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ganp0t

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  1. I'm not entirely sure what you're referring to.... you reversed both of what? On the contrary, planning is essential for any video-game. Everything from gameplay systems to quest stories need to be designed in tandem with clear goals and integration. Otherwise the different departments won't communicate properly, leading to a sub-optimal game/mod/project. An artist can create a soundtrack, but those songs will never be as good if the artist doesn't know to what purpose the songs will be used. The reason a lot of video-game acting is so terrible is because the actors/actresses are not given the proper context for their lines. The SkyNet team isn't just striving for completion; we are striving for quality. When did I accuse you of lying? You should relax: perhaps take a long shower or bubble-bath. Stress shortens people's lifespans, you know. As far as I know, Hipo did have a job with an IT company (although I can't remember the name at this particular moment). He later quit, though his reasons for doing so are a private matter as far as I'm concerned. The video game console and recoding Skyrim into another engine were both simply ideas: options we mentally explored and then discarded. Discarded ideas are quite normal during the course of a project. Trust me, we have had many more. If you will recall, we have done proof of concepts (4 videos worth, to be exact). We have also openly displayed pieces of code on our forums. I'm not sure what else you want from us.... Short of a finished product, we are about as forthcoming as we can be. As well, I'm sure you are aware that mods require lots of volunteers in order to be completed. We are posting in order to gather more recruits (I assumed that was self-evident; perhaps my original post was not clear enough). So, in your own words, we are attempting to prove you wrong.
  2. I feel I should point out that by definition facts are not opinions. Regardless, we did not attempt to explain the SKSE team's reasoning. We reported their actions, nothing more. You need not worry about us; we have been far too busy planning ahead to keep digging up the past (as I'm sure you've noticed by our lack of activity on your site). Still, I apologize if we hurt your feelings. I know how emotional some people can get. According to the sources I can find, Planetside 2 uses the Forgelight engine, which was build in-house by SOE. Star Wars the Old Republic uses the Hero Engine (developed by an independent company called Simutronics) for everything, including netcode. As well, only two games have been released using the Hero Engine (the other game also appears to have bombed shortly after release). It is possible that SOE decided to outsource part of their new engine, but I could not find a mention of such a thing anywhere. Are you sure you are not mixing up the names of different engines? Thank you for the offer. We will keep that in mind.
  3. Sorry for my absence. My electricity has been out for two days due to the bad weather. *Sigh* And here I thought we might be able to remain civil. Can we not just stay out of each others' paths? Skyrim Online has its own thread, we are simply creating one for ourselves. You certainly don't see us bombarding you. I apologize for Hipo's bluntness, but you did initiate things first. We mentioned you for two reasons: 1. Many people still believe the issues between our mod groups lie unresolved (there haven't been any real announcements about the truce/cease-fire/whatever-you-wish-to-call-it). 2. We sort of expected a hostile response regardless, so decided we might as well list facts preemptively. If you re-read my messages, I do not insult or demean you or your project in any way. The only times I reference you are to explain past events and cite another (well-known) group's seeming reluctance to work with you. Those are objective facts, not insults. I stated before that we intend to provide a skill-based experience. World of Warcraft is both ancient (by video-game standards) and not particularly twitch-based. There are multiple examples of FPSMMOs which strive for skill-based play, including Planetside 2, Dust 514, and Firefall. They would be much better starting points for comparison. This is a little bit off-topic, but I played Swtor at launch. Its net code was atrocious and the game bombed horribly. You are free to do what you want, but I wouldn't recommend basing your net-code on that particular game.
  4. As the names of those videos imply, we were testing out equipment syncing. We also have earlier videos showcasing player location data and other important information. Obviously, without being able to transmit data back and forth from a client program and a server, an MMO will not be able to function. So the videos prove we have finished a lot of the ground work. We should have a new video fairly soon. At the moment, our programmers are mostly busy solving some errors which occur when utilizing SKSE. As for everything else? Well, we have a writer (me), a couple of artists, and a handful of programmers. I've already started writing the quest storylines, and NPCs aren't exactly hard to place. So new quest lines are pretty much a given. Even in the worst case scenario (we can't find decent voice-actors and animators), we will still be able to finish our mod. It will just take longer and be slightly less impressive. We very well might have to cut features down the line. But we'll role with the punches and do what we can. I can't offer you proof that SkyNet is ever going to be completed. Even a professional game development studio cannot do that. But what I can tell you is that I have been working on SkyNet for over a year, and I would have left a long time ago if I thought it wasn't possible.
  5. SkyNet has been making progress (granted, fairly slow progress) However, most of it has been behind the scenes. And you are free to watch the videos I linked to in my first post. We've got quite a bit more than words to our name. Yet I suppose you are correct that we are no longer really rivals. After all, your group is no longer making an MMO mod. You have instead opted to, as far as I can tell, create a small co-op game. I wish you the best with that project. I cannot comment on why SKSE will not work with you, as I have not asked them personally. However, the notes in their document suggest a much deeper conflict than you describe. My intention was not to demean Skyrim Online, but to point out that other groups have expressed concern at the prospect of working with you.
