The status of WildWest: An Update -1 reply

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Ignacio

Slap leather, varmint!!!

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7th October 2003

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#1 14 years ago

[color=black]Players have been asking about the status of the WildWest, what features are being added, what maps are on the horizon, specifically the Mine map, and when they can expect a new release. Here is an update:[/color] [color=black] [/color] [color=black][/color] [color=black] [/color] [color=black]As you know, Christmas brought the long awaited release of WildWest 1.5. After a lot of work to get that release out, Hewster and the rest of the team took a break from development and just watched how the game progressed during for the first two months of 2004. In March, it was time to get to back to work. We'd been gathering feedback on not only the maps, but also some of the core performance and the balance of the new weapons. We looked at all of the feedback and made ourselves a list of short term and long term goals. That list includes not only cosmetic changes such as the new textures and lighting, but also changes to the maps with regards to playability and performance. It even includes the evaluation of other game engines.[/color] [color=black] [/color] [color=black][/color] [color=black] [/color] [color=black]The performance of some of the “frame hog” maps made them somewhat laggy from a frame rate perspective, due to high triangle counts and other visibility concerns. Improving map performance is a long, arduous, time consuming task, but the resulting performance increase will noticeably improve game play for players with middle to low end computers.[/color] [color=black] [/color] [color=black][/color] [color=black] [/color] [color=black]The weapon accuracy and damage settings were re-evaluated for all weapons, but mostly for the mounted Gatling guns. In several locations, these guns were way too accurate and powerful. Ask anyone who has tried to cross the El Drab Bridge, only to be mowed down by the withering hail of gunfire from the mounted Gatling gun at the other end of town. There will be some changes to the Town map to map it a little easier for the attackers to get across the bridge. Additionally, the accuracy and damage of the volley gun and musket have been tweaked to make them more realistic.[/color] [color=black] [/color] [color=black][/color] [color=black] [/color] [color=black]The existing anti-lag code has left something to be desired. With it turned on, the low ping players are penalized. With it off, the high ping players are penalized. Even worse, it would cause some dead on hits to miss!Hewster has plans to rewrite the anti-lag code so that the playing field will be more level.[/color] [color=black] [/color] [color=black][/color] [color=black] [/color] [color=black]The BoulderDash map has been tested by the testing team and is very close to being released. This will be a CP or death match mode map, not objective. Numerous tweaks and adjustments were made and the map has been returned to El Paolo for some final changes. We would expect this map to be ready soon, possibly as early as the next week to 10 days.[/color] [color=black] [/color] [color=black][/color] [color=black] [/color] [color=black]The Mine Map has been undergoing a major overhaul. Not only has the terrain and the textures been enhanced, but substantial changes have been made to spawn points, structures, and flags, as well as the addition of some “fun” stuff. Much of the interior of the mine has been updated with improvements to the lighting and structure.[/color] [color=black] [/color] [color=black][/color] [color=black] [/color] [color=black]The KungFu Grip map has some fixes done to it and should be ready shortly. There were some issues with the chuck wagon, the fish, and the occasional problem of the CD Key not showing up.[/color] [color=black] [/color] [color=black][/color] [color=black] [/color] [color=black]The Battle Creek map will soon be available in CP mode. Like the other maps, some tweaking has been done to improve performance and game play.[/color] [color=black] [/color] [color=black][/color] [color=black] [/color] [color=black]At this point, there is no news on any brand new maps. We have a few partially completed maps, Train Robbery for one, but there were some significant physics issues to be overcome. Anyone who might be interested in creating or converting maps for WildWest is certainly welcome. We will assist as much as we can. [/color] [color=black] [/color] [color=black][/color] [color=black] [/color] [color=black]Finally, we have been researching game engines that could potentially be used for a retail version of The WildWest.[/color] [color=black] [/color] [color=black][/color] [color=black] [/color] [color=black]You've probably noticed that WildWest 1.6 has reached the initial testing stages. We'll try to keep you informed as the tests progress. And you can always watch the threads on Gaming Forums for more info.[/color] [color=black] [/color] [color=black][/color] [color=black] [/color] [color=black][/color] [color=black] [/color] [color=black]The WildWest Mod Team[/color] [color=black] [/color] [color=black][/color] [color=black] [/color] [color=black][/color] [color=black] [/color] [color=black][/color] [color=black] [/color]




Hacko

Adios

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24th March 2003

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#2 14 years ago

Thank you Iggy for keeping us updated. :)

And thanks to the Dev team for all your hard work.:)




Hfx-Rebel VIP Member

AzH owns my ass

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15th March 2004

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#3 14 years ago

:agreed what he said!! OT: i'm not sure if its my system or not, but with the forum update, i was set at fusion, i've put it back to default, and when i opened this thread, all i got from iggy's post was a biiiig whit empty square...so i started at the top left corner and dragged it down to highlight the text so i could read it...is this normal? anyways...thanks for keeping us in the loop!!:faq: and thanks to the dev team also!




{HH}J0hn!

The player formerly known as +medic+Goa.Johnson(nl)

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1st February 2004

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#4 14 years ago

I had that too. he just made his text all white and i have ambience or something so I couldn't read it too :p

And oh yeah, I'm not the best mapper I just learned it but i'm willing to give it a try, as long as I can find enough spare-time:( .




Hfx-Rebel VIP Member

AzH owns my ass

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15th March 2004

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#5 14 years ago

oh good! ...someone with the same issue! for a minute there, i thought i had selective blindness!!! :cool:




Biggus Dickus VIP Member

I would die without my life.

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19th January 2004

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#6 14 years ago

Phew! I was really wondering why Ig made such a big empty post until I saw this : [QUOTE=Ignacio][font=Times New Roman][size=3][color=white] Nasty Ig! Don't do it again! Thanks for the news anyway!




Ignacio

Slap leather, varmint!!!

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7th October 2003

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#7 14 years ago

Sorry, when I posted this the default color was so dark I could hardly read it, so I changed it so I could read it. I have changed the color to black. Can you see it now?




Biggus Dickus VIP Member

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19th January 2004

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#8 14 years ago

:nodding: Siiiiiii...




Capt. Queeg

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13th June 2003

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#9 14 years ago

I changed it to blue! (Ooops Iggy now changed it to black. That may be hard to see on dark styles unless he removed the style settings totally.) That's the one major problem with the styles. Iggy I'm sure now has a dark style and the white looked great on it. However it is invisible on the default styles. I've change the color to a bright blue which should work on many styles. The best trick of all is to not mess with the fonts now that styles are active again. Both size and color will start doing weird things between versions. And you'll have to keep all styles in mind when you change from the default handling of text.




Ignacio

Slap leather, varmint!!!

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7th October 2003

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#10 14 years ago

Yea, mine just came up with the darker gray background, so I assumed it was the default. I have no preference on the color scheme, so I can change it to something else, it does not matter to me...whatever is easiest.

Ig