naturally, given the size, scope and ambition, we had to make various
    levels of compromises in order to make it playable on the target
    systems. So you won’t see any trees. But hey, you have a bunch of other
    things to stare at and in the largest game world in any fps game to
    date. Yes, we checked – it is the largest fps game world ever created.
    Even so, the game worlds in our previous space games are in magnitudes
    of hundreds times larger. So we have a lot of experience with that.

    Its not for everyone. If you don’t like it, then its not for you. And
    comparing an indie developed game to a multi-zillion production from the
    likes of EA, is silly.

  22. jalf says:

    Arrogant? Maybe. But so what? I can be as arrogant as I want to be but at the end of the day I stand by my statements. If I know – for a fact – that there are no bugs in the game, then I have the right to say so.

    You don’t know that. There is no way to know that. Arrogance is fine, but it’s generally best used about things that are actually verifiable. You can be as arrogant as you like about the name of your game, because you *know* what it is. Code verification is in the general case an unsolvable problem. Until reading this thread, I’d have said that only people learning to write their first “Hello World” program were naive enough to claim they *knew* they had no bugs.

    We had a 10K+ test through IGN and the
    public – not one person complained about the performance. Not one.

    Link please?

    And I love the way your answer to complaints about performance is “not one person has complained about the performance”. Exactly one person has complained about it now.

  23. Adam says:

    So how big is the game world? Is there just one map?

  24. Tei says:

    Having a demo of this game, is a very honest and cool thing to have. As It will help people that would like this game decide to buy it, and the others people avoid from buying it.

  25. dsmart says:

    @ Jim

    Well thats a much better – and more objective post. Thanks for that.

    Anyway, that’s not the point of the demo and I only said it was a bad sign, nothing to get worried about just yet. Having played it a bit longer I see when you die that’s it, scenario over. But that doesn’t explain the lack of a retry button, why take me back to the main menu where I have to select the scenario all over again? Especially with no tutorial i’m gonna come in to this not knowing what to do and it will take a few times to get me sorted.

    The “no retry” was design decision. In much the same way that there is no save anywhere in most games, but you have it ours – which also does not use a checkpoint save system.

    The decision was because given the size of the game world, it takes a long time to re-initialize and reload. In fact, if you wanted a retry, just run the game, and a few mins in, save it. Now when you die, you can resume right there without having to start from scratch. The save/restore is very seamless and transparent. Please try it and tell me if that solves your problem.

    There is a tutorial for the game and the demo. If you look in “Start/programs/3000ad/All Aspect Warfare Demo” you will see the link to the PDF file, manual, game keys etc.

    I don’t need to read the manual, i’ve played plenty of these games before to know how to play them pretty much off the bat.

    uhm yes, you do need to read it. In fact, if you had read it, the main menu issue would have been clear because its right there on page 3.

    But I rammed the jeep in to a wall for a reason, to test what the game would do, I wasn’t expecting perfect damage modelling or physics but it actually threw be back several hundred yards. Through the air.

    Yes, it was designed to do that. And the distance depends on your speed at impact.

    So yeah, I appreciate your work and maybe there’s something I just don’t get, but I guess the demo doesn’t show off the features of the game very well. I’m guessing massive multiplayer sprawling battles are where the fun lies, not the scenarios.

    Its there. Just not in the demo. If you read the manual – the full game manual is in there – you will see the potential.

    It puts Planetside in the shade. It takes some getting used to. Like all games.

  26. dsmart says:

    So how big is the game world? Is there just one map?

    http://www.3000ad.com/aaw/2009/05/developer-blog-10/

    Having a demo of this game, is a very honest and cool thing to have. As It will help people that would like this game decide to buy it, and the others people avoid from buying it.

    Indeed. And thats the point of doing demos. But that didn’t stop almost one million people from buying H.A.W.X. :D

    We have traditionally done demos either based on the final build or shortly after the game was released. Hence the reason we are releasing the demo at this point, now that the game is near Gold. So, apart from the tons of features that are totally gimped (as you can see from the game manual included with the demo), you’ll get a good idea about the game and make an informed decision therein.

  27. RPS says:

    Sigh, cleaning this thread is wearisome. Keep it civil, everyone.

    Adam – do stop trying to provoke arguments.

    Derek – we’re quite sure the non-spiteful majority of our readership are genuinely interested to hear your thoughts on AAW so please keep on commenting, but both sides need to resist the urge to fight.

  28. Eisenhorne says:

    We’ve had people ignoring the DirectX 9 update requested by the installer, pressing “NO”, then come tell us that the game won’t run. We check their system? And of course the last time they updated DirectX, Clinton was president.

    Many legitimate hardcore gamers have jacked up computers. They may be hardcore gamers but don’t have the proper knowledge to maintain a computer such as patch management, anti-spyware and non conflicting processes. So if a gamer ignores DirectX (which standardized drivers) and proceeds to install a game then the game WILL have problems. I’m not defending the game just calling out so called hardcore gamers who dont follow instructions are are compelled to blame someone else when we all know their PC is jacked up. This is why development for the PC is such as pain and we have seen the increase of consoles because the hardware is controlled and the so called hardcore “i know everything” gamer cant jack up the system the devs plan to deploy on. This game may be compared to other games and that is fair if they are in the same genre, I am an indie developer and would never code for the PC but have been in IT for 20 years so I am intimately familiar with what a person will proclaim as a but in someone else’s game.

    Anyway, the game could be better and should be if it wants to compete in the modern gaming arena. Better would graphics as this is going to be 70% of a persons interpretation of your game.

    Good luck but I would make it for the 360 eventhough that means a complete overhaul and following “The Man’s” standards – it will sell and sell a lot or it can barely sell and be problematic on a PC.

    Good luck Derek Smart but consider opening your mind to other platforms as you are brilliant but have missed the passing of the PC and the increase of the console.

  29. teo says:

    If you can’t let the game speak for itself and need to defend it in damn comment section then I think you took a wrong turn somewhere. Guess what, all those people you’re replying to, their experiences of the game are valid. If people think the controls are clunky you can’t say that they aren’t clunky.

    Most people who try the game will never read your comments anyway so perhaps you should make sure that the game can stand on its own without all your explaining.

  30. RPS says:

    Relax Teo – one of the great joys of RPS is that we do get gamers and developers interacting here. There are worryingly few sites that happens on. Every time someone openly rages at a developer there’s less chance of that happening, sadly.

  31. jalf says:

    We’ve had people ignoring the DirectX 9 update requested by the installer, pressing “NO”, then come tell us that the game won’t run

    Then don’t do that. Here‘s what Microsoft’s guidelines say about installing your game:

    many games ask if the user wants to install DirectX. If the game requires Microsoft DirectX to run, and the right version of DirectX isn’t installed already, the game should simply install DirectX.

    Don’t ask the user questions that you know the answer to, and they might not. Especially not if there is only one valid answer in the first place.

    Just a suggestion. :)

  32. ZIGS says:

    Regarding the performance, I have a Q6600 @ 2925Mhz, 9800 GX2, 2GB RAM, Win XP pro SP3 and I play @ 1680×1050. I tried with all settings maxed (AA @ 4x) and the max FPS I got was about 22. Unplayable. I’ll try to lower the settings but anyway, with my setup, I should be able to play at max

  33. dsmart says:

    @ RPS

    Derek – we’re quite sure the non-spiteful majority of our readership are genuinely interested to hear your thoughts on AAW so please keep on commenting, but both sides need to resist the urge to fight.

    Very well then.

    Then don’t do that. Here’s what Microsoft’s guidelines say about installing your game:

    If all developers followed Microsoft’s guidelines, we’d all be in trouble.

    Fact is, I opted not to do that in the installer because there is no guaranteed way to discover which DirectX runtime is installed.

    I use NSIS as my installer. Not the bloated crap that is Installshield/MSI. Below is the section in the installer script

    Function .onInstSuccess
    MessageBox MB_YESNO “Install (Internet connection required) DirectX 9.0c (March 2009) Runtime? If not, the game may fail to run!” IDNO NoRunProgram
    Exec $INSTDIRdxwebsetup.exe
    NoRunProgram:
    FunctionEnd

    The user gets to press Y or N. It tells you what bad things will happen. You’d think that people will just press Y and if they have the latest, nothing happens when the DirectX installer runs. But instead, they click N. And boom.

    Sure I could do a silent install and remove control from the user entirely. I just haven’t gotten around to make a final decision on that yet.

    Thats not all. The game requires a card with Shader Model 3. Every card from 2007 has this. But because of how nVidia and ATI keep gimping their cards, we’ve found that some high end cards from back then, arent even SM3 supported. So people don’t read the game’s requirements. Then try to play it.

  34. oceanclub says:

    “If I know – for a fact – that there are no bugs in the game”

    Really? You are honestly claiming there are not bugs in your code? What’s your QA/engineer ratio and what kind of automated testing have you implemented?? I’ve worked in software companies for 15 years and never ever seen bugless code, even when it was a relative compact of software entirely written by two geniuses and carefully QAed.

    P.

  35. MessyPenguin says:

    Runtime error this application has requested for the program to be closed in a unusual way
    Please contact applications support team

    So i am

    Any ideas?

  36. dsmart says:

    @ ZIGS

    Regarding the performance, I have a Q6600 @ 2925Mhz, 9800 GX2, 2GB RAM, Win XP pro SP3 and I play @ 1680×1050. I tried with all settings maxed (AA @ 4x) and the max FPS I got was about 22. Unplayable. I’ll try to lower the settings but anyway, with my setup, I should be able to play at max

    I have a similar rig and can peak at around 32fps with everything maxed.

    Since 30 fps is a standard for NTSC, I wouldn’t call 22 fps unplayable. I ran a bunch of regression tests and was able to play just fine at around 20 fps with everything maxed.

    Remember that it is a MASSIVE world. The bottleneck is not the graphics but rather in the updates such as physics, AI etc.

    You can reduce the quality of shadows and light shafts to make a BIG difference in performance. Those are things you won’t otherwise notice anyway, so you won’t notice the effects of HIGH vs ULTRA.

    Let me know and I’ll help you tweak it.

  37. dsmart says:

    @ MessyPenguin

    What are you system specs?

    I have only seen that error in the following circumstances

    1. Card is not SM3 compliant

    2. Latest DirectX 9 runtime not installed

    3. You are running a 64-Bit app and the Byteshield DRM cannot initialize due to permissions on the system.

    Our online KB has a list of solutions.

    Let me know how it goes.

    Also, be sure to install IE8. Some people needed to do that in order for Byteshield to init and work correctly.

  38. dsmart says:

    @ oceanclub

    Really? You are honestly claiming there are not bugs in your code?

    If I don’t know about it, then it doesn’t exist. We developers can’t fix what we can’t reproduce or know about.

    As of this writing, there are NO known bugs in the game. None.

    And please don’t take my words out of context. Read what I wrote again.

  39. Xhumar says:

    RPS: quit deleting my posts. I think Sir Smart needs to see for himself that his game has issues. I may sound provocative, but these are opinions of my own experiences, ones that I’d like to share.

  40. RPS says:

    And you can highlight those issues without insulting the man, man.

  41. oceanclub says:

    “As of this writing, there are NO known bugs in the game. ”

    That’s very different from:

    ““There are NO crashes in the game. Not one. In fact, there aren’t any bugs left in our tracking dB. [...] If I know – for a fact – that there are no bugs in the game, then I have the right to say so.”

    If you are willing to admit there may be bugs in the game, then why are you getting annoyed when people point out there may be?

    P.

  42. Gabanski83 says:

    Credit to Derek here, he’s got the balls to stand up and defend his game, which is a lot more than the vast majority of developers do these days. I’m genuinely impressed.

    I think I might have a look at this game. Never tried a 3000AD game before. I’ll see how it goes. The mashup between a Tribes 2, Planetside and Battlefield style of game has me intrigued.

  43. Xhumar says:

    And you can highlight those issues without insulting the man, man.

    True, I got a bit carried away, but one can’t help pointing it out when said opposite party keeps refusing to admit it.

    (if anyone wants to ask what I’m referring to, it’s the music. My personal opinion is that it’s subpar)

  44. Gabanski83 says:

    Umm, can everyone else get to the blog linked to in the article above? I try to open it in Firefox, and I just get a blank webpage with a thin bar across the screen. Problem my end, or the blog?

  45. MessyPenguin says:

    Cheers for the reply
    I have installed Direct X the one that came with the demo said did not need to be updated.

    I have Internet Explorer 8 (Don’t use it though ugh)
    And I’m running 32 bit it is however Windows 7 may this be the problem?

    Oh yeah and Geforce 8800 GTS which I’m sure has SM3 with latest drivers everything else is fine apart from Channel 4 On Demand but that’s another story

  46. dsmart says:

    ah Windows 7!!

    Try this check list and tell me how it goes.

  47. Jim says:

    I’m running with Win7 RC 1 and having no crashes, well one so far but I put that down to the OS. Anyone up for some multiplayer? I’m playing now.

  48. Tei says:

    “Make sure that you have the latest updates to Internet Explorer 8, Java SE Runtime Environment and .Net Framework 3.5 or higher- all of which the Byteshield DRM interface require for proper operation.”

    Derek, thats a hell of dll files. Maybe more than 300 MB (.NET + Java + IE8). You sould probably use a different DRM system, has this one need a whole hell of a upgrade, two upgrades (java AND .net). Also, you are lucky, because Microsoft has started a few months ago to push IE8 to everyone. But there will be people with autoupdate disabled, here is another dependency that is calling for problems.

    Good luck with that beta, I applaud your effort to be honest about your game.

  49. Tei says:

    s/beta/demo/g; sorry.

  50. dsmart says:

    @ Tei

    Sadly, those have nothing to do with the DRM or the game. Those are the system requirements by the OS. The Byteshield DRM was built with MFC. Enough said.

    @ Jim

    I can join you in a sec!! Which server are you on?

  51. dsmart says:

    btw, we even had CO-OP in the demo but removed it at the last minute because we – and the testers – felt that we gave away a very major and important draw for the game.

    In fact, one of the scenarios in the demo is based on the MP game of co-op in which you guys have to get off the base.

    One of the things we are not even touting because it has been in all our games, are the destructible environments. If you can see it, you can blow it up. Last night we were playtesting co-op in the full game. I ran into a building. The NPC gunship flying overhead and looking for us, subsequently levelled it. With me in it. :D Flushed us out, where the marines on the outside happily picked us off one by one. Good times.

  52. Jim says:

    I was the only person playing. I was expecting to meet some of thie hardcore fanbase and see how they played, maybe tonight. I have work to do now.

    I’m called Jim in the game though, so perhaps i’ll catch you later!

  53. Reverend Speed says:

    Some bugs I’ve encountered.

    http://img32.imageshack.us/gal.php?g=aaw04.png

    I keep trying to like this game and it keeps crashing on me. But I’m up for finding an online game.

  54. Reverend Speed says:

    …and editing is off. How annoying.

    First image is z-fighting on the ‘portal’.

    Second isn’t a bug, dammit, sorry bout that. But leaning in this game DOES tend to make me think I’m lying on my side on the ground.

    If I strafe with the wrist gun selected, I can see through my arm. Also… Mobile Forward Base wheels appear to be rotating on one single, central access. Amusing.

    One of my many crashes. Running an XP Quad Core with nVidea 8800.

  55. MessyPenguin says:

    Ok got past error after installing all the checklist :(
    now this
    Game terminated due to FATAL error:
    Invalid game file detected, please reinstall.
    ‘./MEDIA/MODELS/TEX/MARINE_INFANTRY_1_SPECULAR.DDS’

    im going to reinstall and try again

  56. mandrill says:

    @dsmart: First off I think its great that you actually take the time to talk to us ‘internuts’ in a comment thread, hats off for that.

    regarding your response to my previous comment I have a couple of comebacks, I’ll quote your comment first for clarity’s sake:

    Can you expand on that? What does “all over the place” mean? How hard is
    WSAD? Seriously?

    And yes, as I’ve said time and time again, if you’re going to be flying, you need a joystick or another controller. The flight dynamics were not designed for WSAD – which is what is used for games in which their ground and aerial dynamics are based on crappy fps movement. Ours isn’t. All the dynamics (fps, vehicle, naval, aerial) are unique. So while you can use WSAD for vehicles, first person etc – don’t expect the same experience in a fighter. Get a joystick. Or an analog or XB360 controller.

    1: I tried using an analogue joypad to fly the plane (an old Xbox controller through XBCD, still by far the best analogue joypad you can get to work on the PC IMO, apart form the 360 pad but thats plugged into my 360 for the kids to use) but there was no response from the game. Does an old Xbox pad not count as an analogue controller? If its not supported then you might want to look at that. As I said I will have a crack at it with my Saitek Joystick once I have more than 10 mins to sit down at my computer.
    2. Yes FPS controls are not ideal for flying a plane, I quite agree, but having roll controlled by Q and E for instance is not entirely illogical. I’m sure there are keys for rolling your plane there somwhere but to not have them easily to hand (let alone easy to find) whilst using FPS controls is irrtating.
    3. The WASD was fine, once I figured out how to get the damn thing off the ground. If you’re going to implement FPS controls in a plane then the jump and crouch keys are the logical ones to use for climb and descend. Implement FPS controls for flight or not, makes no odds to me, I have a joystick, but if you do implement them do so logically, sticking with the prevailing conventions where possible.
    W/S speed up/slow down
    A/D yaw left/right
    Q/E roll left/right
    Space Climb
    Lft Shift/C Descend
    T/Tab Closest target
    Mouse wheel Change weapon
    As it is you’ve got the defaults as F for climb and Z for descend, no roll control on the keyboard that I could discern, and I couldn’t find a closest target key.

    Flight control issues aside (I’ll be using a joystick later, so they’re not that big an issue for me anyway) I’m not going to complain about bugs or crashes, I didn’t have any, and the framerate issues (its a tad jerky, even on relatively low settings) are, as you say, more than likely down to my machine than anything else. I’ll be sure and play with the settings a bit more till I get a smooth play experience.

    On a more general note I think you may be missing a trick with you’re “If they don’t like the game then we don’t want them playing it” attitude. If the game puts people off in the first five minutes of play then it is not a failing on their part but on yours. If you honestly believe that your game can be judged in its entirety from five minutes of gameplay then you have to concede that it must be a pretty shallow game. I’m willing to give a game a couple of solid hours play before dismissing it as rubbish and I’m sure there are plenty out there like me. I realise that you don’t want to appeal to the mass market of gamers who talk smack and greif on BF2/2142 servers (I quite agree, they are intensely irritating) and I know you don’t want the Xbox live screamers playing your game. But by making your game as inaccesible as I fear you might be, you are alienating a fairly sizeable market of reasonable 30-something gamers (ie gamers with a little maturity and a sense of decent behaviour) who feel exactly the same way you do about some of the community’s behaviour on various game servers and would probably quite enjoy your game.

    I can already predict your reply to this portion of my comment: “I don’t care, its my game and I’ll make it the way I want to, You’re just a gamer and have nothing of value to teach me,” and as its your opinion you are of course entitled to it. All I will say in pre-emptive response to that is “Your loss.”

