Pappy: What was the motivation behind the project? Was it just an idea you thought would be fun or is this to be part of a resume for a job in the game development biz?
Race: Coroner &Tier kicked it off with a small mod named Q3Terminator a
very different game altogether to TrueCombat but had some pretty realistic
features. The guys built on that and added a few modem day weapons and
Q3Terminator just morphed into TrueCombat.
I hope some developer looks at TrueCombat, see's the effort involved and
someone gets a job out of it. I guess TrueCombat is my resume, so if you
like it, HIRE ME! :)
Pappy: What have been the hardest goals to achieve to date, and do you have them licked or still on the drawing board?
Race: I think its gotta be Per Poly hit detection, Acrid did alot of work on
that but there are just a few glitches holding it back. There maybe a bit of
code sharing with another mod team to get the system going. we will see what
Pappy: Was it difficult getting a team together, and are you still looking for help?
Race: It was a massive headache rebuilding the team, after "beta 0.45 build
12" the team self destructed and the community was pretty upset, nobody was
interested anymore, we where pretty much doomed. I managed to convince a
couple of the guys to hang in there and bugged Acrid- to code. It was slow
as hell for the first 6 months, some dropped out and it was like a 2 man
crew for a long time. Me and Acrid- where just passing files to each other
on IRC and steadily building 1.0 with the thought that it could happen. Once
some of the guys got the bits we where working on the buzz started and new
talent joined the team, happy days again :)
We would like some mega talented mappers who are very dedicated to come
onboard, basically we are watching the community mappers with real intrest,
so get busy guys. :)
Pappy: What do you think are the strongest points or features about your project that will attract players?
Race: The real biggy is the Iron Sight aiming system, you have to aim with
the actual weapon sights and it gives you a really crazy feel of being
there, it just sucks you into the realism aspect. Penetration is also a
biggy, modern day weapons have awsome power and will go through alot of
materials, it's great fragging peeps who hide behind a wooden box or some
thin metal door, it really makes you think about your enviroment.
Pappy: How open do you think you are to community suggestions, and have there been many?
Race: We are very open to suggestions from the community, they play more
than we do after all :) An example was the flag placement in the old maps,
the flags sat in the spawn areas vanilla Q3 fashion, this was pretty bad and
caused huge problems, generally it was suggested the flags be moved just
outside of the spawn areas, in 1.0 the flags are outside of the spawn areas.
Another recent example is with the beta 1.0 release we have names above "all
players" heads, this is cool to see who is who but lame if you want to hide
from the enemy. We have already fixed the problem with 1.0a the community
suggested we have only "team names" so you can easily see your friend but
you gotta now really search for your enemy, hiding and stealth are back :)
Pappy: Why did you choose the Quake 3 engine for your work?
Race: At the time of the Q3Terminator mod which was the mother of
TrueCombat the Q3 engine was by far the best looking and easiest to mod
with, it's also a real challenge to make a mod at the total opposite of the
original game, when you play TC you don't associate it with Q3 because its
so different its insane.
Pappy: If you could have anything you want happen with the project, what would that be?
Race: 9999999999999999999 servers and 9999999999999999999999999999 players