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    PlanetQuake | Articles | Interviews | Big Fuzzy Focus: True Combat (Beta 1.0)
   

Big Fuzzy Focus: True Combat (Beta 1.0)
Superrealism a reality?
— by Pappy-R


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 happens.

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 :)


Related Links:
  True Combat homepage


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