    As gamers we have a wealth of experience playing games which I’m willing to bet totals millenia if taken collectively, individually we may well be idiots but as a group our experience of playing games far outwieghs that of a single individual, or even a small group of individuals. You denigrate that too easily, and ignore it as if it were nothing. You may make games and have a fairly good idea of what makes them fun and all the technical know how that goes with it, but we play games and we know what makes them fun. If you are willing to ignore us, even insult us, thats up to you. In the end though, as I said before, its your loss.

  57. Adam says:

    “Thats not all. The game requires a card with Shader Model 3. Every card from 2007 has this. But because of how nVidia and ATI keep gimping their cards, we’ve found that some high end cards from back then, arent even SM3 supported. So people don’t read the game’s requirements. Then try to play it.”

    Every ATI x1000 and above, and 6000 series onwards nVidia card is 100% SM3.0 compatible. If you are talking about the ATI xX00 series of cards these were never claimed to be SM3.0 compatible, and anyway these were released in 2005.

  58. Adam says:

    “There are NO crashes in the game. Not one. In fact, there aren’t any bugs left in our tracking dB. So whatever that was about, check your system”
    http://img31.imageshack.us/img31/6103/aaw02.png
    These aren’t bugs! They’re features!

  59. Reverend Speed says:

    There’s a two player game going on now with two very confused and irritated players and a host of try-and-quitters.

  60. Jim says:

    I found you and urinator in a game, tried to join, it wouldn’t let me, then the servers all said no players. You still in there now? :S

    They’re all empty.

  61. Reverend Speed says:

    Still there. Current consensus is that this game is not fun.

  62. dsmart says:

    @ Reverend

    That issue with that model’s wheels was already fixed and is recorded in the game’s dev log. Did you get that shot from the demo?

    - Scripted ground units no longer start with velocity, this was causing issues with the MFB model.

    Player confusion…

    Whats the problem exactly? Of course everyone is going to get confused playing a game the first time. Thats what a tutorial and manual are for. They are meant to be read.

    I looked at that last shot. The crash happens in the FMOD audio driver DLL (fmodex.dll). Which can mean that your audio probably does not support HW acceleration or you set the number of audio channels beyond the capacity of the audio card. If you have on-board audio, set it to software only by setting the HARDWARE AUDIO CHANNELS to 0 in the game options.

  63. dsmart says:

    I just joined and left three servers just fine.

    Was just on 208.167.240.125 as seen from the in-game server browser.

  64. Jim says:

    Can you tell me the first few numbers of the IP of the server you’re on Rev?

  65. Reverend Speed says:

    A delightful experience. A chap called Urinator and I spent 20 minutes trying to find each other. We succeeded eventually, I jumped into his vehicle as a gunner and the server disconnected.

    This is not a good demo experience.

  66. Jim says:

    Sorry for the double post (where’s the edits gone?).

    The server browser reports there are 8 servers, but only shows me 6, I don’t have any filters or anything that could be blocking it. How odd.

  67. Jim says:

    That’s so strange, me and urinator did the exact same thing, we found each other then at that exact moment the server disconnected (what? the server left the game?).

  68. dsmart says:

    @ MessyPenguin

    Ok got past error after installing all the checklist :(
    now this
    Game terminated due to FATAL error:
    Invalid game file detected, please reinstall.
    ‘./MEDIA/MODELS/TEX/MARINE_INFANTRY_1_SPECULAR.DDS’

    im going to reinstall and try again

    The game does an integrity check of all files. If any of them shows any signs of tampering or corruptions, thats the message you will get.

    I still need your system specs:

    OS
    CPU
    MEMORY
    AUDIO
    VIDEO

    Also, which of the check list items solved your problem?

  69. Reverend Speed says:

    @ dSmart

    Re. Crash, Yup.

    Re. Audio, will do.

    dSmart, regards confusing players in the demo and requiring ‘em to read the tutorials… I appreciate you including them in the game, though perhaps you could throw up a little in-game text occasionally suggesting people look at ‘em.

    Regarding the format they’re in, well, this IS 2009. Perhaps you could create a more guided experience for a new player, suggest some options, some goals? L4D has a wonderful system for guiding a newbie – I highly encourage you to look at it.

    I applaud the ambitions of the game, but I’m just afraid it’ll suffer from the same fate of Quake Wars, another game of huge variety with an impenetrable opening.

    If you could limit the player’s choices upon beginning the game (with the option of skipping this limited experience) it might help.

    Anyhow. Joining the server oh look it’s crashed. Er. Hang on, let’s try that again.

    Joining 208.167.234.2:2302…

  70. dsmart says:

    The server browser reports there are 8 servers, but only shows me 6, I don’t have any filters or anything that could be blocking it. How odd.

    Thats because there are 6 demo servers and 2 normal servers. The demo automatically filters out non-demo servers since you can’t connect to them.

  71. Reverend Speed says:

    Any chance you’d find us and give us a tutorial, Mr. Smart?

  72. dsmart says:

    I don’t have to find you. I know where you all are. Joining now…

    If you have GSC 2.0 installed, it will save on typing. We have a “3000AD” voice server channel.

    The demo had an older GSC client. Download the latest one from here: http://www.getgsc.com

    It doesn’t support launching the demo though. So you need to install and configure it, then join the game. We were going to do built-in voice chat but decided against it since there are so many options available.

  73. Desktop Commander says:

    I’m curious why the game has such high system requirements for such spartan visuals.

  74. Serondal says:

    Dsmart for your next project you should team up with bay12games and made a 3d dwarf fortress :P Or at least a better interfaced dwarf fortress. I don’t mind it the way it is now mind you, I love it in fact, but I think a LOT of people are missing out on a great game simply because the graphics “or lack there of” scare them off. Think it would be great for both companies ;P

    Any how, is this game out yet? How are the sales? As good as you’d hoped?

  75. Serondal says:

    Because the visuals are far from Spartan, the planet itself may be Spartan but the visuals are stunning the view range is insane ect. Games like this an Arm 2 require good hardware because of the view distance and detail in the characters ect I believe. It just isn’t the same as rendering a small area of a map at a time, these games render as far as the eye can see in all directions.

  76. Reverend Speed says:

    DSmart is currently in game and showing us around. It’s … interesting. Give it a go.

  77. Jim says:

    Yeah he’s flying me around in a gun ship. We’ve suggested some changes that would make the demo a bit friendlier, so we’ll see if an update comes out ^_^

  78. Tei says:

    For some reason, this remind me the “idea” of “The Three Stigmata of Palmer Eldritch” (a book from P.K.Dick ). I mean, you guys are “trapped” in a world where dsmart is “god”.

    Unfortunally the book is not as good as the idea :-(

    http://en.wikipedia.org/wiki/The_Three_Stigmata_of_Palmer_Eldritch

    Eldritch may also be a Gnostic figure, reminiscent of the corrupting “blind god” Samael. Like Samael, Eldritch takes the existing world and changes it into his vision, thereby introducing “error,” including suffering, unreality and entropy. Dick explored this perception of reality, the creation of a corrupting deity, in VALIS, The Divine Invasion and other works. Eldritch’s three stigmata might bear a resemblance to the three aspects of the corrupting divinity of gnosticism. However, in many Gnostic tellings, the world is perfect before the arrival of Samael. The world of The Three Stigmata of Palmer Eldritch is not perfect before the arrival of Eldritch (it is indeed a stark and unwelcoming setting), and the Chew-Z dream world is less entropic than the real world (God promises eternal life. We can deliver it). It is possible that Eldritch is a reverse Samael, bringing the world out of a corrupted, entropic existence into an eternal one, but this too is a double-edged sword as Eldritch takes complete control of the dream world.

  79. Serondal says:

    The beta for the game ate my computer alive, I may try the demo to see if there has been any optmizations but I seriously doubt my computer will be capalbe of handling it.

  80. Desktop Commander says:

    Re:Serondal
    Except that it looks worse than ArmA /1/, let alone the sequel. And with that same fact in mind it demands more than ArmA.
    View distance is great when there are things to see. The screenshots I’ve seen are pretty much kilometres of flat single-textured land without even foliage.

  81. JonFitt says:

    I’m really looking forward to trying this this evening.

    So I should be able to report back tomorrow with constructive and civil comments :)

  82. Jim says:

    Thanks Mr Smart, that was the first time I’ve played a game with a dev and certainly the first time they’ve been so receptive to issues I and others have found. Looking forward to seeing the new version.

    Thanks very much.

  83. Serondal says:

    @Desktop commander

    I’ve not actaully played the game so I can’t really comment on what is actually in it or how it looks. However DSmart has had a policy of not adding pretty stuff where it doesn’t belong just to make the game look prettier. There are miles of flat terrian because the planet IS miles of flat terrian with little or nothing on it. This does come into play however when you consider the fact that you can snipe and fire weapons over this distance as well and see enemy basese from this distance and engage enemies at this distance. Aparently the game also looks fantastic from inside fighters ect, but I don’t know. The screen shots I’ve seen make the characters in the game look on-par with Halo 3.

  84. Markoff Chaney says:

    Where else but RPS can someone post about a demo, someone else post a negative experience, the developer comes in, other people join the discussion, the developer addresses most points and helps others troubleshoot a demo in close to real time, then that same developer joins in to show some of those he’s been conversing with around his game?

    I Love You, RPS. Thank You.

    Thank you Derek. Thank you moderators. Thank you commentors.

  85. Desktop Commander says:

    @Serondal

    Ah! The glory of sci-fi: the ability to travel to worlds without plant life. Moreso the skill of Derek Smart- to bring together adventure-game logic and action game rendering.

  86. dsmart says:

    OK, that was an interesting session.

    Sergio and I have just now started to address ALL of the concerns you guys raised and the tips you shared with me.

    Most of all, am going to enable CO-OP in the upcoming demo patch.

    Off to address these stuff. Be back later.

  87. Paul Moloney says:

    “There are miles of flat terrian because the planet IS miles of flat terrian”

    That’s handy.

    P.

  88. Serondal says:

    @Desktop Commander Also I think he said he was gonna add trees but it made the system requirments insane? I dunno I may be wrong about that :P

    I know in universal combat SE most of the planets have trees and and what not and they are beautiful but have very little effect on the game play. I recall flying low over an enemy base, getting shot down then sneaking back through the jungle with birds flying over head. Sneaking into the enemy base, blowing up their AA missle launchers, killing soliders then jacking one of THEIR Shuttles and escaping back off planet uninjured (still lost a lot of money with that dang fighter though , stuff in Universal Combat is expensive to replace)
    Of course you make tons of money in that game by trading orbit to surface missles ;) Kind of feel bad about furthering the arms trade through-out the galaxy though, but to balance that I out I only trade those types of weapons TO aliens from humans I don’t feel so bad when the xenos are killing each other for some reason.

  89. Serondal says:

    I’m just saying Paul Moloney you wouldn’t complain about a game set in salt lake city for having miles of flat terrian and sparse tree cover.

  90. Reverend Speed says:

    Mr. Smart’s a genuinely nice guy when you’re giving him feedback in-game.

    I can’t recommend the current AAW demo at the moment – not enough players, UI is somewhat alien and ignores some FPS conventions, All Aspects of Warfare are thrown at you at once with no smooth introduction (it’s VERY bad at exposing it’s features – including the manual is a poor excuse for modern in-game tuition) and there’s no coop.

    But a lot of this is going to be fixed in the coming demo update, including the addition of co-op.

    I’ve been in the engine, but I can’t say I’ve played the game yet. It’s a phenomenal work for such a small team and there’s a lot of potential there, but getting at the content is troublesome right now.

    However, beta testing with a developer is tremendous fun. If any of you should have the chance to join, play and politely discuss this project with Mr. Smart, I highly encourage you to do so.

  91. mandrill says:

    I see that the tail end of my previous comment was misplaced and based on an erroneous assumption. My hat is off twice to you Mr Smart, my apologies.

  92. Serondal says:

    My wife comments that not only have Smart’s games gotten better over the years, in recent years with the additon of some weight in the face and the white beard Mr. Smart is now “dead sexy”. She puts them up there with Sean Conneir O.o

  93. Alec Meer says:

    Really glad the Derek + Readers session went well; perhaps we can arrange some RPS reader mass AAWing once the updated demo’s out.

  94. Desktop Commander says:

    @ Serondal

    I don’t know of a place on earth, in metre-scale, that’s as devoid of detail as the AAW planet. Say what you will about system specs and I will point you again to ArmA – another multifaceted large-scale combat game with similar or lower requirements that somehow managed a few little details.

    To think of it though, maybe I should do a sci-fi graphic novel. It wouldn’t be doodles, it’s be The Dimension of the Monochromatic Stickfigurians. My art skills shall never hold my imagination back again!

  95. Markoff Chaney says:

    Then he takes the input and works to make a better DEMO?

    Much Love.

    I’m down for the mass reader updated demo session. Hopefully on a day I’m not trolling from work. ;)

  96. Serondal says:

    Try some places in Egypt and Libia for starters there are places on google map you can zoom in and see for miles and miles in every direction NOTHING. ArmA is set on tropical islands . . . your point is rather invalid.

  97. Desktop Commander says:

    You keep fluxuating between the idea that it’s due to the sci-fi locale and the idea that it is due to technical restrictions. I am attempting to discover the more root cause.

  98. dsmart says:

    OK, first pass is going through regression testing now. See whats been addressed. More to come. Should have an engine update by tonite and a small demo update (exe file only) by tomorrow.

    AAW Version Control File

  99. Tei says:

    Ok, theres something like a station to buy things, but I don’t have XP. I have managed to die shotting to a car (it seems the explosion radius is huge). And respawn in a area with lots of different flyiing ships. I don’t care what other people think about the models, but are better than these from Anarchy Online. I have enter a vehicle, and I was able to raise it with the key F, then changing the camera with the F keys the game has crashed. I am surprised F1 (external camera) work for first person mode (making the game a TPS shotter). The female voice is called “mother” in the files of the game, haha :-)

  100. Serondal says:

    It can be both at once. The fact is the planet is a barren waste land of a planet.

    I do recall Dsmart saying something about using spreed tree at some point in the past as well, but it never happened. The question is even if he did use speed tree would it change the fact that the planet is a baren waste land? The root cause is because that is is how Smart wanted it to be, He can correct me if I’m wrong ;)

  101. jalf says:

    @Serondal: Even barren wastelands are not *entirely* devoid of features though. Saying “it is how he wanted it to be” is kinda missing the point. Most people would, if given the choice, prefer nice visuals over boring visuals. Given the option, then, a nice-looking barren wasteland would be preferred over a dull-looking barren wasteland, and a non-barren non-wasteland might be better still.

    While Derek Smart may disagree with me on this, I’m going to make the claim anyway: It is not that he specifically set out to make a world consisting of basically a flat plane of a single repeating brownishgrey texture. But rather that he was willing to settle for that, in order to focus on other parts of the game instead. It’s not “how Smart wanted it to be”, but “what Smart was willing to settle for, because he deemed working on the rest of the game to be a more productive use of his time”.

    Which of course is a fair enough decision. But it also means that we can still say it looks like crap if we think it looks like crap. It is not a beautiful game, and if potential customers think that this is a problem and it detracts significantly from the game as a whole, it is a valid complaint.

  102. pirate0r says:

    I’ve been to salt lake city, it is anything but flat. There are mountains everywhere.

    To give my opinion regarding the game, from what I have seen I am impressed. The game kind of reminds me of Armour-Geddon from the days of the amiga/early PC, however the ground FPS part leaves me wanting. The massive military base it seems rather sparse, sterile and empty (as in no cover at all); there is nothing on the base (aside from AA emplacements) that is of human size or scale. If there were fences, a security checkpoint or even a jet blast deflector it would greatly add to the game play by providing additional cover from ground troops, and fill the players foreground view with something they can use for depth perception. Outside the base it’s probably not as important, though a rocky outcrop or two would achieve the same effect.

  103. pirate0r says:

    I’d really like to edit that post of mine now… I messed up the quote tags.

    The salt lake quip was aimed at Serondal

  104. Howard says:

    Wow – that was… annoying tbh.

    Okay, ignoring all the stuff that has been said about logging in and DX and whatnot I have a number of issues.
    1) The performance is inexcusably bad. Running on a Dual Core £.0 gig with 4 gig of ram and a G260OC2 at 1600×1200, full detail I get 10-18 FPS when nothing is going on on screen. That is just dire.
    2) SHIFT and CTRL are none bindable. Deal breaker for me. I have to have those as bindable keys really, particularly ina game like this that demands so many inputs.
    3) It crashes after a few minutes of being in an Instant Action and I cannot see why.
    If it helps this is what windoes says:
    Problem signature:
    Problem Event Name: APPCRASH
    Application Name: AAWDEMO.bbz
    Application Version: 0.0.0.0
    Application Timestamp: 4a2ee9c6
    Fault Module Name: AAWDEMO.bbz
    Fault Module Version: 0.0.0.0
    Fault Module Timestamp: 4a2ee9c6
    Exception Code: c0000005
    Exception Offset: 00215347
    OS Version: 6.0.6001.2.1.0.256.1
    Locale ID: 2057
    Additional Information 1: fd00
    Additional Information 2: ea6f5fe8924aaa756324d57f87834160
    Additional Information 3: fd00
    Additional Information 4: ea6f5fe8924aaa756324d57f87834160

    It’s a fresh install of Vista Ultimate 64 (like a day old install), latest drivers all round, updated DX – all good and shiny.

    It does look very interesting – If it could be made to run and run well I would certainly be up for this game.

  105. Howard says:

    That’s “3.0″ gig – stupid dissapearding edit function….

  106. Serondal says:

    Like I say above I’ve not actaully been able to play the game itself, but if it as flat as you say it is then it would have to be on purpose. The trees may have been left out for technical reasons but the surface of the planet could have contained non-flat terrian. The same engine in UC has tons of planets with mountains lakes forrests ect, there is no reason they couldn’t have such here (minus the trees in the forest ;P ) From the screen shots I’ve not seen much of the landscape itself.

    as far as cover goes , if it is anything like previous games just laying down on your stomach is pretty good cover. Radar can’t scan you when you’re on your stomach and they have to be pretty close to visually see you, more than close enough for you to have sniped them.

    My personal belief is that 3000AD needs to be back to making Space sim games but I’m kind of biased :P

  107. dsmart says:

    OK, second build is done and only a few more items to go.

    New entries are in 1.18.16.01 and 1.18.16.02 sections. What we’re working on is at the top. The current demo version you guys are playing is 1.18.16.

  108. Serondal says:

    Wow O.o that’s quick turn around.

  109. Reverend Speed says:

    That’s a heckuva lotta changes made. Great progress, looking forward to the demo. I don’t for a second imagine you’ve sanded all the corners, but that covers a lot of our problems in the early playtest.

    People who work that fast are just sickening. =)

  110. dsmart says:

    The world is flat in areas. Thats by design. The entire world map was created a professional (Patrick Tuten) at Tuten Graphics. This is what they do for a living. Here are samples of his work.

