Didn't do a lot this week, it was warm and spent time at the pool.
Since TC never had stuff like dynamic map elements, we shouldn't use those
in this part, but shift them to version 1.5 / 2. Taken the amount of maps available of
all TC versions before 0.49, do we really have to go into dynamic map elements ?
Shouldn't those be enough to dedicate a complete game to ? Foremost this game
should be dedicated to 'the lost' TC maps.
Let's just shift from part 1 up, we could add additional options in updates anyway.
We'd rather do it on request of players, weighted against the formula of this particular
game. That is talking about gameplay options. Graphic wise it's a world of difference already:
original textures to 3d material, atmospheric effects, geometry details, detailed nature,
sides of maps more populated. Then there's this little detail called shadow, that
pretty much can give you up when hiding behind a corner... It's a feature that we can
remove, but I'd rather keep it.
--- Q & A ---
Gimp : It's not an easy program compared to Photoshop, but it beats Photoshop in
making seamless textures PLUS it's a free program.
Daz4 studio : Also free, I googled it and it's supposed to work on Linux (dunt ask how)
Using their models in games requires a license btw.
Described hostage situations : That's mostly called CSAR (search and rescue).
aka better for a part 2.
Quote:
uhhh... did I miss something? Don't you mean UE3?
Nope, I figured that at the end of development, we'd look into the Linux port.
At that time, the UE4 engine would be available and would have better support
for OpenGL in contrary to UE3.
Why a Linux port of this engine doesn't reach the Linux platform ?
Maybe because the company/team that will do that first, will be the
game and code used by others to port their game ? The others would
profit from the work of the first... Still I'd like to see the terms
for an official licensee to see if we're legally restricted to do so,
will get to that soon.
Borderlands : principle of many users VS capacity of the power of the server
of an average user

Large worlds, not such a prob with a bit of enguinity,
but keeping up with 100s of players requires an above average server.
Meaning that for this kind of games, the creators have to maintain
powerful, costly servers.
**--Dev Update--**
I found out a new way to convert geometry and it works better than the 5-6 step approuch (duh).
Saves a lot of time, but is a bit sloppy as it ups the vertex count, but still well below the
max count for import. What this method ensures is that a 1-1 conversion can be done well within
5-7 days by one single person. Friday evening I started to convert the 'Goldmann systems' and
the only things left are the Specops spawn and the 'gardens' behind the long row of houses
(one with poolhouse), the tunnel also needs some TLC and terrain (grass) needs to be done. I
hope I'll finish all of that over the next 24 hrs, so I can start putting textures in.
Screenshots will follow later boys N girls.