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Off Topic / Re: Vice City Online - Public Beta Test
« on: February 08, 2012, 12:08:09 pm »
Cutton, I couldn't agree more.
ReGeX and I have a lot in common when it comes to how we prioritize. That's why we're the main constants at VC-O, because of how well we have always gelled. We've always, since RC1, prioritized on the core systems. Features? Barely. We just want the damn thing to work, and within our tightly-knit community, it did work. The functionality we've added to VC-O is a very recent development. The sync systems were completed before any of the frills were added.
Now that we know the client cannot handle more than 4-5 players without coughing up its lungs, ReGeX is going to be starting there before adding anymore features. While we believe features and scripting functions are vital to make the game fun in the long-run, without a solid core base which can stand up tall against the professional multi-player cores out there, then there's little point in adding features. Hell, we haven't even implemented CEGUI into the API. This is planned for the future. It just wasn't a priority to do it by DP1's release. The current chatbox? It's as good as gone, but again, it's not a priority. I've even mocked up a small design in Photoshop of what the chatbox will look like, so ReGeX can implement it (using CEGUI) when the time is right. Trying to get the background color right so that it could look good and allow text of different colors to be readable was the tough part, the current chatbox just doesn't do that well.
You saw it here first:
(the screen shot was taken during the filming of the 1.0 Promotional Video with the current chatbox disabled - the new chatbox you see is simply Photoshopped, but the real McCoy will look nearly identical)
What does use CEGUI is the chatbox, nametags and health bars, main and pause menus, etc. But as yet, not much else.
To summarize: Quite simply, we are ashamed of ourselves for assuming the public beta would work out with over 10 people on a server without testing first. It won't be happening again. No siree!
ReGeX and I have a lot in common when it comes to how we prioritize. That's why we're the main constants at VC-O, because of how well we have always gelled. We've always, since RC1, prioritized on the core systems. Features? Barely. We just want the damn thing to work, and within our tightly-knit community, it did work. The functionality we've added to VC-O is a very recent development. The sync systems were completed before any of the frills were added.
Now that we know the client cannot handle more than 4-5 players without coughing up its lungs, ReGeX is going to be starting there before adding anymore features. While we believe features and scripting functions are vital to make the game fun in the long-run, without a solid core base which can stand up tall against the professional multi-player cores out there, then there's little point in adding features. Hell, we haven't even implemented CEGUI into the API. This is planned for the future. It just wasn't a priority to do it by DP1's release. The current chatbox? It's as good as gone, but again, it's not a priority. I've even mocked up a small design in Photoshop of what the chatbox will look like, so ReGeX can implement it (using CEGUI) when the time is right. Trying to get the background color right so that it could look good and allow text of different colors to be readable was the tough part, the current chatbox just doesn't do that well.
You saw it here first:
(the screen shot was taken during the filming of the 1.0 Promotional Video with the current chatbox disabled - the new chatbox you see is simply Photoshopped, but the real McCoy will look nearly identical)
What does use CEGUI is the chatbox, nametags and health bars, main and pause menus, etc. But as yet, not much else.
To summarize: Quite simply, we are ashamed of ourselves for assuming the public beta would work out with over 10 people on a server without testing first. It won't be happening again. No siree!