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Re: TNM Developer Commentary videos on ModDB

Posted: Tue Sep 01, 2009 4:58 pm
by Jonas
W00T! You're the man :mrgreen:

Re: TNM Developer Commentary videos on ModDB

Posted: Wed Jan 13, 2010 1:36 pm
by Jonas
Guess what? Video #5 is finally up over at ModDB:

http://www.moddb.com/mods/the-nameless- ... 5#imagebox

We've just got one more to go, once we can get the time zones to align right. The next video, however, will probably be another MOTY promotion one. Then we'll squeeze dev com 6 in between that and the final promo video.

Let me know what you think about the commentary :)

Re: TNM Developer Commentary videos on ModDB

Posted: Wed Jan 13, 2010 5:18 pm
by Jaedar
Jonas wrote: Let me know what you think about the commentary :)
First though: W00t ABI!
Later: You killed the mexican!! without looting him. Waste of resources :)
Slight later still: isn't it the rooftop code you get?
Nice wall Lam.

High quality commentary as always.

Re: TNM Developer Commentary videos on ModDB

Posted: Wed Jan 13, 2010 5:36 pm
by Jonas
Jaedar wrote:First though: W00t ABI!
W00T!
Later: You killed the mexican!! without looting him. Waste of resources :)
Yeah I'm not sure Larry remembered he could get the code off of Hao's body, and when you're unashamedly cheating for the purpose of the video, you're less likely to stop to check :P
Slight later still: isn't it the rooftop code you get?
If I recall correctly, the front door and the rooftop door use the same code.
Nice wall Lam.
Hah! Yes. I thought that too when I saw him do that, you can tell he's played a lot of Halo 3 multiplayer ;)
High quality commentary as always.
Thanks! :giggle:

Re: TNM Developer Commentary videos on ModDB

Posted: Wed Jan 13, 2010 5:52 pm
by bobby 55
In my opinion that's the best one so far. Christ, watching that makes me want to play it. Maybe that's because it's an action filled level, and great voice overs as usual. Well done guys.
Edit: Kudos to ZP for designing that, one of my favourites in the game..... now it's patched. 8-[

Edit: This is a bit Twilight Zonish, but the voices in your commentary are different to the " imagined voices" I hear when reading your posts. Frankly it's starting to freak me out.

Re: TNM Developer Commentary videos on ModDB

Posted: Thu Jan 14, 2010 4:24 am
by Hassat Hunter
Jonas wrote:If I recall correctly, the front door and the rooftop door use the same code.
True.
Bobby wrote:Edit: This is a bit Twilight Zonish, but the voices in your commentary are different to the " imagined voices" I hear when reading your posts. Frankly it's starting to freak me out.
Am I glad I don't hear voices when reading posts. It would freak me out :D.

Also, even if it was getting long... no ABI Labs? :(

Re: TNM Developer Commentary videos on ModDB

Posted: Thu Jan 14, 2010 6:55 am
by bobby 55
Hassat Hunter wrote:
Jonas wrote:
Bobby wrote:Edit: This is a bit Twilight Zonish, but the voices in your commentary are different to the " imagined voices" I hear when reading your posts. Frankly it's starting to freak me out.
Am I glad I don't hear voices when reading posts. It would freak me out :D.
Before you get me committed to an institution it's part of the cognitive process, or so I read.

One of the things I enjoy about the videos is hearing how ideas are formed into what we see in the game. ZP explaining how he looked at different plans for offices was an interesting insight.

Re: TNM Developer Commentary videos on ModDB

Posted: Thu Jan 14, 2010 10:51 am
by Jonas
Hassat Hunter wrote:Also, even if it was getting long... no ABI Labs? :(
We recorded the footage, but as you say, it was already getting too long without the labs. Furthermore, Chris didn't make the labs (NonKillingMachine made that map), so it would make little sense for him to comment on it. Finally, there's not as much to say about it as there is about the other parts of the mission, it's actually fairly straight forward. Here are the main things you're missing out on:
  • The tunnel going from the cubicles up to the vents that connect to the room with the holographic model of the Gibinator was added really late (like, during the closed beta) because there was no way to pass through that lobby stealthily.
  • The map is significantly easier for WorldCorp players, and frankly, we're fine with that.
  • JCMonkey and Ozmo are voiced by Lawrence and I.
  • The conversation between two commandos talking about ballet was written by Larry and I with improvised role-playing over MSN.
  • We had Phasmatis redo all the animations of the milbot just so we could add the "power-up" animation to the Leviathan.
  • Apparently the Leviathan still occasionally gets stuck for some players, and it makes us very sad. Unreal's path finding is rubbish.
  • We really really really like how it looks when the launch doors open and the snow starts falling in.
  • The only way we could get Ryan to not face the player at the start of his conversation was by making him talk to an invisible cactus hovering a few feet in front of his face :lol:

Re: TNM Developer Commentary videos on ModDB

Posted: Thu Jan 14, 2010 10:55 am
by bobby 55
An invisible cactus?......hahaha!

Re: TNM Developer Commentary videos on ModDB

Posted: Thu Jan 14, 2010 4:02 pm
by JizzyJeff
I knew it...Ryan is insane.

Re: TNM Developer Commentary videos on ModDB

Posted: Thu Jan 14, 2010 5:53 pm
by Hassat Hunter
Well, we already knew about the ballet conversation since you mentioned it before here, but the rest is kinda new.

And :lol: as well to the invisible cactus.

Re: TNM Developer Commentary videos on ModDB

Posted: Thu Jan 14, 2010 8:07 pm
by AgentSmithereens
Haha I just looked in the editor, and indeed there is an invisible cactus!

I never found that secret with the dead WC guy; how many people found it first time round?

Re: TNM Developer Commentary videos on ModDB

Posted: Thu Jan 14, 2010 8:12 pm
by bobby 55
AgentSmithereens wrote:Haha I just looked in the editor, and indeed there is an invisible cactus!

I never found that secret with the dead WC guy; how many people found it first time round?
I did, but it took three runs to find Treskton, and then only by accident, 'cause I fell into the water when trying to find cover while healing. lol.

Damnit, now I've got to play it again. Help me Obe One Kenobi, you're the only one who can.

Re: TNM Developer Commentary videos on ModDB

Posted: Thu Jan 14, 2010 10:06 pm
by ggrotz
AgentSmithereens wrote:Haha I just looked in the editor, and indeed there is an invisible cactus!
Something humorous I suppose...one thing about Unreal is that you have to have a direct compatible object for any action. The Cassandra Project is the best example I know. Two cases (which you see if you have the enhanced vision):

1. They wanted a Cassandra trooper to practice pithy "death" lines in front of a mirror. They ended up putting a friendly person in the wall behind the mirror to allow him to do it. You can even crosshair him and do damage.

2. To make Anna shoot on the rifle range, they ended up putting a dog behind the wall. You can even hear it bark if you jump the barrier and run down there to look at it.

Interesting stuff when it comes to how you can (and have to sometimes) bend or break the rules of computer systems in order to accomplish something.

Re: TNM Developer Commentary videos on ModDB

Posted: Thu Jan 14, 2010 10:24 pm
by Jonas
I hate to brag, but we accomplished the object-targetting thing in a much more elegant way, which means we threw both our programmers at it. The result can be seen when the Leviathan blows up the barricades.