    People are looking at the desert section of the map – a FRIGGING DESERT – and clamouring about how it is empty, flat etc. A FRIGGING DESERT.

    These are people who haven’t set a SINGLE foot in the game world to experience and explore over 400km of terrain ALL WITH DIFFERENT TOPOLOGIES. Yet, they want to talk about how flat and empty it is.

    Serondal, why do you even bother to argue about it? Just leave him alone to rant about it.

    The bases have LOTS of assets and buildings. You can only put so many things inside a 20km sq area (the size of EACH base) before you can alleviate the sparseness.

    All you have to do is spend some time with the game, explore etc and you will see how and why design decisions were made.

    Yeah, I want to add fences and a bunch of clutter to impact performance even more. This is not Crysis, Just Cause2 or the like. All of which take place in postage stamp sized LEVELS compared to our game world.

    We have a license for SpeedTree RT. I opted not to use it because it would impact performance quite a bit and will only be used in certain areas. The idea is that for a future update, we would implement it. This is not ArmaII which takes place in a single tropical island and thus NEEDS to have foliage and tons of clutter. Our game is based on a NEAR BARREN planet used by the Gammulans for testing. So, no cities, no farms, no discos. Just military bases.

  111. dsmart says:

    Well, since its just us two (Sergio and I), we don’t “develop by committee”. If it needs to get done, we just do it.

    We have a LOT riding on this game and since most of these issues are just minor things that gnaw at you, the changes are not that major. Especially since the code base is set and nothing major is going on atm.

    Anyone who knows me (e.g. Serondal) knows that this is how we do things with our games. Which is why we have such a loyal following and have been able to stay in business for that reason alone.

    We LOVE what we do. Sure we’re not going to always get it right or appeal to everyone, but at the end of the day, we do what we can as best we can and within our abilities and budget.

    You try throwing $3m of YOUR OWN MONEY at something. See how well you sleep at night.

  112. dsmart says:

    @ Howard

    If you are using a 64-Bit OS, your problem is addressed in the KB

  113. Serondal says:

    Those damn Gammulans, I’m sure before hand it had cities and farms, they just didn’t survive the testing ;P -shakes his fist- Even if it didn’t have that stuff before we’ll say it did just to make them look bad.

  114. Howard says:

    @dsmart
    It is? I can see something about that crash to do with admin accounts but searching for variations of “64″ or “bit” yields nowt.

  115. Testicular Torsion says:

    The massive military base seems rather sparse, sterile and empty (as in no cover at all); there is nothing on the base (aside from AA emplacements) that is of human size or scale.

    No kidding. There aren’t even any Coke machines in ‘em…

  116. Gabanski83 says:

    Man, I remember Armour Geddon 2: Codename Hellfire on my Amiga 1200. Good game, but a bit tricky to get the hang of, and I can see how some people might see bits of it in AAW.

  117. jonfitt says:

    So, I have a question (not having played the demo, but having watched videos before):
    If the area covered is so large, without a large number of people, how do you make sure that people actually encounter each other in multiplayer vs games?
    In the larger Battlefield maps this is done through key capture points opening which focusses people’s attention, but still sometimes you can be trying to find people for ages. Arguably these maps are tiny compared to your areas.

    Also, if I eject/get-shot-down in the middle of nowhere should I just suicide rather than walk all the way home?

    I’ve thought about massive scale games before, and these are some of my concerns.

  118. jonfitt says:

    Also, I know the game can’t look like Patrick Tuten’s example renders, but I wish it could. Those are gorgeous!

  119. pirate0r says:

    I had another play with the instant action, i’m seeing the same bug that adam was seeing in this pic

    http://img31.imageshack.us/img31/6103/aaw02.png

    It looks like its trying swim butterfly stroke…

  120. dsmart says:

    @ pirate0r

    Very funny. And that wasn’t Adam – who has never played the game. Nice try though.

  121. dsmart says:

    Anyway, 1.18.16.03 is in regression. Only two more items to go.

  122. dsmart says:

    @ jonfitt

    Also, if I eject/get-shot-down in the middle of nowhere should I just suicide rather than walk all the way home?

    I’ve thought about massive scale games before, and these are some of my concerns.

    Check out the version control file in my post above.

  123. dsmart says:

    Thats very strange. Looks like an issue with that MFB model. I haven’t come across that at all.

    What scenario were you playing? And was that single or multiplayer?

  124. Paul Moloney says:

    Tried the demo; the first thing I’ve noticed is that with the mouse I’m using (Logitech MX518), even with Mouse Sensitivity at 0, it’s still way too twitchy. Is there any way to tone that down a bit, Derek?

    P.

  125. pirate0r says:

    I was playing the first scenario in instant action, the one where your the elite force pilot.

  126. James Brophy says:

    Just catching up on this now… Bloody hell a def that TALKS to the players, this is amazing to me.

    I gotta give this game a go.

  127. Serondal says:

    Mouse sensitivity has always been one of my complaints about fPS mode it makes it next to impossible for me to snipe people because I entire aim at the ground or above their heads. Then I realized aiming above there head still hit them so . . . I guess I just let it go.

  128. Andy`` says:

    I played a little bit. I’m tired and it’s hard to grasp concepts while tired, but the demo confused me. So I’d like to share my tired, exhausted thoughts in the hope that someone can help explain them – and in the hope at least a little bit of this is useful. All I knew about the game beforehand is:
    - It’s a game.
    - It’s a game by a Mr. Derek Smart, who I know little about.
    - People keep complaining about something being flat in comments threads on RPS.
    - The Battlecruiser demo also confused me, way back when. I was also tired.
    - Tired demoage is a bad habit of mine. It will never go away.

    Now what I know?:

    It didn’t seem amazingly accessible. I couldn’t see the main menu options at first because, as I read from left to right and top to bottom and given all my previous experiences with interfaces and interface design (no, I’m not a professional nor claiming it, I just know a few things), the bottom right hand corner of the screen was the last place I expected the menu to be, and the colour of the text seemed to hide it further. Somewhat due to having seen too many splash screens lately in PC games, I initially thought the main menu was a splash screen and when I tried to go through it by clicking furiously and couldn’t, I felt lost and stuck and abandoned like a wild fox in a traffic jam. Help.

    Once I got into the game, I realised there was no tutorial (not that I expected one, given previous Battlecruiser experiences), so I checked the controls in the options: something wasn’t clear in there because it took me a few trips in and out of there to grasp some of the basic concepts (take off, how to get out of a vehicle, how to crouch and go prone). This may be purely the tired mind slowing me down, though I would like to add that some of the keyboard mappings seemed oddly placed.

    The desert (aircraft scenario) is slightly flatter than expected. Flat ground around you is fine but there’s not much detail in the horizon – there’s no world beyond the desert -, and what detail is there is quite smooth. And you don’t get to see it much because you’re high up in the air. The whole thing ends up feeling…maybe, unnatural. I’m not sure that’s the right word though.

    The other desert (ground scenario) isn’t really flat. But I only fully understand this because, trying to follow objectives I didn’t fully understand and trying to avoid constantly dying, I got in a vehicle and drove south until my vehicle broke down while jumping over a hill or bump or something. Then I got out and turned around, and was surrounded by some quite pretty terrain that was previously very, very far away. Which is a shame – why so far away? Why not set [presumably epic battle] on more varied terrain.

    Something about constantly dying. I did alot of that, for various reasons: I’ll begin with AI. Both ground and air AI seems to have impossibly good aim that seems to be directed at the player alot of the time. The ground AI appeared in front of me from nowhere a few times, and would either shoot very accurately from very far away or not realise I was there at a closer distance until I shot it. The air AI could fire what seemed like perfectly accurate rockets (I was moving, so they missed, because I didn’t want to die) from way outside visual range, and missles don’t seem to run out of fuel, ever. Maybe they do and I just died first. This could all be a big illusion, of course.

    Some of the ground AI also seemed to be shooting through walls (or around corners?) in a few spots but its hard to tell, there seem to be alot of them around. But why I’m mostly dying? I’m rubbish at shooting stuff in your game, Derek, I’m sorry. Flying with the keyboard is a hard thing to do in lots of games, but keyboard + mouse controls might have helped, though they’re more difficult to implement and still hard to get feeling right. The ground stuff, it felt like I wasn’t getting any feedback from the game when firing the weapon other than “you’ve fired your gun” and the occasional “target died” if they’re close enough to see clearly. I think its something to do with the shooting being over very long ranges and being a little blind-firish. I was also slightly perplexed by all the scopes on the weapons that I cant use, and being able to zoom in a little with my pistol but not my MG-with-a-scope-attached.

    What I saw of the orders system seemed alright, but I didn’t see much since I was experimenting with it while in the infantry scenario, and I was getting shot at alot. Orders menus disabling movement and aiming = not ideal if you need to give orders while under fire. Probably not a big issue in the grand scope of the game though, I’d hope anyway.

    Which I also don’t get – after playing I went to the AAW website and saw something about it being an open world, but the demo doesn’t seem very representative of that. I didn’t try multiplayer, but in both IA scenarios you’re limited by how far you can go – I even hit an invisible wall in my plane while being told to turn around or I’d die, Battlefield-style. While I’ve never been sure how best you can demonstrate large games properly, I’m sure there’s a better way to do it than this, especially if it’s someone like me who’s unlikely to try out MP without having gotten used to the SP game first.

    It seemed to have an odd charm though, and a potential that either isn’t revealed in the demo or I completely missed in my tired wanderings around in the game. Texturing was nice. Little confused about the polycount and other rendering things in comparison to the system specs (specs seem too high), but given that I probably only saw a small percentage of the game in the demo, it might make sense. Audio seemed fine, given the visuals. HUD was nice enough in infantry view, bit in your face in aircraft view, and a little confusing in vehicle view. It does seem to be trying to take on too many things, and yet if it didn’t do infantry AND vehicle AND air stuff all together, it probably wouldn’t make sense, right?

    But there’s still one thing I don’t know yet, based on my brief and tired messing about with the demo, and thank you to whoever explains this for me.

    What is this game trying to do?

  129. dsmart says:

    @ Andy

    Too tired to respond to everything tonight, but will do so tomorrow. Just wanted to respond to one thing

    Which I also don’t get – after playing I went to the AAW website and saw something about it being an open world, but the demo doesn’t seem very representative of that. I didn’t try multiplayer, but in both IA scenarios you’re limited by how far you can go – I even hit an invisible wall in my plane while being told to turn around or I’d die, Battlefield-style. While I’ve never been sure how best you can demonstrate large games properly, I’m sure there’s a better way to do it than this, especially if it’s someone like me who’s unlikely to try out MP without having gotten used to the SP game first.

    Even though the world is large, there is an edge limit. When you are close to that, there is nothing beyond – so you are asked to turn back.

    If you go to ALT+M map, you will see how large the world is. Then you can use the DJP (see manual) to teleport from one base to the next.

  130. dsmart says:

    Once I got into the game, I realised there was no tutorial (not that I expected one, given previous Battlecruiser experiences), so I checked the controls in the options: something wasn’t clear in there because it took me a few trips in and out of there to grasp some of the basic concepts (take off, how to get out of a vehicle, how to crouch and go prone). This may be purely the tired mind slowing me down, though I would like to add that some of the keyboard mappings seemed oddly placed.

    There is a manual, a tutorial, a keyboard sheet. All in PDF format which you can print. And also accessible from within the game using ALT+D.

    The installer even creates shortcuts to the PDF files for you. And you missed them? Seriously?

  131. dsmart says:

    OK, thats it for tonight.

    Only one more item to go (see VCF) – and possibly find whats going on with that Mobile Forward Base’s wheels as well as the fp pov in Steve’s arm (when using the Wristlaser) at high resolutions.

    This build will be out tomorrow. It is a very small update, so should be quick to download and apply.

    Version Control File

  132. Andy`` says:

    Re, PDFs: Yeah I missed them. I don’t really use my Start Menu anymore: Windows 7, search bar gets used a bunch and I forget about most of the start menu, and the game created a shortcut on the desktop – so the existence of PDF links just flew by me, and the ALT+D thing I would have easily missed in my random trips in and out of the keyboard bindings, since it wasn’t something I was looking for.

    Plus I always like to see how a game teaches you to play from within it. Reading manuals tends to be something not many people do now unless they’re stuck, and while alot of the time it just leads to lazy design (trying to cope with the lowest common denominator), sometimes it can lead to interesting tutorial methods instead.

    I’ll have a look at the docs another time when I’m not half asleep :)

  133. James Brophy says:

    This is clearly a VERRY impressive bit of kit, your buildings are spaced out and it takes a good while to walk anywhere but once your in a car it’s great.

    A couple of thoughts… Using the steam over lay means that the main menu is instantly obscured by every passing steam message.

    I played using my x box 360 controller. Please can we have some on screen prompts for the nervous flyer? Yaw pitch roll accelerate break and weapons?

    The thumb sticks have a problem in that they constantly needed recalibration while walking. because I was sliding about till I rolled both sticks, a few times… I walk somewhere else and I need to do it again.

    flying craft are are beyond under standing from a pick up and play perspective. I’m going to go to the manual and get back to you on that.

    …Jesus the manual is dense. Might want to consider putting an image of a 360 controller in the manual for a simpler/alternate explanation of flight. by the way if the use button can get me into a car or plane why cant the same button get me out?

    Steering feels a little strange, you do it with shoulder buttons. Surely binding that to the left thumb stick would make more sense. I do love the accelerator and break through the triggers, letting you pull some amazing hand break turns. Everyone try the buggies, they rock.

    Clearly there is some kick ass driving ctf to come in city maps with lots of obstacles for flying machines.

    Looking round is achieved by clicking the second hat switch and clicking through views one after another. why not give us the power to glance around by flicking into a view by leaning the second stick to the right left up or down. holding it down might give you a rear view. Letting people feel more a part of their craft.

    I encountered a bug where I tried to drive an enemy car and found I could still access my gun and weapons menu instead of driving.

    Other then that it looks nice, the detail level is acceptable for the scale of the levels. I’m going to go back tomorrow and have another go.

  134. Daniel Rivas says:

    R.A.N.D.O.M. weapon. Really? Well, okay.

    My main problem with this demo was that it took me around 10 minutes (and several crashes) before I worked out how to draw my weapon. Perhaps this means I am simply not hardcore enough? Also, the manual refers to being able to aim down the sights with the right mouse button? This does not appear to work on my machine.

    In any case, I was interested in this title, but I’m not now, mostly due to personal issues with the interface, and aforementioned crashes. Actually, that’s not fair. If those things were fixed, I’m not sure I’d like it. Perhaps it’s just not my kind of game after all.

    I found particularly annoying the lack of an option to retry a mission after dying in the first 30 seconds. I realise you “made a design decision” not to have autosaves, but perhaps just one, on loading the level?

  135. Gap Gen says:

    “There are NO crashes in the game. Not one. In fact, there aren’t any bugs left in our tracking dB. So whatever that was about, check your system.”

    I’m intrigued – can you ever be sure a piece of software is bug-free? I’m not sure “there are no reported bugs at this time” is the same as “there are no bugs in the game at all”.

    And yeah, I can dig that some crashes are down to hardware (and even ones related to a software-hardware interaction are partly the software’s fault, even though I understand they’re hell to sort out).

  136. Bobsy says:

    This thread stopped being cool when everyone became friends and hugged and learned to get along. You bloody hippy, Smart!

  137. dsmart says:

    @ James Brophy

    I encountered a bug where I tried to drive an enemy car and found I could still access my gun and weapons menu instead of driving.

    Not a bug. You probably ended up in a passenger seat instead of the driver seat. There are three types distinguished by icons when you point at the vehicle

    - driver (you get to drive)

    - gunner (you get to use mounted gun, can’t drive, can’t use your weapons)

    - passenger (can’t drive, can’t use mounted gun, can use your weapons)

    @ Daniel Rivas

    I found particularly annoying the lack of an option to retry a mission after dying in the first 30 seconds. I realise you “made a design decision” not to have autosaves, but perhaps just one, on loading the level?

    Excellent idea and very easily implemented.

    My main problem with this demo was that it took me around 10 minutes (and several crashes) before I worked out how to draw my weapon.

    Jeez dude, press the weapon key. It is standard on all fps games. 1,2,3 etc

    @ Bobsy

    This thread stopped being cool when everyone became friends and hugged and learned to get along. You bloody hippy, Smart!

    lol!!! At the end of the day, we’re all gamers. But hey, what do anti-social misfits care about that. I for one, am just going to ignore the trolls and let you guys and the RPS folks deal with them. I’m more interested in imparting knowledge about the game to those who are genuinely interested. Not trying to win everyone over – just those few who have a cursory interest and who think they like the game enough to invest in it.

  138. Davee says:

    Well, this is probably nothing I will buy. It didn’t run well on my mid-spec PC (with Windows XP as OS), and I found the gameplay to be somewhat flawed and confusing. Especially since it didn’t have a taditional step-by-step in-game tutorial as games like this could really use (and many lack). You basicly have to expect the general player to be pretty dumb for him/her not to miss things. Be over-obvious really. I also found a few bugs and had a few crashes during my playthrough. On the bright side, one of those bugs were pretty funny – I was flying a transport-aircraft and was blown up by a missle. What happens? After a few seconds my body spawns at the spot where the obliterated aircraft was, lying down. It start to fall and when it hits the ground I hear a rather loud “Oof!”. All during the stats-page.

    While I can see this beeing something a few hardcore players can enjoy, I would be suprised if it would become a hit – atleast in this state.

    But it’s fun to see a dev talking to us, more of this please, RPS ;)

    And I’m saying this as a fan of soldier-sims, Planetside and the BF-games among others.

  139. dsmart says:

    On the bright side, one of those bugs were pretty funny – I was flying a transport-aircraft and was blown up by a missle. What happens? After a few seconds my body spawns at the spot where the obliterated aircraft was, lying down. It start to fall and when it hits the ground I hear a rather loud “Oof!”. All during the stats-page.

    Thats not a bug. Your character was blown out of the craft. The transition continues while the “you’re dead” screen is being displayed in order to let you see what happened.

    And I’m saying this as a fan of soldier-sims, Planetside and the BF-games among others.

    Those are not soldier sims. They are run-of-the-mill cookie cutter fps games. One of which is an abject failure.

    Plus, you can’t compare games within this context. While others set out to roll out the same derivative bullshit over and over, we chose not to. For that, we’d be making space sims or worse, RPGs.

    So its hard to get into, thats just fine by me. Games require a level of investment and [some] gamers have been spoiled by the [best selling] crap on consoles; yet they want to scream out loud when their PC games are “consolified”.

    This is not the kind of game you should even think about, let alone consider, is you’re not willing to invest the time in it. You’re not going to get any rewards there.

    While I can see this beeing something a few hardcore players can enjoy, I would be suprised if it would become a hit – atleast in this state.

    Why does a game need to be mainstream to be a hit? It doesn’t. There are thousands of games released each year with “hit” written all over them. Yet they manage to tank and are forgotten almost immediately at release.