  6. First of all, hello. I'm the lead writer of SkyNet, a multiplayer mod for Skyrim. I'm starting this thread for two reasons: our group needs more volunteers, and I want to answer any questions people might have concerning us. Our website is found here: http://virtual-asylum.com/ (if you are wondering why our mod team has an official name in addition to the project name, the answer is that we like to be semi-professional in approach). Before I do anything else, I should get something out of the way. Some of you have probably heard of SkyNet before. We used to be partnered with Skyrim Online and Tytanis (http://forums.nexusmods.com/index.php?/topic/504494-tytanis-skyrim-online-and-skynet-announce-cooperation/, but that arrangement ended messily shortly after it formed. In the aftermath SkyNet was accused of many things, including stealing money and assets from Skyrim Online. I don't want to delve too deeply into the past for fear of restarting old arguments, so I will simply say that Skyrim Online and SkyNet came to an agreement and mutually agreed to cease hostilities (although we are still rivals). If you choose not to belief me, that is fine. But I should point out that the Skyrim Script Extender team (SKSE) has also refused to work with Skyrim Online. Their latest license text document reads Now then, about SkyNet itself. We intend to fully convert Skyrim from a single-player experience into an MMO. This includes skill-based PvP (both tournaments and open-world raids), group dungeons, an overhauled economy, overhauled combat and skills, a new UI, a completely new story, and new PvE factions. More detailed information is available on our website, but I will supply the basics here. Our plan is to include a main storyline around twice the length of Skyrim's, and 6 full factions with their own quest-lines. Lastly, our project is completely open-source, which means players will be able to download custom servers if they so choose. The main story revolves around the war between the Aldmeri Dominion and the Coalition (comprised of the Empire and Stormcloaks), which takes place 10 years after vanilla Skyrim. Player may join factions including the Dark Brotherhood, Thieves Guild, Mages College, Companions, Bloodfang (a werewolf splinter group from the Companions), and Worm Cult. Each faction will be extremely different thematically. Each Daedric Prince will also have a small cult, which will serve to spice up gameplay so that things don't becomes too tedious. You might wonder why SkyNet would be necessary when an official MMO (The Elder Scrolls Online) is being developed by a professional studio. Well, from what we have seen, The Elder Scrolls Online will play very similarly to most MMOs: from a third person perspective and utilizing a hot-bar system. We want to preserve the immersion found in the main Elder Scrolls series by keeping our game 1st person and with a minimal UI. At the moment, we plan to offer a stand-alone arena pvp mode to build support and help us recruit new members. To further this aim, we are most looking for experienced C++ programmers and Papyrus scriptwriters, as well as animators. Further down the line, we will have more need of 2D and 3D artists, voice actors, writers, and level creators. You can find some demonstration videos of our efforts so far right here: http://www.youtube.com/user/skynetofficialdev So, does anyone have any questions or thoughts? I can go into greater detail if anyone wishes.
  7. Basically, Skyrim Online had problems with SkyNet refining and experimenting with Skyrim Online's code. That was the initial source of the dispute: whether or not being in a partnership entitled us to use and improve their code. We said yes, they said no. Everything kinda fell apart after that. Currently, our plan is to have a static level for npcs and creatures in the open world areas, and have level scaling in dungeons. Dungeons will be instanced, but nothing else will be. When multiple people are fighting together in a dungeon, we plan (if possible) to scale the enemies to both players' levels simultaneously. What this means is, a level 5 player will do damage to a creature as if it was level 5, while a level 40 character will do damage as if the creature was level 40. In this way, characters of different levels can quest together easily. As for the civil war in Skyrim, neither side actually won. Here is our timeline (go easy on it, it is the first draft and isn't finished yet ;) .) To make a long story short, the Altmeri Dominion invaded Skyrim before either side could win, began to dominate against both sides, and prompted the Stormcloaks to ally with the Empire. But, just like in vanilla Skyrim, the war will not be the major storyline. The real plot is still a secret :D . Other than the dispute with Skyrim Online, we haven't had much trouble at all. (Well, I've heard that Tytanis is having some personal problems, but hopefully those will be resolved shortly.) Of course, that isn't to say everything will always go smoothly, but there's really no predicting things like that. Thank you very much. I'm embarrassed to say that I am useless at photo editing :( . I agree, our goals are extremely high. We probably won't be able to implement everything as well as we planned to, but that's life I suppose ;D . Obviously, the amount of time required to complete the mod will be heavily influenced by the power of the CK. But I estimate (loosely, mind you) that it will take at least 8 or 9 months. We will be developing the mod in stages (Alpha, Beta, Full Release). I'm not sure, but I suspect that we will not be releasing the mod to the public until either the late beta or full release stage. As to whether we will release expansions to the mod once it is completely finished, we have left the option open but it will ultimately depend on a variety of factors. I'm happy to tell you that SkyNet will (if everything goes according to plan) contain a fully-featured arena system. It will contain matchmaking, a record tracking system, and a variety of map types and modes. To help differentiate arena matches from standard world pvp, we will do everything we can to ensure a totally skill based fight. That means everyone will be the same level, with the same equipment, and no one can use Shouts. I expect this will be one of the most popular features of the mod. At first, we will only redo the lands of Skyrim. That alone should take us a long time. After that, who knows. It the mod is well-received, and we have the time and people to do more areas, we might do expansions way down the road.
