Who's Got The Itchies? - Posted Sunday, December 3, 2000 by RiscIt
Sorry 'bout the downtime, folks. We had some minor troubles with the server hard drive (<-- understatement of the year!). A big thanks to Claude of bungie.org for getting us back up and running to fast.
Ok, yes, I took the statement "UI scripting language" and extrapolated it to include the ingame UI as well as the game setup and config UI. This is most likley wrong as you point out.
Comment: UI Scripting Language? This is the first I've heard of it. Maybe Cgg knows of it. In any case, a UI scripting language (if truely for the UI) would not help here. The in game HUD has nothing to do with the UI code. The code is kept in seperate modules.
Comment: I actually like the idea of making the consol translucent. I think it would look a bit nicer (of course, just my opinion). Do you have access to the 1.27 point release code which is supposed to have a UI scripting language in it? From what I hear this is going to make things alot easier from a UI point of view. I guess the docs aren't out on the scripting language yet but I read they should be out "any day now" along with the 1.27 point release.
Comment: sorry... build is not the right word. It's just the code in text files. Sorry.
Comment: The code base for Marathon Arena is publically available (In fact, the most recent build is available at http://ma.bungie.org/MA-A3.zip).
That said, when we're done churning out the most accurate thing we can, anyone who wants to can go in and make some changes. Who's to say there won't be a Marathon Evil Arena Mod? =)
FYI - from a design standpoint, both of those weapons would be easy to do. The grenade is just a bulked up, well, grenade. The rail gun is simply a normal Q3 railgun with different effect shaders, sound, and a new model.
Comment: The only other suggestion I'd make then is to add the rail gun and the nuclear grenade from the Marathon Evil mod. We played *a lot* of Marathon Evil. That said, I realize you're pretty early in the mod process to be taking requests for additional weapons, and the fact that they were not part of the origional Marathon (or Marathon Infinity) goes against the spirit of making a mod as close to the gameplay of the origional Marathon as possible. Still... they were *so cool* ;-)
Comment: and a good suggestion it is.
Making them transparent would leave odd shapes around the actual motion sensor and info items. If you mean transluscent, I personally think that would look aweful (just my opinion tho) and there's no simple way to do it now the way it has been implemented. It would require a significant re-write of all the HUD stuff done so far. I'm not sure that Cgg is up to that at this point. =)
The goal of MA has always been to make as close a replication of the real thing as posisble. In a real game, you have the option of removing the HUD completely, but that always limited your periphial vision severely. I think that was more of a limitation of the M2/Inf engine than it was done on purpose (it was easier to scale, center, and crop the view rather than draw a taller/lower view and deal with issues like looking down too low) so in Marathon Arena, if you turn off the HUD comepletely, you'd just be able to see down more.
I think this is a better solution for all - less coding for us and more view for you. =)
(Thanx for the praise btw)
Comment: The HUD and the motion sensor look AWESOME! Exactly like Marathon! Great job! Would it be possible, however, to delete the grey metal trim and make them transparent so that they don't obscure the lower 25% of the game screen? Just a suggestion...