    For us, the hit would be enough players buying it and allowing us to recoup our investment. In that regard, I have no doubt that it will happen. One man’s million unit “hit”, is another man’s 50K unit “hit”.

    You like soldier sims? Seriously? Have you played Arma? At all? How about America’s Army?

    Calling BF games – let alone Planetside – “solder-sims” and trying to compare them to this game is just.plain.funny.

  140. James Brophy says:

    @dsmart
    I do recognize that all craft have multiple seats, but I was in the driver seat of an enimy car and I did have access to my on foot weapons menu, my machine gun was cliping through the dash board.
    Your hardline stance on not beliving people are encountering bugs clearly comes from a lot of in informed comment in the past. I’ll try and repeat it and get you a screen shot.
    I was in the drivers

  141. James Brophy says:

    Sorry, “uninformed comment”

    RPS: Where did the edit button go?

  142. Howard says:

    @dsmart
    Any chance you could elucidate a little more for me regarding my issue? Would love to give this another try.

    Also what about performance? It does seem very poor on even powerful rigs – comments? Suggestions?

  143. dsmart says:

    @ James Brophy

    Yes, a shot would help thanks!

    @ Howard

    The only 64 bit issue we are aware of results from permissions. If you go to the KB and read item #1 in that first entry entiled
    Game fails to start or crashes in AAW.BBZ / AOA.BBZ files
    it will help.

    1) The performance is inexcusably bad. Running on a Dual Core £.0 gig with 4 gig of ram and a G260OC2 at 1600×1200, full detail I get 10-18 FPS when nothing is going on on screen. That is just dire.

    uhm, try a lower resolution and setting? On your rig, the shadows and light shafts are killer. If you set everything to HIGH and probably 4x FSAA, you should be fine. Otherwise, well, thats why there are options. Find the one that fits. You don’t have to run at 1600×1200 to enjoy the game. And you certainly don’t need anything higher than 25-30 fps.

    2) SHIFT and CTRL are none bindable. Deal breaker for me. I have to have those as bindable keys really, particularly ina game like this that demands so many inputs.

    Might as well stop playing then because we can’t change it. Those are key modifiers that will cause problems if you are allowed to bind them.

    The default key bindings are just fine and you don’t need to mess with those modifiers.

    3) It crashes after a few minutes of being in an Instant Action and I cannot see why.

    No clue. I don’t know enough about your system to offer any assistance. You’re on your own, bud. Let me know how it goes.

  144. Daniel Rivas says:

    @dsmart:

    “Jeez dude, press the weapon key. It is standard on all fps games. 1,2,3 etc”

    I’m sad to say this did not cross my mind until I looked it up in the manual after the aforementioned 10 minutes. I actually tend to associate the mouse wheel more with switching weapons. Also, not starting with a weapon held out threw me somewhat, I assumed it was a strange bug, and my gun model just wasn’t being drawn.

    I think my lack of hardcoreyness has just been confirmed.

    On a sidenote, does seem to be crashing rather a lot. I’m passing no judgement, but I don’t think my setup is particularly esoteric?

  145. dsmart says:

    @ Daniel

    lol!!! We won’t hold that against you :)

    Oh!! someone (I’ll be arsed if I’m going to scroll up to find out who that was) mentioned that they couldn’t get “Aim Down Sight” to work. It works – but only for assault rifles and sniper rifles due to how they are held.

    What are the specs for your rig?

    OS (32 or 64?)
    CPU
    MEMORY
    VIDEO CARD + MEMORY
    AUDIO CARD

    And what res are you running the game at? What options do you have set for the game config?

    Having the latest video card drivers is an absolute must. We’ve had crashes in video card drivers and which were unrelated to the game. They automagically fixed themselves with new graphics drivers.

  146. Daniel Rivas says:

    @dsmart

    “mentioned that they couldn’t get “Aim Down Sight” to work.”

    That was me again. I specifically tried it with the main assault rifle, so I don’t know what’s going on there.

    Anyway, I’m running it at 1280×1024, at the default settings.

    Specs:

    GFX Card: Nvidia GeForce 9800 GT
    Processor: AMD Athlon 64 X2 Dual Core Processor 6000+
    Memory: 2GB DIMM DDR2
    OS: Windows XP Professional (SP3)

    My drivers are up to date. Thoughts?

  147. Howard says:

    @dsamrt

    Run at lower details or resolution? You jest, surely?

    Graphically your game is, while not bad, definitely behind the times – a long way behind the times. This in itself is not an issue but saying that I need to turn the details down on a machine that can run every PC game out there at flat-out max is just insane. O_O

  148. dsmart says:

    Your forgot to mention your audio i.e. is it on-board or add-in (e.g. Audigy etc)

    Anyway, what resolution are you running the game at?

    Before you even go in and tweak anything, delete the game_config.ini file located in the game folder. Then start the game and new one with default settings will be created.

    Now go to config and turn off music, then set audio hardware to 0 (this will force software audio instead of hardware).

    Run the game again at the defaults and see what happens.

    Here is a trick to get sandbox mode working. Go to the multiplayer screen and setup a LAN multiplayer game. Then join that same session right there in the interface.

    You will then be on the server all by yourself. Anything you can do in single player, you can do in multiplayer, so this sandbox mode allows you to check out various things.

    Let me know how it goes so that I can figure out whats going on and try to get up going.

    If all else fails – and if I have time – its time to remote debug it and see where/why its crashing. Don’t fret. I’ve done this many times before (with our testers) when researching bugs we cannot reproduce on our own. They simply open a firewall port, I send them a small app (which Visual Studio uses to connect to the remote session) for them to run as well as a new game exe with debug information. I then connect to that machine remotely, fire up the game and trace through it until the crash or bug condition occurs. You can watch. :) Then I trap it locally and see whats going on. If its on my end, I fix it. If its on Sergio’s end, I open up a Mantis report and alert him to it.

  149. dsmart says:

    @ Howard

    Graphically your game is, while not bad, definitely behind the times – a long way behind the times. This in itself is not an issue but saying that I need to turn the details down on a machine that can run every PC game out there at flat-out max is just insane. O_O

    The choice is yours to make. While comparing this to other games remember that our game is not about graphics alone, but a MASSIVE world with INSANE draw distances, NUMEROUS models (heck the terrain engine alone is worth a tear or too from your GPU and CPU). So please make contextual comparisons rather than blanket ones.

    To wit: The ENTIRE island that Crysis fits on, sits in a small football file size corner of our game world. Heck, if it were there and you were in a fighter going at Mach 1, you probably won’t even spot it. Now imagine if Crysis was as large as this game world. It will never – ever – run.

    Your call. I don’t care what choice you make.

  150. oceanclub says:

    “The default key bindings are just fine and you don’t need to mess with those modifiers.”

    What are the SHIFT and CTRL keys use for in-game? By default, I always bind these keys to “walk/run” and “crouch” in every action game I play.

    P.

  151. Howard says:

    Sure, but my point is that massive draw disatnce does not have to equal bad performance. Many games have huge arenas of play and yet manage to run and run well.

    I’ll give it another go, assuming I can get it to stay upright, but running a game that is low detail at even LOWER detail is just counter-intuitive and utterly against the nature of PC owners.

  152. Daniel Rivas says:

    “Your call. I don’t care what choice you make.”

    Drama!

  153. Howard says:

    @oceanclub

    Exactly – Predefined modifiers are just annoying. Full customisation is the only way to go…

  154. Reverend Speed says:

    @JBrophy

    Actually, I’d like reverse CTF! One bomb on the map, bring it to your enemies barracks. =)

    @dsmart

    1. Cars need automatic handbrakes when you get out of ‘em. Got to dropship rendevous, stopped car on incline, checked map to see dropship location, exited to find car rolling away downhill.

    Either automatic handbrakes or automatic Benny Hill music. Your choice.

    2. Regards putting links to the manual etc in the start menu and including a short-cut in game, no, that’s not good enough to guarantee you’ll draw people’s attention. Put a link in your main menu.

    3. Can players record demos in order to facilitate bug reporting? Seems like a good idea.

    4. Do you intend to allow players / modders to alter and / or remake your bases, add detailed ground geometry (smaller buildings, walls, etc)?

    5. To further promote understanding among the peoples of mankind, the following two pics may demonstrate the issues some have with the supposed flatness of the terrain in AAW. Doesn’t really bother me (as I haven’t really played the game yet and haven’t encountered the gameplay implications of flat areas of terrain), but it might be a good example for anybody who wishes to continue the converesation. Pay particular attention to the foreground terrain in the second shot.

    http://www.3000ad.com/aaw/media/shots/09-05-25/pic016.PNG

    http://www.freakygaming.com/gallery/action_games/enemy_territory:_quake_wars/desert_fly

    One of these things is not like the other. Remember, scale of the overall world is not the issue here.

    6. The following requests for information would be useful for me (and possibly others) in determining whether to continue giving you feedback on your game – we’ll all be on the same page.

    * Interested to know your definitions of ‘consolified’ and ‘run of the mill cookie-cutter’ (examples would be appreciated).

    * Would you accept the argument that a game should demonstrate worth before expecting investment of time and effort (eg., reading an eight page tutorial and a four page command sheet) from the player? If so, what level of worth would you consider appropriate?

    * Would you not like your game to be an indie blockbuster?

    No wiggle room, no talk about compromises here, no references to your team size, this is just about whether you would like your game to be popular with a very wide group of players – say the amount of people who enjoyed World of Goo?

    Or would you rather just recoup your initial investment?

    7. Again, making people refer to your manuals when they hit a problem in-game is symptomatic of unacceptable poor modern game design. You are asking us to buy the Trabant of user interfaces, Mr. Smart, in an era of ubiquitous Bugatti Veyrons.

    Some of us have sympathy for the Trabant, but we’re fucking WEIRD, Mr. Smart. Such an interest borders on the perverse, not ‘niche’.

    “Whats the problem exactly? Of course everyone is going to get confused playing a game the first time. Thats what a tutorial and manual are for. They are meant to be read.”

    Last decade, maybe. Nowadays we’re looking for a little less work in our play. That doesn’t mean that we’ve become lazier, necessarily. It just means that design standards have risen. Again, Quake Wars is NOT a prefect example, but it’s well worth examining for systems that educate players and for efficiency in control design. Obviously, a better one is TF2, but that’s far less wide-ranging than your project.

    The potential AAW is awesome, but it’s currently covered in dust, UI crud and two decades of niche flight sim assumptions. For the product to shine, it needs more polish.

    …is wot I think.

  155. Reverend Speed says:

    Alt would be a fairly safe modifier, I’d think. Shift and CTRL are, sadly, taken by conventions.

    Regards the Crysis comparisons, of course, the key point is the amount of content per square inch it delivers. Sheer scale is not everything.

    It’s what you d*EXPLODES*

    Random note – quite like the suit designs. You could give ‘em a lotta character with a slight paint job. Anybody?

  156. oceanclub says:

    Speaking as a technical writer, I love overly-complicated inpenetrable interfaces; they keep me in business. :D

    P.

  157. jonfitt says:

    Ok, so I messed around a bit last night. Played the scenarios a few times (died a lot) and then played in an empty server for a bit.

    Constructive Comments:
    - An impressive array of cool looking vehicles, it seems that in a vehicle is going to be the best place to be.

    - I liked the building designs, good aesthetic, although it would have been nice if they’d had some balconies/perches or other external features which made them more than pretty boxes.

    - I had real trouble entering and exiting vehicles. It seemed I had to hunt around trying to get the little icons to appear to click on, and if I go too close to a vehicle I would be killed by touching it even though it was stationary. This happened a lot.
    I would also take (falling/jumping?) damage for reasons I could not determine while climbing around on an empty server.

    - I agree with the comments about the bases feeling empty when on foot. When you’re on foot you just feel like road-kill in waiting. Some cover like short concrete walls, and a bunker or two would be good for gameplay. Rocky outcroppings in the desert would provide cover too.

    - I don’t want to use modifier keys if at all possible especially when on the ground ctrl alt shift etc. I would like to map these to single actions.

    - The grenade action was odd. The grenade flies out and a second later the guy makes his flailing throw animation.

    - I wanted to pull up sights with the machine gun. It just feels like Rambo when you’re shooting from the hip.

    It looked like it could be a lot of fun with a lot of people on a server. I’ll try the updated demo tonight if it’s up.

  158. Howard says:

    @Reverend Speed
    Excellent post.

    I’ve just been playing through the IA map again. This time no crashes (I think that was just a driver FU: it happens) but god on a bike this is clunky. Touting the scale of the game as a caveat for its shortcomings can be valid but, as you say Reverend, scale is nothing without content. Right now these EPIC SIZE!! maps are utterly bereft of…well bloody anything O_o
    Should you find yourself without ship the sheer effort of slogging about the place is incredible, even over “short” distances. I cannot imagine how long it would take to run between bases.
    Moreover this huge scale with minimum content just makes the game seem weird, as does the massively sparse layout of the bases. No human would EVER lay out a military base like that. You have things located close by for ease of use and defence, not scattered over a couple of square kilometres.

    On a performance note: I turned all the details down to high and the AA to 2x and the ANI to normal. I still max out at 22 FPS and now the game looks decidedly scrappy. Building flicker and pop at any distance and the utter lack of detail on the floor makes judging distance nigh impossible. Serious optimisation is needed with the renderer.

    Last point – there are a few more…errr… (what will not start a row?)…unforseen behaviours?
    -When I get near to (i.e. touching) small objects (such as what I believe are resupply points?) they turn bright, bright white and lose all texturing.
    -I have also observed that when a flying vehicle goes behind a building I can still clearly see it but it too is rendered in bright white (deliberate?)
    -Other people mentioned mouse sensitivity as a problem – For me its not the sensitivity but the mouse lag. This may be a symptom of the poor FPS but right now there is a clear delay between me moving the mouse and anything responding.

    There is a definite something here – I am reminiscing about Tribes 1 and Battlezone – and I would like to get into it but the game is not exactly forthcoming with the love, you know?

  159. jonfitt says:

    Also, I understand I don’t get to make any decisions, but if the desert is just one part of the map and is the most dull, why not situate the demo in a forest near a river?
    I’ve only seen desert so far in this demo and the videos.

  160. Davee says:

    Damn you RPS for shutting off editing! I had to go away a while after and didn’t return until now… My comment has long since passed, but what I meant with “And I’m saying this as a fan of soldier-sims, Planetside and the BF-games among others.” wasn’t that BF or Planetside were soldier-sims (as dsmart so kindly points out heh) but that I am a fan of soldier-sims (ArmA, Red Orchestra – wich is a semi-soldier-sim in a way – plus others) -and- BF and Planetside.
    I felt that this game was a little too off from my taste (plus the bugs and crashes I encountered) and that’s why I don’t feel like I want to invest more time learning it. Atleast that’s what I think. But who knows, this may turn out awesome to me in a few years!

  161. dsmart says:

    @ Reverend

    Cars need automatic handbrakes when you get out of ‘em. Got to dropship rendevous, stopped car on incline, checked map to see dropship location, exited to find car rolling away downhill.

    Press 0 to kill engines. And do try not to park on inclines.

    2. Regards putting links to the manual etc in the start menu and including a short-cut in game, no, that’s not good enough to guarantee you’ll draw people’s attention. Put a link in your main menu.

    I can’t think of one game that does that. But since we have our docs in-line, that might be a good idea.

    3. Can players record demos in order to facilitate bug reporting? Seems like a good idea.

    No. Use Fraps

    4. Do you intend to allow players / modders to alter and / or remake your bases, add detailed ground geometry (smaller buildings, walls, etc)?

    Probably. Depends on how well the game does as that will determine if I should throw additional resources at prepping the materials for the public.

    5. To further promote understanding among the peoples of mankind, the following two pics may demonstrate the issues some have with the supposed flatness of the terrain in AAW. Doesn’t really bother me (as I haven’t really played the game yet and haven’t encountered the gameplay implications of flat areas of terrain), but it might be a good example for anybody who wishes to continue the converesation. Pay particular attention to the foreground terrain in the second
    shot.

    Unfair comparison. They put the base on a flat plane nestled between mountains. Well, we have those too. Except that this base (one of ten) happens to be in a DESERT and a predominantly flat part of the map.

    400 sq. km of map to explore and people are nitpicking about one small 20km area.

    To wit:

    http://www.3000ad.com/aaw/media/shots/08-11-06/thumbs/005.jpg

    http://www.3000ad.com/aaw/media/shots/08-11-06/thumbs/001.jpg

    http://www.3000ad.com/aaw/media/shots/08-11-06/thumbs/002.jpg

    http://www.3000ad.com/aaw/media/shots/08-11-06/thumbs/026.jpg

    http://www.3000ad.com/aaw/media/shots/09-05-13/pic028.PNG

    http://www.3000ad.com/aaw/media/shots/09-05-13/thumbs/pic025.jpg

    * Interested to know your definitions of ‘consolified’ and ‘run of the mill cookie-cutter’ (examples would be appreciated).

    A game that has been developed for the console target but ported to the PC. Or developed as multi-platform but with console as the target audience. MANY games fall under this category.

    Cookie-cutter fps: All first person shooters which are like the one before it.

    * Would you accept the argument that a game should demonstrate worth before expecting investment of time and effort (eg., reading an eight page tutorial and a four page command sheet) from the player? If so, what level of worth would you consider appropriate?

    Yes. And coming from my niche background, you’re preaching to the choir. We can’t all make games for the same people. The key – and the reason I’m still in business while a LOT of others are out of work today – is because I know this to be a fact.

    But you can’t quantify worth without a level of commitment and thus investment (time, money, whatnot).

    Would you not like your game to be an indie blockbuster?

    I wouldn’t mind. But thats my goal. My goal is always to make a game that I want to play and which a bunch of others find worth in buying and playing. And if that bunch is large enough to justify the development, then its already a blockbuster for me because then I get to make more games. Been doing it for 20+ years. It works. At least for me it does.

    7. Again, making people refer to your manuals when they hit a problem in-game is symptomatic of unacceptable poor modern game design. You are asking us to buy the Trabant of user interfaces, Mr. Smart, in an era of ubiquitous Bugatti Veyrons.

    Rubbish. Manuals are written for a reason. If you choose not to read them, thats you problem not mine. Heck, even the dishwasher comes with a manual.

    The potential AAW is awesome, but it’s currently covered in dust, UI crud and two decades of niche flight sim assumptions. For the product to shine, it needs more polish.

    …is wot I think.

    And you are entitled to those opinions. I, like many, don’t share that opinion, but that doesn’t make it any less important to you.

    Speaking as a technical writer, I love overly-complicated inpenetrable interfaces; they keep me in business. :D

    Don’t buy into the hype. There’s nothing complicated about the UI. Play the game and see for yourself. Heck, here are the full docs. Includes full manual, key commands, tutorial. You be the judge.

    http://downloads.3000ad.com/aaw_game_docs.zip

    @ jonfitt

    Ok, so I messed around a bit last night. Played the scenarios a few times (died a lot) and then played in an empty server for a bit.

    Add /use_godmode to the shortcut and you won’t die in single player.