  8. Does anyone else have anything they want/need me to clarify about SkyNet?
  9. Not officially, no. But it will take place after the events of Skyrim, remain consistent with Elder Scrolls lore, and expand upon the gameplay found in Elder Scrolls games. SkyNet is going to have roughly 13 full factions (as opposed to Skyrim's 6), feature completely new misc. and named quests, and contain a longer main quest chain than vanilla Skyrim. So in essence, SkyNet is going to be Elder Scrolls 6 (until the real one comes out) in the same way that SW:TOR is KOTOR 3. As for the screenshot, I have no idea why it wouldn't work, beyond a possible problem with these forums as a whole. The link works perfectly for me.
  10. Lol. We aren't going to be using everything from Tytanis' mod, only the things which make sense from a technical and lore standpoint. However, we will need to add in a lot of new armors and weapons into the game, since MMOs require more progression than a singleplayer game. While donations are highly appreciated, they are in no way necessary. SkyNet is non-profit, and all of the money received goes towards server fees. I assume that Skyrim Online works in a similar fashion.
  11. If you guys want to see our side of the story, here is a taste: http://imageshack.us/f/545/screen1e.png/ In other words, Awp surrendered the $50 to us (granted, in a moment of anger), then turned around and claimed we stole it. He has refused to update his claims, even though we immediately gave back every cent. Basically, the dispute was over $50 and the rights to use and modify some of their code when we were in a partnership with them . We gave them the 50 dollars after the first day of the argument, and announced that we were completely abandoning their code anyway. Despite this, Awpsoleet still continues to be furious at us, even though his own staff members have tried to reconcile the two mods. Not a single one of our staff members has left because of this issue, which demonstrates who they believe to be in the right. Coming from someone who actually read both sides of the argument (I visited Skyrim Online's forums), Hippo seemed much more gentlemanly than Awp. I'm not asking that people automatically side with us, I'm asking that they look at both sides before coming to a conclusion. The two mods are once again separate (with Tytanis AWOL for the time being), and the mods have vastly different goals. Skyrim Online is attempting to import multiplayer functionality into Skyrim vanilla. SkyNet is aiming to recreate Skyrim completely. It will basically be Elder Scrolls 6. I'm not sure why the link wouldn't be working for some of you, since it works perfectly for me... Perhaps the forums were down for updates when you were attempting to link to them. Can you try them again and see if it work now? If it doesn't, you will probably just have to google "Skynet Skyrim".
  12. Hi, my name is Ganpot. I am a staff member of the upcoming mod SkyNet (and one of the lead writers). We are attempting something incredibly ambitious: creating an MMO follow-up to Skyrim, which remains consistent with all Elder Scrolls lore. Our mod will take place 10 years after the events surrounding the Dragonborn. But we aren't just going to add some new quests and allow for multiplayer functionality. We intend to improve upon Skyrim in every way possible, including more intricate quests, more factions, more dungeons, and completely redefined combat mechanics. We are looking for smart, gifted, and civil individuals to help us with our goals. Our home forums are located here. Everyone is welcome to try out, but we are especially looking for artists, coders, and writers. Keep in mind, most of the forums will be hidden to guests and new members. You must apply for and be accepted into at least one department in order to view all of the forums. (Please Note: SkyNet is not no longer partnered with Skyrim Online, although we wish them nothing but success with their project. We are, however, still in a partnership with Tytanis' Ultimate Mod team.)
  13. Is it just me, or is getting the dual casting perk kinda useless in most spell trees? The only reason it is good for destruction magic is because of another perk (which staggers enemies when hit). Here is what I am thinking: dual casting Conjuration spells makes them last longer, have more health (where applicable), and do more damage (if possible, with a visual change to indicate this, such as glow effects or a slight color differentiation). Restoration spells heal more and provide the user with reduced incoming damage while the healing is in effect. Alteration spells last longer and their power is increased. Illusion spells work on higher level enemies and last longer.
  14. I would also love that (especially if it included dismemberment), but it isn't gonna happen until the mod tools are released unfortunately. Even then, it might take a while to implement it into the game in a reasonable state.
  15. Already done. There's a mod that replaces all spiders in the game with bears. Personally, I would have preferred replacing them with scary clowns, but whatever.
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