redeye wrote:But, just how far did you get on it all, 10% 50% ?
The last update is here.
Post Posted: 21 Jan 2008, 14:58
Ghost wrote:Jethro wrote:Sounds like kind of good-bye to me
I'm really sorry to hear the project is put on hold, because, AFAIK, none of projects that gained this status before were ever resumed.
Yeah I was thinking the same thing
Post Posted: 21 Jan 2008, 15:13
Post Posted: 21 Jan 2008, 17:03
StalwartUK wrote:Real shame to hear about this. I was looking forward to playing BFNP sometime in 2008-2009! I just hope that it does not get axed like a whole load of other big projects have over the years.
Oh well, I'll just have to wait and hope. Best of luck to Red Nemesis/UnrealSP on completing RD & BFNP!
I'm also wondering whether Red Nemesis will return the favour.
Post Posted: 21 Jan 2008, 17:29
Post Posted: 21 Jan 2008, 19:19
Post Posted: 21 Jan 2008, 20:14
redeye wrote:Seeing as how I am excluded in the SP community by default, I don't know any of the "inside" talks and workings of any team.
But, just how far did you get on it all, 10% 50% ?
all maps, no code yet?
all textures, no maps?
all code with basic BSP's?
or several all perfctly done maps ready to go? or 5,6, 7 maps to go?
or is it because of too stiff of standards of perfection.
I been playing some old games, and I must say all the imperfections to me go un-noticed while playing.
sure some cool areas or fights we all want, but trying to make a quake4 looks in a game with tough code or no meshes can be unrealistic.
Post Posted: 22 Jan 2008, 21:47
zagabar wrote:What is this RD-project? I must have missed it.
Post Posted: 23 Jan 2008, 15:12
Hellscrag wrote:jj - There's really nothing "Deja Vu style" about the way Team UnrealSP has worked on BfNP. That's really irrelevant, though: the offer of possible future help is appreciated.
One thing's for sure: If BfNP is ever revived, its mappers, modellers etc will need to work much more efficiently than they have done for the 4-5 years since BfNP was announced.
Post Posted: 24 Jan 2008, 00:38
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