    Also /no_intro disables the intro movie

    - I had real trouble entering and exiting vehicles. It seemed I had to hunt around trying to get the little icons to appear to click on, and if I go too close to a vehicle I would be killed by touching it even though it was stationary. This happened a lot.

    They’re line of sight distance cued. They glow Yellow when you can use the current one.

    In the demo, the assets you can use depends on the character you are playing. See manual p13. In the upcoming demo update, I have disabled that completely.

    I would also take (falling/jumping?) damage for reasons I could not determine while climbing around on an empty server.

    You will take damage when jumping/falling from high altitude.

    @ jonfitt

    Also, I understand I don’t get to make any decisions, but if the desert is just one part of the map and is the most dull, why not situate the demo in a forest near a river?
    I’ve only seen desert so far in this demo and the videos.

    Because the entire planet is hostile. The Terrans only managed to capture one base. That one. The others are all in Gammulan hands – except in multiplayer where they are devided evenly.

    The captured Alpha base just happens to be the one in the desert. And it just happens to be the one used in the demo.

  162. James Brophy says:

    “There’s nothing complicated about the UI”

    I didn’t mention these before as I assumed that there were issues to be fixed later on.

    I had to use the shoulder buttons to tun my car while driving, I have to use a keyboard modifier (ctrl+use) to exit a car, selecting weapons on the joypad is somewhat of a lottery of holding the button down and watching it spin round the menu till you let go and hopefully get what you wanted and the flight joystick is inverted in all directions on the 360 joypad.

    “There’s nothing complicated about the UI”

    Hmm… cant say I agree there.

    However, those level shots do look very cool. I have no issue with the flatness of the demo level. I mean you gotta hold something back for later to make people buy the game, right?

  163. Alec Meer says:

    Editing’s been borked by a back-end wordpress update, alas. Hopefully there’ll be a fix for the plugin soon.

  164. James Brophy says:

    Can someone else try plugging an x box 360 controller in and tell me if they get the Sliding while standing bug too?

  165. Tei says:

    These images are awesome Derek. You will see less if your game looked more like that. Whatever the reason, the demo don’t generate these screenshots. The demos has nice buildings, and a example of what the final game include, but nothing as pretty these screenshots. Not that I know…

  166. jonfitt says:

    Those images look much more enticing! like I say, not my decision, but I would definitely have set the demo in a scenario more in that terrain.

    One thing about:
    http://www.3000ad.com/aaw/media/shots/09-05-13/pic028.PNG
    What’s going on with the ground behind the fighter? Is that a graphical glitch or just some really low poly terrain? I’d suspect it’s a factor of the distance, and up close some smoothing would kick in, is that the case?

  167. jonfitt says:

    @James Brophy
    What does it look like? Are you just moving when you think the sticks are centred? That’s a common problem with joysticks, and you can try recalibrating, or seeing if there’s somewhere to adjust the dead zone.

  168. James Brophy says:

    I’m using the standard Microsoft pc game pad, (aka a 360 controller with a usb attachment)

    When the game starts I am moving. I roll my sticks around and this some times stops the problem. Not always however. I have not found any menu oprions in the game for altering a dead zone.

    There are no options for altering the dead zone in the game controller properties in windows. I have recalibrated them and the problem is still there. I think it’s just a matter of the game being a scooch too sensitive when it comes to joy pads. Gotta give that middle 10 percent over to the sticks being at rest. or at least let there effect be incremental.

    On looking at how the controller throws out it’s raw data to a pc, I sense that the 360 pad is not being designed for.
    Would I be right?

  169. dsmart says:

    @ James

    I had to use the shoulder buttons to tun my car while driving,

    LT/RT are thrust. You can’t do any turns without having thrust. So you move LSTICK forward while pressing LT (thrust forward). The LB/RB are yaw controls and so those will take effect in vehicles.

    Anyway we’ve revised that handling now as well so that the LSTICK is used instead.

    I have to use a keyboard modifier (ctrl+use) to exit a car,

    Yes. Not gonna change it because the E key does about five different things. And making E exit, will cause problems with docking and suicide. Making E exist also makes it error prone because it is easier to accidentally press E than it is to press CTRL+E. How you would like to eject in mid-air because you pressed E by mistake?

    selecting weapons on the joypad is somewhat of a lottery of holding the button down and watching it spin round the menu till you let go and hopefully get what you wanted and the flight joystick is inverted in all directions on the 360 joypad.

    It is a toggle. Just like the menu says. So don’t “hold it down”. Just tap it once.

    However, those level shots do look very cool. I have no issue with the flatness of the demo level. I mean you gotta hold something back for later to make people buy the game, right?

    Thats EXACTLY how the game looks and even better now since those shots were taken.

    And the issue with the demo has nothing to do with holding back tbh. Its just that Alpha is the base the Terrans took over. It just happens to be in that region. So it was also used for the demo.

    @Tei

    These images are awesome Derek. You will see less if your game looked more like that. Whatever the reason, the demo don’t generate these screenshots. The demos has nice buildings, and a example of what the final game include, but nothing as pretty these screenshots. Not that I know…

    The demo looks just like that. If you go to those areas.

    The game has acurate time of day, weather patterns, atmospheric light scattering etc. In fact, in the course of an hour, you can probably experience all of them – as the guys I was with on the server yesterday can attest to. I even got them all into a gunship and took them on a tour to view the scenery. While we were being shot at by forces from below. It was fun. At least for me.

    @ jonfitt

    What’s going on with the ground behind the fighter?

    Spherical texture mapping anomalies that can’t be fixed with current rendering technologies. You see them on canyon walls only because of the direction that the texture has to be rendered in. This was due to the textures being generated in the program that Patrick used and our rendering engine had to compensate. Texture mapping a flat surface is easier than something like a canyon wall in which the texture has to go in a different direction. I’m sure you don’t want the techie explanation, so thats as simple as I can explain it.

  170. James Brophy says:

    “Anyway we’ve revised that handling now as well so that the LSTICK is used instead.”

    Cool, glad to hear about the driving!

    Ah ok, seems I had it wrong about the joypad and inversion, Once I inverted the 360 pad things got a lot more reasonable when it came to flight.

    However; according to the menu the inversion of the look is the same as the inversion of the up and down while running and shooting.

    Any chance you could add a toggle to swap Yaw and roll on the controller? It might help unify all the craft. and soften the “Learn flight sim” factor in the controls.

    I went looking for some of this lovely scenery in the instant action option and got shot down. I tried to join an empty server and all I got was a server disconnected message.

    about the use key by the way, I bind use to space bar. and group movement around wasd with q to jump and e to crouch. I definitely take your point on accidentally falling out of a ship but I also like it when controls are whittled down to the fewest options possible. To facilitate pick up and play gaming.

  171. dsmart says:

    @ James

    I went looking for some of this lovely scenery in the instant action option and got shot down. I tried to join an empty server and all I got was a server disconnected message.

    Add the /use_god cheat mode and you won’t die.

    Also the quickest way to do that is to use a DJP to go from one base to the next. You can do it either in fp mode or in a vehicle (but not a fighter or gunship). So you could DJP from MZD01 (the desert area) to MZM01 (moderate) and go from there.

    Any chance you could add a toggle to swap Yaw and roll on the controller? It might help unify all the craft. and soften the “Learn flight sim” factor in the controls.

    What do you mean? What are you trying to swap? Anyway, this is what the new revision is like.


    [BEFORE]

    VEHICLE:

    - LSTICK : F/B to throttle (W/S)
    - LSTICK : L/R has no effect
    - LT/RT : increase/decrease thrust (W/S)
    - LB/RB : L/R to turn/yaw (A/D)

    AIRCRAFT

    - LSTICK : F/B to (i) up/down in VTOL (F/Z) (ii) throttle (W/S)
    - LSTICK : L/R to roll
    - LT/RT : increase/decrease thrust (W/S)
    - LB/RB : L/R to turn/yaw (A/D)

    [AFTER]

    VEHICLE:

    - LSTICK : F/B to throttle (W/S)
    - LSTICK : L/R to turn (A/D)
    - LT/RT : no effect
    - LB/RB : no effect

    AIRCRAFT

    - LSTICK : F/B to throttle (W/S)
    - LSTICK : L/R to roll
    - LT/RT : up/down in VTOL (F/Z)
    - LB/RB : L/R to turn/yaw (A/D)

  172. dsmart says:

    That should be /use_godmode

  173. dsmart says:

    New build should be up later tonight or early tomorrow.

    Here’s whats new since the demo version 1.18.15

  174. jonfitt says:

    Just a quick one. You refer to CTRL+Y and ALT+Y as doing the teleport thing in different paragraphs.
    That sounds great for not getting lost!

    Are you going to enable bots on the demo servers that you’ve got running?

  175. James Brophy says:

    Can we get a toggle to swap…

    AIRCRAFT

    - LSTICK : F/B to throttle (W/S)
    - LSTICK : L/R to roll <= this
    - LT/RT : up/down in VTOL (F/Z)
    - LB/RB : L/R to turn/yaw (A/D) <= and this

    So that turning can be universally the same from the controller.

    While I'm here may I also suggest…

    VEHICLE:

    - LSTICK : F/B to throttle (W/S)
    - LSTICK : L/R to turn (A/D)
    - LT/RT : increase throttle \ Break
    - LB/RB : no effect

  176. dsmart says:

    @ jonfitt

    Just a quick one. You refer to CTRL+Y and ALT+Y as doing the teleport thing in different paragraphs.
    That sounds great for not getting lost!

    Thanks. Its CTRK+Y, that was a typo. And its a mappable key – so have at it. :)

    Are you going to enable bots on the demo servers that you’ve got running?

    Yes. Its going to get crazy – especially in Co-Op.

    @ James

    Can we get a toggle to swap…

    OK on both.

    We used to have a roll/yaw toggle in previous builds. But when we mapped yaw to its own keys, we removed the toggle.

  177. jonfitt says:

    Any chance of getting Ctrl and Shift to be bindable?
    I’ve spent probably thousands of hours playing fps’s now, and Shift is run, and Ctrl is duck. I’m too stuck in my ways now to change. For the longest time I didn’t think you could duck in AAW until I pored over the keylist looking for it!

    Flight-sims are fair game, I’ll Ctrl-F and Alt-G all day, but in an FPS I need to know where things are without looking down.

  178. bitkari says:

    I feel that I’m a little late to the party [installing the demo will wait until the morrow], but just thought I’d say how incredibly ace and refreshing it is to have Derek here to help people out, talk honestly about the game and generally do a very very good job of promoting the game.

    Seeing the resulting INTERNET FURY does make me realise why more people don’t do this. So double-kudos for you, chap – I can think of many devs who would do well to follow your example.

  179. Paul Moloney says:

    “I’ve spent probably thousands of hours playing fps’s now, and Shift is run, and Ctrl is duck. I’m too stuck in my ways now to change. ”

    I’ll add a me-too to that; I really think it would add to the game being more intuitive.

    P.

  180. Serondal says:

    I’ve played FPS games since you couldn’t even duck, or look up or down at all for that matter matty. the way ducking/prone ect works in this game is nothing new. This is how it works in Rainbow Six type games, OPflash ect because it allows you to change your position with great detail and is pretty common way for keys to be set up.

    You WILL get used to it, your human brain is always capable of accepting any changes it will just take a while. I know after I play Arm-A for a while or Universal Combat then go back to playing DOD I have problems relearning the other keys :P Not to mention in arM-a running around to much literally can make your guy pass out and die lol.

    I REALLY wish my computer could play AAW but I supose I’ll just have to settle for playing UC for now (Then again UC is better in my book becasue it technically has everything AAW has, plus space so there) You guys can attack a base with some gunships and fighters ect, I can attack it with a warmonger battle cruiser for sub-orbital levels HAH :P

    What does the SPACE key do in this game? I read in the new Op Flash game it makes you throw your character to the ground as this is generally more useful than hopping about uselessly ;P When you start getting shot it being able to slam the largest key on your keyboard to lay down is not a bad idea. Even more so in a game where laying prone takes you off enemy radar (if that is still true in AAW)

  181. James Brophy says:

    cool, I look forward to the new version.

    em, while we have you here; I gotta ask about the battle cruiser 300 advert with Jo Guest. Who’s idea was that and how did it come about?

    From my perspective, in an age of adverts that made massively unrealistic promises when it came to graphics, it was a stroke of genius to do something simply shocking to make people aware of the name.

  182. Serondal says:

    Speaking of strange adverts I’m still trying to figure out wtf this local dr paid tons of money to have a CGI dr come on tv and talk about their office instead of just . . . coming on TV and talking about their office. I mean at least it should have been a CGI monster or something but it was just a Dr . . it was really badly done like it would have been better with a stop motion lego dr.

  183. dsmart says:

    OK demo v1.18.17 is currently being uploaded to our server so mirrors can grab and host it.

    I’m not gonna host it because my bandwidth already spiked this month. So am going to send an email to my mirrors guys. Hopefully they will start hosting it very soon.

    The patch weighs in at 65MB.

    This will be the only update for the demo. If you are going to get the game, then wait for the final version due out……soon. I think.

  184. dsmart says:

    The patch is actually a little under 9MB. You can download it from the link below. This link will go dark once all the mirrors have it.

    All Aspect Warfare Demo v1.18.17 Patch Update

    I will update the servers in a bit.

  185. pirate0r says:

    @James Brophy

    I remember that advert and it blew my 13 year old mind. You can imagine my disappointment however when I discovered that it Battlecruiser 3000AD had nothing to do with half naked women…

  186. Serondal says:

    I want to see this ad now! Found Jo Guest on the Youtube but no 3000ad ad

  187. Reverend Speed says:

    Sorry I can’t participate in this discussion at the moment, have friends over, busy weekend.

    BUT!

    http://www.granhaug.no/mikael/old/pics/Battlecruiser.jpg

  188. dsmart says:

    Yah, that was all Take Two marketing’s idea. I had nothing to do with it. In fact, the first time I saw it was when I got the sell sheet. Imagine my horror and surprise. But back then I was a Green game dev n00b with no power to fight (though I eventually did and nailed them – twice) “the man”, so it stayed.

    What most people don’t know is that despite all the bad press, the game did do very – very – well. Especially when I released my version shortly after Take2 shipped the buggy BETA version to meet their Christmas deadline. My game was one of the games that took Take 2 – as we now know it – public. Yes, little known fact. Search for battlecruiser in the original SEC filing and see for yourself. Then do the math.

  189. dsmart says:

    Second link above was duped. Here is the correct one for the sell sheet.

    http://www.3000ad.com/bin/bc3k_promo2.jpg

  190. Paul Moloney says:

    Derek Smart is one degree of separation from Jo Guest?

    I doff my hat.

    Some more detail on the ad from a Jo Guest fan who has obviously studied this in, ahem, detail:

    “In 1996, Jo did a photoshoot for a company that was promoting the “Battlecruiser 3000AD” game for the PC. Only one (black-and-white) photo from that shoot was used: it showed Jo wearing a black leather bra, panties and thigh-length boots – she was perched on a stool with the game itself held in front of her on the stool. The photo appeared in that form (with only the name of the game repeated plus the name of the distributor) in several PC magazines, including the November 1996 issue of PC Gamer.

    However, that was not the only version of the advert. For the more “laddish” magazines (e.g. PC Zone) one or two alterations were made. For a start, the caption “She really wants it” was added, and in this version of the photo it looked like she wasn’t wearing any panties (the game box obviously obscured the interesting area). Having examined both adverts carefully I’ve come to the conclusion that the panties were airbrushed out of the PC Zone version, and NOT digitally inserted on the PC Gamer version. But I could be wrong…”

    P.

  191. dsmart says:

    Paul, you should get out more. Seriously. :)

  192. Reverend Speed says:

    Took a quick go a few minutes ago…

    Finally managed to get to a canyon with water. Prettyish. Not spectacular. Jumped in for a dip.

    http://img208.imageshack.us/i/aaw05.png/

    My arms are apparently hinged to my ears.

    Also, to my mind ‘mouselook’ is not ‘mouseSTEER’. I never asked for mouse steering in vehicles. I wanted to be able to look with the mouse (like one of the car passengers) independantly of steering with the keys.

    You would benefit HUGELY in creating an FPS by labeling a few weekend’s RESEARCH and playing HL2 and TF2 and taking many, many notes on the UI.

    You’d both gain a thorough knowledge of modern gaming convention and access to the common concepts and terms most FPS gamers use when discussing FPS titles.

    Like MOUSELOOK while DRIVING.

    Will say more later after weekend, only had a few seconds.

    By the way, did you get my bug report & suggestions by e-mail a few days ago? Received no confirmation.

    Are we going to try this again, RPS?

  193. James Brophy says:

    Tried the new demo version this morning… was spawned in a lovely field with a jet pack and nothing to do… I opened the map and it was a solid field of green. with no markers, I looked for friendlies and found reverend speed in the distance…

    for some reason unknown to us we respawned… and suddenly we were beside each other. Nothing to do, nowhere to go, standing in a field with a jet pack.

    In the instant action, Not able to find the new controll toggles in the menus, still driving with the shoulder buttons. However I did manage to fly a craft and Kill something finally! then i accedentally activated mouse flight while looking for night vision and promptly ploughed into the ground…

    Is there any point in continuing to play once you have to start walking from the desert?

  194. cowthief skank says:

    Not sure this is really my type of game, will probably give it a go as I love the idea but I am just too lazy to give this the attention it deserves.

    However, I wanted to echo the comments regarding Mr Smart’s activity here. Stuff like that needs commending as too few people do it.

  195. dsmart says:

    @ Reverend

    My arms are apparently hinged to my ears.

    When swimming in real life, don’t you see your arms in front of you when you do that stroke? Yeah, its like that.

    By the way, did you get my bug report & suggestions by e-mail a few days ago? Received no confirmation.

    No. My mailbox is protected by ChoiceMail One. So unless you respond to the challenge question, it won’t get through. Check your email or spam filter for it.

    @ James

    Tried the new demo version this morning… was spawned in a lovely field with a jet pack and nothing to do… I opened the map and it was a solid field of green. with no markers, I looked for friendlies and found reverend speed in the distance…

    You should ALWAYS spawn in a base. Not out in the open. We ran a bunch of tests last night – and just now as well – and didn’t experience that at all.

    If you can reproduce it, press N a few times to cycle to the NID/LOC view and give me the name of MZONE and detected base.

    Anyway am uploading 1.18.18 now which has the new controls, since some people seem to be using xbox controllers.

  196. dsmart says:

    @ James

    That spawning in a remote area seems to be related the addition of bots on the demo server. One of our testers just reported it and it doesn’t happen in the full game.

    Don’t have time to investigate atm, so I have disabled bots on our official servers.

    The Worthplaying mirror now has the 1.18.18 patch

  197. dsmart says:

    @ James

    In the instant action, Not able to find the new controll toggles in the menus, still driving with the shoulder buttons. However I did manage to fly a craft and Kill something finally! then i accedentally activated mouse flight while looking for night vision and promptly ploughed into the ground…

    The new controller options were not in the 1.18.17 version. You did read the version control notes, right? They are in the just now released 1.18.18 version.

    Is there any point in continuing to play once you have to start walking from the desert?

    *sigh*

    Dude, press CTRL+Y and you will teleport to the nearest base.

  198. Serondal says:

    Good news, I decided to go ahead and try the demo even though the beta wouldn’t run very well on my computer. It works ! The new armor looks INSANE Supreme Commander! Thumbs up to whoever’s idea it was. IT doesn’t run very smooth mind you but it is playable. I can see some of the new effects ect that you played in the game.

  199. Serondal says:

    Okay after playing around with the demo for a while I have to say I am amazed man! You’ve taken all our advice about what we thought was wrong with FPS mode and made it more or less perfect man! Love the air distortion effect when weapons fire. All the vehicles look amazing, the buildings amazing everything is mind blowing.

    I think you’d have to have played UC and BC:M ect to tell just how much of a leap in technology this game really is.

  200. JonFitt says:

    Tried the 1.18.18 update on the official servers.
    There doesn’t appear to be any bots. Whenever I die I appear in a field miles from home and the warping it does nothing. :(

  201. Serondal says:

    SAme here Jon

  202. Reverend Speed says:

    Frustrated I don’t have time to respond to these updates and statements properly, but I can state that James and I tried the teleport in 1.18.17 earlier. A teleport timer began and counted down 30 seconds.

    At which point nothing happened.

    We had a laugh and quit the game.

  203. Howard says:

    @dsmart
    Finally got time to install the update. Superb work mate. The FPS is drastically improved as is the rendering in general. Had a run around a quick scrap with some random bloke who turned up: was most fun. Most importantly though: JETPACKS! This sells me on any game =)

    However… many, many new bugs – sorry:
    -The server browser always shows no players in any servers even when there are.
    -XBOX 360 control pad is crazy. When usin it the system CONTINUALLY (like every 10 seconds) kept recalibrating it so that I would be left stranded in mid air doing loop the loops or heading for the ground at huge speed
    -If you die, you get respawned in the middle of nowhere, so far out teh game thinks you are not on the map anymore – had to quit and reconnect each and every time.
    -Quit a view issues with death in general, particularly if you die from crashing a vehicle. I flew a plane into a building, exploded and died but then the camera just zoomed out and remained there; no respawn timer nothing and my jetpack still worked even though I was VERY dead.
    -Not a bug but would it be possible to let us redifine what axis does what ont eh 360 pad? Having steer and acc/brake on the same axis is useless as it means you can only do one or the other. Steering/rolling should be on left stick and thrust/brake should be on the triggers really for it to be workable

    Other than these though, all of which are obviously fixable, the game is now looking VERY good indeed. My only last complaint is possibly when you play in the dark (in the game, not in RL =) ). It is bloody hard to judge where the ground is. I get the feeling there may be a readout that tells me altitude but I have yet to find it though…

  204. Serondal says:

    There is certainly a read out that tells you the alt, check the manual or just test it out by going up and down and seeing which number goes up and down with you ;P I THINK it should be on the right side of the hud in the middle but I’m not certain, sorry.

  205. Howard says:

    @dsmart
    Okay scratch the problem with the 360 controller recallibrating all the time. That was a confusion caused by an unclear menu option.
    There is however another issue with vehicles. If you crash a vehicle into the ground about a third of the time the game has a fit.
    Crashed one of the very fast interceptor type birds into the landing pad at base and it took no damage. From the cockpit it looked as if it was stuck in the floor and indeed none of the controls work. Ejecting from the ship I could see that it was in fact hovering about 10 metres ABOVE he ground and after a few seconds it suddenly shot into air at greater speed before lazily drifting to the floor. Even though I hit the ground at full speed neither the ship or I took any damage

  206. Serondal says:

    I had some strange stuff happen as well. Jumped out of an aurora and fell at least 500 feet and landed without taking damage. You learn to get over these kinds of things however as they are unimportant for the most part.

    Man watching the fighters zig back and forth in the air while you’re on the ground is fantastic. I actually finished the first solider IA mission with 5 kills and 1 other guy left alive in my team, then when we got to the bird something blew it the hell up when I Was trying to get into it so at the last second victory was snatched from my claws :P

  207. dsmart says:

    We found the respawn issue. It was related to a suggestion we implemented in 1.18.16 a few days ago in which all players of the same race would spawn from the same base so that players were together. Its fixed now.

    Demo v1.18.19 is up. Just download and install.

    Build 1.18.19

    The version control file shows whats new since the original 1.18.15 release

  208. Howard says:

    Awesome dude! Downloading now. Will give it a going over in a few hours =)

  209. dsmart says:

    @ Jonfitt

    There doesn’t appear to be any bots. Whenever I die I appear in a field miles from home and the warping it does nothing. :(

    There weren’t any bots enabled in those builds. I have now added bots to two or the three official servers. You will see [BOTS] in the server name.

    @ Reverend

    Also, to my mind ‘mouselook’ is not ‘mouseSTEER’. I never asked for mouse steering in vehicles. I wanted to be able to look with the mouse (like one of the car passengers) independantly of steering with the keys.

    Sorry if it wasn’t done exactly to your desires, but the fact is, what was implemented is perfectly adequate I think. You are an extension of the vehicle so if you look left, you can drive in that direction.

    You would benefit HUGELY in creating an FPS by labeling a few weekend’s RESEARCH and playing HL2 and TF2 and taking many, many notes on the UI.

    Stop being condescending please. Frankly your posts are beginning to annoy me.

    The UI is fine. We’re not changing it. If you don’t want to get used to it and the fact that this not like any other game, please stop playing and go back to TF, HL2 or whatever tickles your fancy. This game is ours. It is unique to what we set out to do. You don’t have to like it and we most certainly didn’t set out to please everyone.

    There was a month long public BETA. You had a chance to be a part of the game’s direction. You opted to sit it out. Now that we’re close to release and tying up loose ends you think we’re going to make drastic changes to suit your playing style and desires? Seriously?

    @ Howard

    -The server browser always shows no players in any servers even when there are.

    You need to refresh it manually before joining so that you get the latest listing.

    -XBOX 360 control pad is crazy. When usin it the system CONTINUALLY (like every 10 seconds) kept recalibrating it so that I would be left stranded in mid air doing loop the loops or heading for the ground at huge speed

    Seems fine here.

    -If you die, you get respawned in the middle of nowhere, so far out teh game thinks you are not on the map anymore – had to quit and reconnect each and every time.

    Yeah we fixed that.

    -Quit a view issues with death in general, particularly if you die from crashing a vehicle. I flew a plane into a building, exploded and died but then the camera just zoomed out and remained there; no respawn timer nothing and my jetpack still worked even though I was VERY dead.

    This was in multiplayer, yes? Did you try it in single player? If it was in multiplayer, then maybe the server packet got lost or something. Will investigate though.

    -Not a bug but would it be possible to let us redifine what axis does what ont eh 360 pad?

    Probably not.

    Having steer and acc/brake on the same axis is useless as it means you can only do one or the other.

    It is not useless. It was done to make it easier – especially given the limited number of buttons on the controller.

    Steering/rolling should be on left stick and thrust/brake should be on the triggers really for it to be workable

    Yah, thats how it was previously if you recall. If we put the throttle back on the triggers, that means you would have to use the F/Z keys for VTOL up/down since there would be no available controller buttons to put those on. I wanted all vehicle/craft/fps controls to be on the controller without having to use the keyboard if the controller is your choice.

    Anyway, it was done this way in order to avoid confusion and for movement to be similar to the fps and aircraft movement without confusing the player.

    I’ll see if we can come up with controller presets e.g. Ace Combat 6 has two, novice and normal (more control).

    My only last complaint is possibly when you play in the dark (in the game, not in RL =) ). It is bloody hard to judge where the ground is. I get the feeling there may be a readout that tells me altitude but I have yet to find it though…

    manual p16-17. There’s even a picture! :) Your altitude is next to the VTOL/FTOL text to the left section of the HUD.

  210. James Brophy says:

    Yay! teleport works….

    Booo! controls are now very strange….
    Lstick now can have roll and yaw swaped in the controll options. However, pitch control has now shifted to the RIGHT STICK!

    I assume this is a simple mistake.

  211. James Brophy says:

    “-XBOX 360 control pad is crazy. When usin it the system CONTINUALLY (like every 10 seconds) kept recalibrating it so that I would be left stranded in mid air doing loop the loops or heading for the ground at huge speed”

    “Seems fine here.”

    Apparently if you hit the left shoulder button (not the trigger) then you recalibrate the center of the left stick.

    This can result in some odd course changes when flying. espically if you try to roll while turning. because when you hit the left shoulder button and your stick is leaning any direction then you can recalibrate the center to the edge of the stick.

    I am getting concerned that this is starting to be frustrating for you to read. Please under stand I don’t mean to offend. I only bring my problems up because these are things I perceive to be missing or lack reasonable options.

    I would have loved to have been part of the open beta but this rps article is the first I’ve heard of this game.

  212. James Brophy says:

    just tried the new version…

    Joined a server with bots…

    I had a rather Sisyphian experience of constantly spawning in the wrong base. I had 16 seconds of invincibility before people started shooting at me but the teleport takes 30 seconds. getting to the nearest car took a little over 20 seconds and once I did get there I got to drive with a heady excitement of “Woo I’m alive!” a little before being destroyed by a local missile.

    this was intensely frustrating as I didn’t get an instant re spawn but rather an entire server resync every time I died.

    Once this has happened to me about 8 times, I spawned instead on a base with no equipment. and so teleport to the actual base! Woo!

    Flight controls are still split across the pad. tried ejecting from a plane and landed on the ground. that was fun. teleported back but found that while I could get into planes I wasn’t able to make any of them take off, so got in a truck instead. Only now did it occur to me that the server seemed to be lacking bots.

  213. dsmart says:

    @ James

    However, pitch control has now shifted to the RIGHT STICK

    !

    Was always that way. The RSTICK controls your view – just like in fp mode. However, this is being changed in the upcoming update as in:

    LSTICK – roll or yaw depending on config setting, pitch up/down
    LT/BTN7 – throttle up (W)
    RT/BTN8 – throttle down (S)

    Apparently if you hit the left shoulder button (not the trigger) then you recalibrate the center of the left stick.

    During calibration (CTRL+ALT+J) you shouldn’t touch ANY buttons. In fact, you should leave the controller alone!

    Also, make sure you check Control Panel and ensure that your controller is fine there as well.

    I am getting concerned that this is starting to be frustrating for you to read. Please under stand I don’t mean to offend. I only bring my problems up because these are things I perceive to be missing or lack reasonable options.

    I have NO problems with your posts, bug reports etc. I only commented on Rev’s tone because…well, read his posts.

    We didnt’ start this game yesterday. It has been two years in the making. Our first dedicated fps game. So it has been a little bit of a learning experience but we’re doing our best. Its not like I’m going to release the game tomorrow and then patch it later. I could, but I don’t have to because we still have a bit of time. The [reasonable] issues you guys have reported – even asking us to revise things which WERE NOT BUGS – have been done. And we’re still working on things so that those (like you) who are INTERESTED in the game, can have the best experience possible and within the limits of the game.

    We could’ve been like those other guys and leave the game at 1.18.15, sign off on it as Gold next week as planned and then everything else that came after would be in a patch. But why do that when we can take a few days to polish and tweak further – things that make all the difference?

    I would have loved to have been part of the open beta but this rps article is the first I’ve heard of this game.

    Well you can still get in and work with us on the issues you are having. We ALWAYS welcome fresh eyes because even those we have a slate of official testers, those used to the game take things for granted. As is evident in the 1.18.15 as released in the demo.

    Also, most in the public IGN beta just wanted to play the game. We got a few reports here and there, but not as much as we expected. But that was probably because the game was so far along.

    Anyone (e.g. you, Howard, Rev etc) with a genuine interest in the game and who wants to join in these final stage of tweaking and such, should go to our forum area and register. Then search for the Supreme Cmdr user and send me a PM telling me who you are. I’ll then give you access to Area 51 where you can join in the fray.

    I had a rather Sisyphian experience of constantly spawning in the wrong base. I had 16 seconds of invincibility before people started shooting at me but the teleport takes 30 seconds. getting to the nearest car took a little over 20 seconds and once I did get there I got to drive with a heady excitement of “Woo I’m alive!” a little before being destroyed by a local missile.

    Are you sure you spawned in the wrong base or were you playing and then jumped to a hostile base? I ask because if you end up in a hostile base on a server that has bots activated, you’re going to die. A lot.

    Flight controls are still split across the pad. tried ejecting from a plane and landed on the ground. that was fun. teleported back but found that while I could get into planes I wasn’t able to make any of them take off, so got in a truck instead.

    If you are using the xbox controller, the LT allows you to take off in VTOL mode. Unless you lift off, you can’t fly anything. All crafts have VTOL capability.

    Only now did it occur to me that the server seemed to be lacking bots.

    If the server has bots, this will be displayed in the server description. Of the three servers, only two have bots.

  214. Howard says:

    @dsmart
    Am registering now as I *would* like to be part of this process.

    At whoever posted about ejecting then not being able to make another plane fly, I have this too and know the cause. When you eject from a ship, rather than land it and get out, the ship goes into autopilot and hovers so the asset doesn’t crash. HOWEVER the autopilot is then activated in ANY future ship you get into, making it SEEM like you can no longer control the vehicles. When you next get into a vehicle after an ejection press “ALT+A” to disable the autopilot and you are good to go.

  215. dsmart says:

    @ Howard

    Good catch that! The A/P needs to be reset to avoid player confusion I think.

    When you register, be sure to send me PM on the board letting me know who you are (from your RPS handle).

    Once you get access you can download the full game and uninstall the demo. Will send you instructions.

  216. dsmart says:

    You can contact me via PM using this thread. Just click on my username in the first post.

  217. dsmart says:

    Howard, you’re in. Go to the board and check your PM!

  218. dsmart says:

    I had a rather Sisyphian experience of constantly spawning in the wrong base. I had 16 seconds of invincibility before people started shooting at me but the teleport takes 30 seconds. getting to the nearest car took a little over 20 seconds and once I did get there I got to drive with a heady excitement of “Woo I’m alive!” a little before being destroyed by a local missile.

    this was intensely frustrating as I didn’t get an instant re spawn but rather an entire server resync every time I died.

    Once this has happened to me about 8 times, I spawned instead on a base with no equipment. and so teleport to the actual base! Woo!

    Don’t join a co-op server. You automatically spawn in a hostile base in the co-op game shipped with the demo – and you have to escape to the LZ.

  219. Reverend Speed says:

    Hi there. After a fun weekend, thought I’d drop in the response I’ve been dying to make. Apologies in advance for shitty formatting. Here we go…

    Press 0 to kill engines. And do try not to park on inclines.

    Would still like to get autobrake. Occasionally people are firing missiles at me as I get out of my car and I’m easily distracted.

    No. Use Fraps

    Fair enough. Just a thought.

    Probably. Depends on how well the game does as that will determine if I should throw additional resources at prepping the materials for the public.

    I take the point that it makes more sense for you to see what the take up is before cleaning up and releasing tools. Would be nice to hive off bases to modders, though. S’all good.

    Unfair comparison. They put the base on a flat plane nestled between mountains. Well, we have those too. Except that this base (one of ten) happens to be in a DESERT and a predominantly flat part of the map.

    So I took a teleporter tour of the game, few pictures here http://img196.imageshack.us/gal.php?g=aaw19.png Went to the most mountainous bases I could find – happy to take suggestions on other ones to visit. Without exception, terrain within the base is exceptionally, remarkably flat. The areas surrounding the bases (within walking distance) are exceptionally, remarkably flat. Took a gunship out to one end of a desert mountain base plateau, set a waypoint on the other side – R10.00 in distance, according to the waypointing system. Flew across it at ground level, fairly slowly.

    Very, very flat.

    Took a trip out to one of the canyons (starting to get to know the bases fairly well at this point, I should mention) in order to document varied terrain from an infantry level. (First four images – http://img29.imageshack.us/gal.php?g=d01m.png ) From the air it looks pleasantly detailed, but on foot there’s a great deal of seemingly low-resolution, stretched textures and jagged / flat poly work.

    Also included some caps taken from Quake Wars (I’d use other games, but it’s probably the only large-scale FPS game I have. Well, Flashpoint 1. And Tribes 2. But it’s the only one I have installed) so that you may have the option of comparing infantry and air terrain shots (obviously, disregard foliage). These pics were taken to attempt to provide a closer point of comparison with the images you linked to -

    http://www.3000ad.com/aaw/media/shots/08-11-06/thumbs/005.jpg
    http://www.3000ad.com/aaw/media/shots/08-11-06/thumbs/001.jpg
    http://www.3000ad.com/aaw/media/shots/08-11-06/thumbs/002.jpg
    http://www.3000ad.com/aaw/media/shots/08-11-06/thumbs/026.jpg
    http://www.3000ad.com/aaw/media/shots/09-05-13/pic028.PNG
    http://www.3000ad.com/aaw/media/shots/09-05-13/thumbs/pic025.jpg

    Shots also include three of the virtual cockpit in QW for a later discussion we’re probably not going to have. =)

    Hopefully everybody’s now on the same page re Desk Top commanders comments,
    Desktop Commander:

    : I’m curious why the game has such high system requirements for such spartan visuals.

    : I don’t know of a place on earth, in metre-scale, that’s as devoid of detail as the AAW planet. Say what you will about system specs and I will point you again to ArmA – another multifaceted large-scale combat game with similar or lower requirements that somehow managed a few little details.

    With regards to:

    dsmart:

    : 400 sq. km of map to explore and people are nitpicking about one small 20km area.

    That’s a most valid point. I’m trying not to make any value judgements about this myself, I’m just trying to illustrate and make clear other people’s points on scale v. content. As I said,

    Regards the Crysis comparisons, of course, the key point is the amount of content per square inch it delivers. Sheer scale is not everything.

    Honestly, considering the size of team and the overall size of the environment I don’t really have any problems – I think that in this respect AAW is an inspiring achievement. But that’s probably unwanted input also. =) I’ll shut up on this.

    A game that has been developed for the console target but ported to the PC. Or developed as multi-platform but with console as the target audience. MANY games fall under this category.

    That’s groovy – was just curious to know if you operated under the belief that because a console is the primary target that a game would necessarily be less complicated or complete as a product made for the PC.

    Cookie-cutter fps: All first person shooters which are like the one before it.

    So Halo (interesting game, didn’t especially like it) isn’t a cookie-cutter fps but Halo 2 is, despite the emphasis on storyline and multiple protagonists? That makes a fair amount of sense to me.

    We can’t all make games for the same people.

    But you can’t quantify worth without a level of commitment and thus investment (time, money, whatnot)

    So you wouldn’t accept the argument that a game should demonstrate worth (a couple of simple, rewarding actions in the first 20 seconds, say) before expecting investment of time and effort from the player?

    My goal is always to make a game that I want to play and which a bunch of others find worth in buying and playing. And if that bunch is large enough to justify the development, then its already a blockbuster for me because then I get to make more games.

    That’s interesting – and a pretty damn cool way to live. Not sure I’d agree with your definition of ‘blockbuster’, but may you always be satisfied with your own standards. =)

    Rubbish. Manuals are written for a reason. If you choose not to read them, thats you problem not mine. Heck, even the dishwasher comes with a manual.

    I’d argue that a dishwasher isn’t a different game from 2009 and thus is an unfair comparison. Perhaps it would be fairer to compare it to a more complex board game like Arkham Horror… and in that case, it’s almost always more fun to learn from an experienced player. Putting the onus on regular players to explain the game to new players is viable, but it does tend to gamble on aquiring a population of patient, friendly, regular players. I’d imagine that a modern in-game tutorial would give a more certain result… But granted, that’s a guess from a non-developer.

    …is wot I think. =)

    And you are entitled to those opinions. I, like many, don’t share that opinion, but that doesn’t make it any less important to you.

    …is wot u think. =)

    Add /use_godmode to the shortcut and you won’t die in single player.

    Perhaps add some difficulty levels?

    Jonfitt said,

    I had real trouble entering and exiting vehicles. It seemed I had to hunt around trying to get the little icons to appear to click on, and if I go too close to a vehicle I would be killed by touching it even though it was stationary. This happened a lot.

    I really like the interface, though it’s a little fiddly when you’re in a rush. Could you make the icons or their area of effect a little larger, perhaps? Another alternative is that you could ‘use’ the vehicle, then select the seat from a menu like the one for the weapon supplies? It’s not as clever, but at least you’d know what to hit when panicked. =)

    dsmart said,

    The demo looks just like that. If you go to those areas.

    Jonfitt said,

    Also, I understand I don’t get to make any decisions, but if the desert is just one part of the map and is the most dull, why not situate the demo in a forest near a river?
    I’ve only seen desert so far in this demo and the videos.

    This makes a lot of sense, even for a post-gold version of the demo. Keep in mind the amount of comments that have been made about the variety in terrain (and the time you’ve had to tell people about godmode and teleportation – why not blow away those comments in one stroke by changing the demo starting base? Expose those features! =)

    I don’t really play that many flight simulators so I’m going to take a pass on commenting on the vehicle controls for the most part (though they seem a bit odd – isn’t the convention for joypads to use the left stick for forward, back and strafing, then binding the other to x and y rotation SHUTTING UP, SHUTTING UP, WON’T THINK ABOUT THIS).

    Yes. Not gonna change it because the E key does about five different things. And making E exit, will cause problems with docking and suicide. Making E exist also makes it error prone because it is easier to accidentally press E than it is to press CTRL+E. How you would like to eject in mid-air because you pressed E by mistake?

    W/regard ejecting from vehicles, QW bound a key exclusively to entering and exiting vehicles. Cluttered up the keyboard slightly, but prevented accidental ejects while remaining a single button press.

    Oh god, one more. Would you consider making the weapon-select button on the joypad allow the player to select weapons by immediately pressing one of the directions on the d-pad after hitting the button (“SELECT WEAPON”)? Just a thought – two presses on a pad might be faster and more certain than trying to check a toggle while in combat.

    I even got them all into a gunship and took them on a tour to view the scenery. While we were being shot at by forces from below. It was fun. At least for me.

    I’ll second that, great fun was had. Another RPS session? Please?

    Serondal said,

    I’ve played FPS games since you couldn’t even duck, or look up or down at all for that matter matty.

    Duuude! =) Eye of the Beholder II for me! Always nice to meet another grandpa gamer. =)

    Serondal also said,

    the way ducking/prone ect works in this game is nothing new. This is how it works in Rainbow Six type games, OPflash ect because it allows you to change your position with great detail and is pretty common way for keys to be set up.

    No problem with these features – and I change my key config in everything I play anyhow. =P Still using the config I set up in Duke3D! Oh, ‘space’ is jump (hate that) – but can reconfig. My problem is with some more obscure decisions – not making third person a toggle, making ctrl-e eject as the default across all vehicles – areas where there are well established conventions. Ideally players shouldn’t have to relearn basic stuff – they should be able to spend their time in areas where AAW is unique, clever and new! =)

    Then Serondal said,

    You guys can attack a base with some gunships and fighters ect, I can attack it with a warmonger battle cruiser for sub-orbital levels HAH :P

    You desk jockeys have no idea what it’s like on the ground. *spits* Old command, just like the new command. =)

    dsmart said,

    When swimming in real life, don’t you see your arms in front of you when you do that stroke?

    Yikes! Not like that! http://img208.imageshack.us/i/aaw05.png/ As an enthusiastic swimmer I can fairly confidently say that I’ve never put my arms in that position if I’m trying for breast stroke on the surface (and I can’t really imagine doing that underwater either). Check this out and see how often she raises her hands above her eyeline http://news.bbc.co.uk/sport2/hi/other_sports/swimming/4225756.stm

    Sorry if it wasn’t done exactly to your desires, but the fact is, what was implemented is perfectly adequate I think. You are an extension of the vehicle so if you look left, you can drive in that direction.

    Sorry, I’m obviously not explaining myself adequately. My concern here is that I appear to be locked into looking forward in first person – and due to the way the monitor fails to reproduce my peripheral vision, it’s like I’ve been strapped into the drivers seat of a car, had my forehead strapped to the headrest, been fitted with blinkers and told to drive.
    My situational awareness of my local terrain is uncomfortably, nay, dangerously limited.
    Add to this a car that turns left when I want to look left and we’ve a recipe for disaster, at high OR low speeds. =) Essentially, a car’s turning circle is far wider than the turning circle provided by my neck, real or virtual.

    I love how I can look independently of the car’s direction as a passenger, but if there’s a technical problem with this for the driver, perhaps you could implement it for third person? Keys steer, mouse rotates camera in x and y? Players who want a greater situational awareness could pop into third person, move the camera around and either steer there or switch back to cockpit view.

    I should point out that your map screen almost allows this already, as it’s currently intercepting increase and decrease throttle commands (from the keyboard and joypad, at least) and I can easily zoom in and swing the camera around. The feature’s already there, then – it would only have to be made official.

    Or so I would imagine. =)

    Stop being condescending please. Frankly your posts are beginning to annoy me.

    Yeah, sorry, read over the TF2 and HL2 comments and they were a bit snotty. I’d like to apologise for that – I was under some pressure when I wrote ‘em, but please understand that they were written with the best interests of the game at heart.

    I’m reminded of one of your comments during the RPS test run… “This IS my first FPS”. I’m just worried that without enough of a shared language with other FPS/Simulator hybrids you might not actually get as many people to try your game as you deserve because they’ll be frustrated by the lack of so many conventions they’ve come to expect and rely upon.

    Not intending to be condescending, just trying to speak honestly and helpfully to the issues as I see ‘em.

    this not like any other game

    I’d say it’s VERY like a great deal of other games, just not enough like ‘em where it counts for new players.

    There was a month long public BETA. You had a chance to be a part of the game’s direction. You opted to sit it out.

    This is true. I did see the beta. I did sit it out – the game didn’t seem especially appealing to me. I installed the demo on a whim and to my surprise found that I liked the technology and the direction the game suggested it would take.

    I had problems with the UI and provided feedback.

    Now that we’re close to release and tying up loose ends you think we’re going to make drastic changes to suit your playing style and desires?

    No, you think I’m trying to fit the game to my own styles and desires. That’s not how I see it… but I DO see a parting of the ways coming up fast. =) Fair enough.

    Howard said,

    The server browser always shows no players in any servers even when there are.

    Just out of curiosity, how many servers are there overall?

    Random issues I came across while attempting to play and taking pictures…

    1)Map intercepts forwards and backwards commands

    2)I’m using the 360 pad with standard MS drivers in the .19 version of AAW, keep having to recalibrate the joypad

    3)In the map font, a ‘D’ can often look like an ’0′, readability issue.

    4)Consider biasing server ‘time’ to daylight. It’s easier for newbies to navigate and it makes a night-time server an exciting difficult spike.

    5)Really like the solar farm assets, they catch your eye in the distance, look excellent.

    6)Running into one of the launchpad ramps in a CAB seems to give less lift (forwards or backwards) than running into one of the side walls – I stop dead.

    7)I jumped out of a buggy (with the engine switched off) and watched it pass right through another parked vehicle. Game crashed shortly after this, so I can’t give you coords or a picture.

    8)Jumped out of a HAV van at full throttle (making the joypad vibrate). While I was out and the van was a long distance away, the pad continued to vibrate. It only stopped when I entered a plane.

    We didnt’ start this game yesterday. It has been two years in the making. Our first dedicated fps game. So it has been a little bit of a learning experience but we’re doing our best. Its not like I’m going to release the game tomorrow and then patch it later. I could, but I don’t have to because we still have a bit of time. The [reasonable] issues you guys have reported – even asking us to revise things which WERE NOT BUGS – have been done. And we’re still working on things so that those (like you) who are INTERESTED in the game, can have the best experience possible and within the limits of the game.

    We could’ve been like those other guys and leave the game at 1.18.15, sign off on it as Gold next week as planned and then everything else that came after would be in a patch. But why do that when we can take a few days to polish and tweak further – things that make all the difference?

    You guys really are fucking champions. You’ve done an amazing job. I wish you the very best.

    AAW! SELL, MOTHERFUCKER, SELL!

    PS: More RPS reader sessions would be great.

  220. Reverend Speed says:

    FORMATTING FAIL.

  221. Serondal says:

    My God Reverened Speed ! You should register at 3000AD and start your own thread over there ;P

  222. dsmart says:

    OK, we’ve just released the final v1.18.20 patch for the demo. It should be up on the mirrors shortly, so keep checking this page until the mirrors are updated later today.

    changelog

  223. dsmart says:

    Rev!! my gawd man, I actually HAD to read all that.

    Anyway, I’m not going to quote everything, but it is all noted. Some comment about issues that stand out

    Could you make the icons or their area of effect a little larger, perhaps? Another alternative is that you could ‘use’ the vehicle, then select the seat from a menu like the one for the weapon supplies? It’s not as clever, but at least you’d know what to hit when panicked. =)

    I thought of that before but the reason I was done the way it currently is was due to conflict resolution. If player A entered an asset and got the menu, then player B entered almost at the same time, if player B was quicker in selecting the driver/pilot before player A, then the menu visible to player A is now aged and not current. So what you’d find it player B has now taken off. Where is player A? Still standing on the runway staring at a menu.

    Maybe we’ll come up with a better method in a future patch.

    Perhaps add some difficulty levels?

    Unfortunately due to the way the AI works, thats not feasible within the current framework. The AI engine is very sophisticated and not something I want to mess with.

    Sorry, I’m obviously not explaining myself adequately. My concern here is that I appear to be locked into looking forward in first person – and due to the way the monitor fails to reproduce my peripheral vision, it’s like I’ve been strapped into the drivers seat of a car, had my forehead strapped to the headrest, been fitted with blinkers and told to drive.
    My situational awareness of my local terrain is uncomfortably, nay, dangerously limited.
    Add to this a car that turns left when I want to look left and we’ve a recipe for disaster, at high OR low speeds. =) Essentially, a car’s turning circle is far wider than the turning circle provided by my neck, real or virtual.

    You can use the F7 (third person view) and achieve the same results.

    The issue with doing mouselook is that then you cannot use the mouse for menu items. Thats why there is a Y key toggle for even the mouse steer.

    Slaving the mouse to the vehicle’s view also requires a bunch of camera related changes that aren’t worth it.

    Would still like to get autobrake. Occasionally people are firing missiles at me as I get out of my car and I’m easily distracted.

    No can do. If you exit a vehicle that is still moving, it will move until it comes to a stop. If you don’t want that, use the 0 key to kill the throttle before you exit. Same thing.

    I’ll second that, great fun was had. Another RPS session? Please?

    Sure. Lets setup a date/time and do it. I think Alec was also interested I believe.

    Anyway, first mirror for the new demo build is up

    http://www.atomicgamer.com/file.php?id=78952

  224. Serondal says:

    I would actually be interested in that as well. The more I play the demo the better I’m able to tweak my settings. I’ve got the game running very well now. Beat the IA missions for Elite force Marine and Mobile Force Marine. I can’t seem to beat the fighter pilot missions but I never was good at flying the fighters in air to air combat while on a planet.

    I have noticed a GREAT improvement with the flight phyics. Have a small problem where the throttle seems to be stuck which stops me from going into VTOL and staying there. every time I let go of the S key the fighter shoots back to max speed. My joystick has a throttle but it doesn’t do anything. I should probably just hit 0 and set throttle it idle eh?

  225. dsmart says:

    If your stick has a wonky throttle, go the the game options and disable it. Then the game will ignore it and use W/S

  226. Reverend Speed says:

    Have downloaded the patch – no servers in sight. =)

    If player A entered an asset and got the menu, then player B entered almost at the same time, if player B was quicker in selecting the driver/pilot before player A, then the menu visible to player A is now aged and not current. So what you’d find it player B has now taken off. Where is player A? Still standing on the runway staring at a menu.

    o_0

    Good fucking point. =) Maybe make would-be-users passengers by default until they select pilot in the menu? At least they can support the driver/pilot, or choose to eject. That’s a problem, of course, at several hundred feet above the ground with no guaranteed jetpack. If they had presence of mind they could teleport, but there’s that timer (the timer’s a great idea, by the way). Could you disallow the timer if there’s no enemy within a certain distance?

    I guess you could update the menus, but basically I gots nothin’ here.

    Unfortunately due to the way the AI works, thats not feasible within the current framework. The AI engine is very sophisticated and not something I want to mess with.

    Yo.

    You can use the F7… issue with doing mouselook is that then you cannot use the mouse for menu items …Slaving the mouse to the vehicle’s view also requires a bunch of camera related changes that aren’t worth it.

    Yo, will try this in the new demo again and have another think.

    No can do

    *grumble* No worries, c’est la vie.

    Will check for servers again now…!

  227. dsmart says:

    The servers take some time to come up, but I just checked and they’re all up now.

  228. Bhazor says:

    Aww, this thread has such a nice ending.

    Respect, due.

  229. Polysynchronicity says:

    Regarding the issue with ending up in the wrong seat while boarding a vehicle – why not handle it like Red Orchestra does? Boarding the vehicle puts you in the first available seat, from which you can then switch into the other ones.

    Example: in a T-34 in Red Orchestra, you can run up to the vehicle and press “Z” (use) from any point on the vehicle. If the vehicle is empty you will end up as the driver. If that seat is full you will be the gunner/commander. If both those seats are full, then you will be in the MG position.

    You can switch from any seat into any other (empty) seat by pressing 1, 2 or 3 (although you may already be using those keys – I haven’t played the demo yet due to problems with my PC not booting)

  230. Wooly says:

    I’m having the same problem as MessyPenguin. I can’t get past a crash at the login window. :S

  231. Reverend Speed says:

    @Poly,

    Was thinking this, but in Quake Wars (don’t know how it is in RO) you always have a parachute that can open and start braking incredibly quickly.

    In AAW, given the scale, should you find yourself a passenger in a flying craft the odds are you’ll find yourself very high and miles outta the range of another vehicle VERY quickly.

    If you have no jetpack your only hope is either suicide or, if you survive the drop, a 30 second wait for a teleporter back home.

    All very frustrating.

    So I can see why you’d want to avoid automatic passenger-making on the runway.

    Without changing how the teleport timer operates and/or making vehicles much easier to get to, I’m not sure how to fix this.

  232. Alistair says:

    My crash at login was reolved by one of two things – updating Java or running as Admin. (Vista 32)

  233. dsmart says:

    @ Alistair

    My crash at login was reolved by one of two things – updating Java or running as Admin. (Vista 32)

    Both of which are already mentioned earlier in the thread and referenced in the Knowledgebase ;)

    Glad you got it going. Don’t forgot to patch to the latest version.

  234. Reverend Speed says:

    So, just to comment on the follow-up post…

    @paganite

    Who wants a game you can pick up and play instantly? Young children of course, except they are no longer the average player… Go play DS or Wii games or something. /personal attack

    No, u.

    Yes it is 2009, when we would expect games to be more complex and require a little learning.

    I heartily endorse this statement! =)

    I do, however, have a problem with the arguments you appear to be groping towards, which are:

    a) An increase in the complexity of the game is inescapably and uniquely linked to an increase in the quality of the game.

    Handily, a recent illustration of the converse has been provided by RPS: http://www.rockpapershotgun.com/2009/06/15/7-in-1-magnetic-family-game-backgammon/ I give you Rolemaster.

    Sid, complexity is better, and there should be more of it in the future, because – think of it like a book. A lot of people when they first read, start with picture books, eventually they might end up with War and Peace.

    War and Peace is more complex than Hamlet. Does that make it better?

    Is The Wheel of Time better than The Road because it’s more complex?

    [...god this conversation is stupid. I should just go back to lurking. Soldiering on...]

    b) The level of game’s complexity has a direct inverse relationship with the approachability of the game.

    c) A manual is the best way to learn about a new game or gameplay mechanics.

    I’d argue that there’s a difference between a game’s ultimate complexity and how approachable it is on first load, as I’m more of an easy-to-learn, difficult-to-master guy, myself. Hmm. What game could illustrate this? Hmm. HMM. WHAT GAME?!?

    If I want an easy to get into game I’ll go for an old snes or playstation game.

    Or, hell, maybe you could just play Homeworld (Homeworld 3, please!) without bothering to look at the manual. It was pretty easy to learn.

    Which is why good games give you a separate skippable tutorial and a manual to look at.

    While I’d say the manual should be superfluous (ala Homeworld), I think we’re in agreement here.

    If I can sit down and play a game instantly without learning one thing about it and start winning. It is not a game worth playing.

    If you can’t construct a sentence correctly… then it is not worth reading?

    Nahh, I kid, I kid. =)

    I assume you didn’t like HL2 after playing HL1, then? (Not talking about genres here, just addressing your quoted statement)

    Why can’t they be expected to look at the manual for 1 minute?

    Because this is Future Year 2009 and in Future Year 2009 we have things like tool tips and ongoing tutorial systems.

    For a beginning player, this is better than a manual because they are able to learn new concepts and try them out almost instantaneously.

    Bullfrog did this in 1994 with Theme Park. Splash Damage did it imperfectly in 2007 with a game similar (on a smaller scale, but with more classes and (it would seem) gameplay element interaction) to AAW.

    I’d argue that Derek Smart should include tool-tips or optional tutorial messages in the game (and occasional tips appearing on loading screens). If you like using the default keyboard layout (and I don’t), then ctrl-e to leave a vehicle is NOT conventional or intuitive. It needs labelling in-game.

    Things like tooltips and ongoing tutorial systems do not affect the underlying complexity of a game, but they significantly increase most game’s accessibility to a wide variety of new players in a way which is demonstrably better than reading the manual.

    I’m not sure that a simple core game like football is a valid comparison to AAW. The basic rules of football (don’t touch the ball with your hands, kick it between the other team’s goal posts to score a point for your team) are simple enough to be related in a few seconds, allowing a small group of people to start playing almost immediately. Things like the offside rule can come later. =)

    (Similar to HL2 – moving around is taught in the first minutes of the game. Later, you get some tips-en-route (“pick up crates with the E key and stack them to make your escape”))

    Perhaps it would be fairer to compare AAW to a relatively complex board game like Arkham Horror… and in that case, it’s almost always more fun (and much more efficient) to learn from an experienced player than read the manual. Putting the onus on regular players to explain the game to new players is viable, but it does tend to gamble on acquiring a population of patient, friendly, regular players. I’d imagine that a modern in-game tutorial (like the one in Homeworld) would give a more certain result…

    …Woah, weird sense of deja vu there. Anyhow.

    In summary, a game’s ultimate complexity has little relation to how accessible it is – that depends on how the game is introduced and taught.

    On to other random points…

    No one would argue that Half Life is worse than the original Doom.

    Aside from, say, those who feel that HL is less of a pure reaction / ongoing tactical shooter than Doom because it has fewer enemies-per-room. Not saying I agree with that argument, just saying it’s quite reasonable – strategic thinking is superfluous to the game design of Doom.

    Just in passing – out of curiosity – you’ve played AAW, right?

    @Polysynchronicity

    I agree.

    @Steelfist

    If I may alter your original statement for accuracy,

    The fact is that 1% like the very complex games that he makes and are willing to endure the bizarre UI which flouts established conventions while simultaneously coping with multiple ongoing bugs, indie-level 3D graphics on a fantastically ambitious scale and a hotheaded, fiercely proud lead developer with no time to take the softly-softly approach, while the other 99% don’t.

    I think if some of the problems I’ve added to the above statement were to be solved, you might even push that figure up to 2%. But then, there’s nobody out there doing the space simulations except for Derek Smart.

    Oh, and David Braben. http://www.thesixthaxis.com/2009/06/16/elite-iv-confirmed-for-ps3/

    I love how this thread is going. Wouldn’t it be wonderful if it became atmospherically the inverse of the post that spawned it? That’ll teach RPS for complimenting their readers.

    And, again, just because it’s funny to read out loud,

    Sid, complexity is better, and there should be more of it in the future.

    Hee. =)

    @dsmart

    I think I may need to have some terms explained to me.

    If I’m playing AAW and the game stops working and goes to an error message on me if I drive a vehicle into a wall, or if I temporarily leave the game in order to past a print-screen screenshot into an ifanview window, then return and it stops working a few minutes later, does this constitute a crash?

    When does an event where the game stops working and produces an error message become a ‘crash’ in your eyes?

    What kind of event constitutes a bug in your eyes? Does driving a CAB vehicle at full speed into the ramp by the launch pad only for the vehicle to come to a dead halt constitute a bug? Was this unnatural and unintuitive outcome to what would seem like a predictable physics interaction a planned feature?

    This – like ALL my games – is a HUGE and very advanced game.

    Your game is large on the scale of the world, no question. Given the time I’ve spent playing it, however, there doesn’t seem to be a large amount of asset content. Perhaps you could be more specific in describing your game so as to avoid false impressions that lead to unnecessary arguments?

    Go look at the credits section of the game’s manual.

    I don’t think anybody here is suggesting that this game is an incredible feat of creation for a team of two. We all appreciate that and I for one am delighted with the way you engage with your community and with the speed that you address issues in the game.

    (By the way, what’s the term you’d use for things like the issue of being stranded in the middle of nowhere in the game? I keep coming up with small issues like this and if you know a standard name for ‘em, it’d help in submitting change suggestions)

    I don’t think it’s an issue that any of us who are engaging with you on this site have. We’re just more concerned with specific areas of design in the game.

    ONE person – who is obviously a console fan and who has an unhealthy love for his xb360 controller wanted it changed.

    That’s an interesting assumption to make. Who did you think this person was?

    Reverend wanted to piss around with vehicles admiring the scenery instead of, you know, driving.

    I’d disagree with that characterisation. I’m just of the opinion that being able to see the lay of the land to the left and right of me will help me to make an informed decision when the time comes to turn the car.

    Code (vehicular controls and dynamics) that hadn’t been changed in almost…..EIGHT MONTHS…got revised.

    That’s brilliant. Nobody could say you don’t take serious feedback seriously.

    (we gave him mouse steer, he turned his nose up at it)

    Again, out of curiosity – are there many FPS out there where you drive a ground vehicle with your mouse? ARMA, possibly? Let me know, it’d be interesting to hear of ‘em.

    In the end I had to explain to him why he can’t have mouse look in a vehicle as that would render the GUI menus inaccesible since you can’t use the mouse for mouselook and expect to use it on GUI menus. ALL fps games with that sort of controller, do NOT have GUI access in the game. None.

    Ahh, that’s interesting. I had previously misread your comments on this to indicate that there was some kind of incredibly difficult hurdle to having mouselook in-vehicle and having the pointer accessible on the main menus. Seemed odd, but I figured if it’s too difficult to make it worth while in the timeframe you currently have then to hell with it.

    So I was wrong.

    In which case, make mouselook a hold-key-to-use function like it is in Quake Wars. Job done. Peripheral vision achieved! =) Actually, what might make it even better is making GUI access hold-key-to-use and keeping mouselook as the default, at least for ground vehicles.

    If I’m not making myself clear enough here, gimme an e-mail and I can try to explain myself better.

    He still bitched.

    “Provided feedback”, you mean.

    We try. Sure we can’t please everyone but in my experience from building my games based on fan feedback and a small community has taught me that one person can make all the difference. If he has ten friends, its all good.

    What an excellent principle. I guess we’ll take it as read in all further conversations with you.

    We had a 10K+ test through IGN and the
    public – not one person complained about the performance. Not one.

    I don’t suppose you know the average length of time the testers spent playing the game?

    Rubbish. But nice try though.

    Hah! That’s amusing. That reads almost as if you think people are deliberately trying to trip you up. Hee. Obviously, you don’t think that and make the assumption that somebody’s trying to help you unless proven otherwise.

    So take that crap somewhere else and stop spreading illwill and lies.

    Or is it possible that he made an honest mistake and gave feedback in good faith?

    So, if you don’t think I’ve made any good games, thats fine by me. But I gotta ask. What have YOU done lately?

    What’s that got to do with anything? We’re talking about your game.

    We don’t care about that other 99% of people who aren’t buying our games. The 1% who help us recoup our costs and turn a profit are the ones who keep us doing what we love the most: MAKING GAMES

    Damn straight. And when that 1% gives you feedback, you implement it. Fucking heroic developer.

    As to the flamewars, its not like I show up and start flaming. But of course it is people like you who use that nonsensical perspective. Someone comes at me with a knife, I’m bringing a rocket launcher and an ample supply of rockets.

    That’s funny, I tend to bring a pen.

    But mostly I just lurk. =)

    [BANG! Original thread lock. Posts deleted. Christmas footie game in the trenches of WWI over]

  235. Reverend Speed says:

    FORMATTING SUCCESS!

    And in case you missed this in the previous post:

    NEW DAVID BRABEN ELITE GAME FOR PC!

    http://www.thesixthaxis.com/2009/06/16/elite-iv-confirmed-for-ps3/

    Woo!

  236. Reverend Speed says:

    FUCK EMERGENCY CORRECTION!

    I don’t think anybody here is suggesting that this game ISN’T an incredible feat of creation for a team of two

    …that this game ISN’T! ISN’T! It’s INCREDIBLE!

  237. Major Disaster says:

    What a shame the other thread had to be locked, thought this was an excellent “story” to read so lets hope it doesnt get spoilt.

    I for one will now try trying the Demo tonight, will make a change from Left4Dead, where I suspect the Valve Devs could do with a bit more community interaction the mo…….

    Perhaps RPS could get them to comment :-)

  238. Reverend Speed says:

    These threads are a fantastic fucking illustration of… something… I don’t know what… They’re like Burn After Reading.

    I think it does illustrate quite well why Valve interacts with its community in the way that it does, though.

  239. Alec Meer says:

    Another round of deletions: stick to talking about the game, everyone. We don’t want another fight flaring up.

  240. dsmart says:

    @ Rev

    Any event that causes the game to stop functioning, is a crash.

    Any event that causes the game to behave outside the normal parameters for said game, is a bug.

    And just because you – the gamer – expects a certain event to behave a certain way, doesn’t make it a bug. Its only a bug – in this regard – if the developer says so.

    As to using

    In which case, make mouselook a hold-key-to-use function like it is in Quake Wars. Job done. Peripheral vision achieved! =) Actually, what might make it even better is making GUI access hold-key-to-use and keeping mouselook as the default, at least for ground vehicles.

    Quake Wars doesn’t have event driven nested menus. Compare their – trivial menus – to feature laden menus.

    Does driving a CAB vehicle at full speed into the ramp by the launch pad only for the vehicle to come to a dead halt constitute a bug? Was this unnatural and unintuitive outcome to what would seem like a predictable physics interaction a planned feature?

    It works exactly as designed. You collide with a non-moving object, you’re going to come to a dead stop due to collision detect. I never said that the physics was based on real world Newtonian principles. For a game, it works as expected and within the game’s framework.

    oh btw, the game has a dedicated key for taking screen shots. No need for any third party program e.g Fraps.

    @ polysynchronicity

    Regarding the issue with ending up in the wrong seat while boarding a vehicle – why not handle it like Red Orchestra does? Boarding the vehicle puts you in the first available seat, from which you can then switch into the other ones.

    Example: in a T-34 in Red Orchestra, you can run up to the vehicle and press “Z” (use) from any point on the vehicle. If the vehicle is empty you will end up as the driver. If that seat is full you will be the gunner/commander. If both those seats are full, then you will be in the MG position.

    You can switch from any seat into any other (empty) seat by pressing 1, 2 or 3 (although you may already be using those keys – I haven’t played the demo yet due to problems with my PC not booting)

    Just because someone does it a certain way, doesn’t make it a better way. I like our method better because it gives you direct access to whatever seat you want without fiddling around in – yet another – series of menus. Once you get used to using it, then it becomes a non-issue.

  241. Yes/No says:

    Here’s a rundown of my demo playthrough.

    Choose marine mission, walk forwards, see car, get in car, get shot by sentrygun. Die instantly.

    Respawn, walk forwards, don’t get in car, get shot at, locate elite guard 500 somethings away, shoot at him, miss, get shot, die.

    This was the most recent play through but it basically sums up my experience. It’s kinda of like playing some kind of demonic, poorly created romhack of Operation Flashpoint, I guess.

    The main difficulties are that there’s absolutely no cover unless you rush to barracks and the AI is feeling sporting enough not to shoot you, the fact that the AI never seems to miss and can spot me from miles away, including from behind walls and also that the enemy apparently have access to metric fuckton of heavy ordance which basically means if I don’t get shot by the enemy, I’ll get shot by a missile from some tank 800 miles away.

    And don’t get me started on the VTOL missions. And the crashes and bugs (I count the AI seeing through walls as a bug, as well as the view shaking from crashing a plane even after I start a new game).

    However, I didn’t mind the controls (GASP) although I think this is because my years of not having PC capable of running anything other than DOS games and Roguelikes have conditioned me to check the commands before playing. Although I must admit Roguelike controls tend to make more sense.

    So no, not sold me.

    Also on a petty note, the voiceovers are annoying. Listening to “WARNING HOSTILE LAUNCH DETECTED” over and over again really starts to grate on my nerves after a while.

  242. dsmart says:

    Here’s a rundown of my demo playthrough.

    Choose marine mission, walk forwards, see car, get in car, get shot by sentrygun. Die instantly.

    Respawn, walk forwards, don’t get in car, get shot at, locate elite guard 500 somethings away, shoot at him, miss, get shot, die.

    This was the most recent play through but it basically sums up my experience. It’s kinda of like playing some kind of demonic, poorly created romhack of Operation Flashpoint, I guess.

    …and the problem is what exactly? That you suck at it? Yeah, we gathered that. :)

    The main difficulties are that there’s absolutely no cover unless you rush to barracks and the AI is feeling sporting enough not to shoot you,

    There’s plenty of cover actually. Just don’t stand out in the open admiring the scenery.

    the fact that the AI never seems to miss and can spot me from miles away, including from behind walls

    No, they can’t “spot you from miles away”. They have the same visibility range as you.

    And yes, since they have radar, they can see you from anywhere (hence the reason you can use a Portable Sensor Jammer to defeat that) – though they only shoot when a) they have LOS (Line Of Sight) and b) based on the weapon’s capability.

    and also that the enemy apparently have access to metric fuckton of heavy ordance which basically means if I don’t get shot by the enemy, I’ll get shot by a missile from some tank 800 miles away.

    No, thats not how it works either. They have limited weapons and ammo. Just like you. And just like you, when they run out – they will rtb to get some money and come back to kill you.

    And the max target acquisition limit of the most powerful unit in the game, is 50km. Hardly 800 miles. Plus the entire game map is 400 sq. km. Hardly 800 miles.

    And don’t get me started on the VTOL missions.

    No such mission exists in the game.

    And the crashes and bugs

    Your system, not the game.

    (I count the AI seeing through walls as a bug,

    They don’t.

    as well as the view shaking from crashing a plane even after I start a new game).

    No clue about that one.

    So no, not sold me.

    Very well then. Not for you. Move on to something else and thanks for trying.

  243. dsmart says:

    Final Build v1.18.23 for the demo is now up.

  244. Serondal says:

    Is the beta you gave me a key for still going on ? If I could play the demo should I not be able to play the beta version?

    I know when I downloaded the beta version the game was impossible to play on my comp but the demo worked fine.

  245. dsmart says:

    No, that program ended awhile back.

    The full game and demo use the same engine, so they work the same way.

  246. Seth says:

    Well this is certainly trash. Hiding behind “it’s just different” doesn’t excuse a poor interface (the problem is not that the interface is different, but that it is counter-intuitive in ways that it does not need to be), and hiding behind “working as intended” doesn’t excuse a tremendous lack of optimization. It’s bad, whether it’s intended to work this way or not.

    There are decent ideas here, but they’re buried under an overambitious design tied to an underperforming engine. This isn’t a game, it’s a blueprint.

  247. S. from Q. says:

    Why a game so ugly surpasses crysis and farcry2 in terms of sys reqs i will never understand

  248. Booya says:

    For years I’ve been looking for a pure
    unadulterated realistic approach to a
    combat sim, and I’m glad to say this
    killer title quenches my thirst superbly.

    You could end up feeling a little
    overwhelmed once you first gaze
    upon all the little intricacies that make this game amazing.

    Do your best to push past the initial learning curve,
    especially as the game gets so
    rewarding so soon. The landscapes are so
    exceptionally huge also, Derek I just want to
    kneel before you! :-)

  249. TheScenery says:

    There’s plenty of cover actually. Just don’t stand out in the open admiring the scenery.

    Luckily you addressed that problem for everyone by not having scenery and using graphics from xwing vs. tie fighter

  250. nicolas says:

    Hi there i am asking a few questions with hopes that derek smart may reply
    I must clear also that i understand his vision behind his games yet there are some problems that keep these visions been fullfiled

    1) Why there are NO 3d cockpits for vechicles with full physics based camera viewpoints attached to the body of the character that drives the vechicle ? 2d cockpits make the game very dated..

    Also why there are no fully animater characters while in 1st/3d person ? Nowdays almost every single game has more complex animations while in 1st or 3rs person view (For example try fear 1/2 or far cry 2,crysis,mirrors edge etc..

    2) Why the terrain is so flat ? I know it is supposed to be in desert but even in desert there are sanddunes and variances in elevation…In the game the terrain is completely flat….I can understand it may need a lot of reworking on the engine but i believe its something really important because in the end even if you render the whole planet if it looks so flat it will be very boring for the players…

    3) And my third question has to do with the emptyness of the world…You said in the previous post you have licenced
    speedtree.Thas was a good decition but why you dont use it ?If you want to give players a lush and interesting environment to play you must fully incorporate speedtree and before releasing the game.

    4) You can always improve on a game but first impressions are what make or break a game…And for this is very important to add the features i am speaking about like the full 3d cockpits and characters animations/speedtree and elevation changes on the world…

    5) Also on a minor note yet still important for the success of the game are things like music and a well though,fully scripted and animated and voiced over story

    I hope i get a sincere answear on the above questions

  251. ashamefulposter says:

    hey derek

    your game

    it is terrible

  252. Danyal says:

    Derek, this game is more important than you realise.

    I hope you realise you’re kind of flying the flag for people who want to work under a different implicit contract in life than the one that we are traditionally expected to be bound by. Not all of us want to be permies.

    So you have to succeed. By succeeding you put your method of living out there and directly advance the cause of financial freedom in the world.

    One day we will celebrate AAW as responsible for the emancipation of the working classes.

  253. chelmsley says:

    Well after reading the comments and the angry frustrated indignant responses from DSmart i dont know if i want to waste the time even bootlegging this game.

  254. Heavy J! says:

    Some problems I found:

    When you get close to your teammates they start pointing up and down rapidly for no reason. I’d call that a bug.

    Also, while Mr. Smart has said that it’s a feature, the vehicle collisions are really ridiculous. Real vehicles don’t behave like this in real life:
    http://www.youtube.com/watch?v=hI4tcoeJ-P0

    Finally, the weapons somehow don’t look like 3D models. They also make an awkward sliding motion when you move which may confirm my suspicion.

    So much for immersion.

  255. Davros says:

    Are you sure about your claim that its the biggest fps map ?
    iirc project igi had an infinate terrain engine

  256. Davros says:

    ps: as an opera user I dont want to install ie8 does that mean i cant play the demo or the full game when its released ?

  257. dave says:

    The full version is stuck on the loading screen………… Please email me at data662@comcast.net if there is a solution.

  258. Tuxu says:

    @dsmart.
    Dear developer, I am but a simple gamer, but an old one…
    My first game was pong and I am playing ever since the east was red and the games were green. I say that because I practically grew up with the gaming industry and I respectfully believe that my humble opinion may weigh just an ounce more than your average Anon poster.

    I would like to see more people play your masterpieces, you dare to do the unthinkable in the conventional gaming industry, dare I say that Battlecruiser was better then Spore, hell – it’s still is!

    But your designs have a deadly flaw, you need an artist that will create an immersive environment for your universe to exist in.
    My main interest in my professional life is architecture and I have come to know that the illusions and feel of the space that I may be working on are not less important than the constructional steel “I” profiles that are holding the whole thing.

    What I say comes from a fusion of my knowledge and affection to both fields and I hope that you will take to heart that point, because your work deserve more credit then it is getting now.

    Also, I would like to offer to help on that field, if you care to develop that area of your games.

    Best regards, Tuxu.

  259. Serondal says:

    I think many would agree with you that Battlecruiser is better than Spore (That says more about Spore than Battlecruiser though hehe) Still I dunno if this is the best place to post this. you may try the 3000AD.com Forum Dsmart checks that forum pretty much every day and will respond to you if he feels like it (And normlly he seems to)

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