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elro the onk
Posted on: Feb 20 2008, 10:41 PM


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Group: Mordor MP Prog
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Feels like time for an MXP plug, but...
  Forum: General Discussion · Post Preview: #39135 · Replies: 15 · Views: 3,050

elro the onk
Posted on: Feb 20 2008, 10:14 PM


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Group: Mordor MP Prog
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On the basis that a few folks seem to like the idea (& it was easy :-), I've now added hover text. Also the mouse pointer now changes when over a live button so help identify what can be clicked. Obviously this won't be obvious from a screenshot...
  Forum: The Public forum · Post Preview: #39125 · Replies: 20 · Views: 8,415

elro the onk
Posted on: Jul 31 2007, 05:57 PM


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QUOTE (BeefontheBone @ Jul 31 2007, 04:50 PM)
VB's dead easy if you've any prior programming experience
*
... though Mordor's unique approach to using VB ain't quite so simple :-)
  Forum: The Public forum · Post Preview: #36787 · Replies: 10 · Views: 3,036

elro the onk
Posted on: Jul 1 2007, 09:22 PM


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It's 'L' for Leave :-)

In MordorXP, keys will be user customisable, so "yes because I don't know the key" shouldn't be cause to use them - but if you folks use them because you *like* that bit of the interface, I'll find a way to keep them squeezed in...
  Forum: The Public forum · Post Preview: #36398 · Replies: 7 · Views: 2,895

elro the onk
Posted on: Jun 30 2007, 08:19 PM


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Or maybe I broke more than I fixed today :-)
  Forum: The Public forum · Post Preview: #36347 · Replies: 38 · Views: 24,648

elro the onk
Posted on: Jun 26 2007, 03:15 PM


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Group: Mordor MP Prog
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The principal problem is in city view, where some of the more complicated forms (confinement, gen store, the new bank) have difficulty fitting. Hiding unused windows & having a think about arrangement might be a way to resolve - there's no need for the Automap in city view, after all.
  Forum: The Public forum · Post Preview: #36127 · Replies: 7 · Views: 2,712

elro the onk
Posted on: Jun 24 2007, 10:09 PM


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Allowing it is ok - massaging all the interface elements so we can guarantee no partially visible items is a nightmare.
  Forum: The Public forum · Post Preview: #36068 · Replies: 7 · Views: 2,712

elro the onk
Posted on: Jun 24 2007, 12:00 PM


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A reasonably well-contained commercial game would be looking at something like 15,000 manhours programming time and probably 3-4 times as much art effort - a team of 16-20 for two years *full time*.

All the programming team have full-time jobs. I generally work on MordorXP for a couple of hours most evenings, but will confess to not being as productive as I would be if I hadn't already put in a full day at the office. Between the programming team, I'd be surprised if we manage to average 2 hours productive total per day.

You can do the maths.

But hopefully having injected a little bit of realism into the debate, I now need to inject a bit of hope. As Crusher says, we've made great progress over the project & are well on the way. It's now possible to sit down & play for a couple of hours without hitting any major snags, with quite a chunk of new features in & working. The core of the game code has been substantially revised to allow new features to be added more easily. There are still dozens of features requests out there, but we are prioritising and working through them. As Beef says, we aren't aiming for Far Cry :-)
  Forum: The Public forum · Post Preview: #36020 · Replies: 38 · Views: 24,648

elro the onk
Posted on: Jun 16 2007, 10:25 PM


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QUOTE (Hunter @ Jun 16 2007, 04:49 AM)
As much as I'd like to see Mordor XP on a cellphone, I doubt it's going to happen due to it being coded in Visual Basic.
<pedant>
... and some of the render algorithm in C++ :-)
</pedant>
  Forum: The Public forum · Post Preview: #35852 · Replies: 11 · Views: 4,136

elro the onk
Posted on: Jun 6 2007, 09:52 PM


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Group: Mordor MP Prog
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Can't recall which Unknowns in Wabbit's Editer correspond to which Companion/Similarity bits :-) No easy way to find out either as the data structure's all changed now in MXP...
  Forum: General Discussion · Post Preview: #35295 · Replies: 5 · Views: 1,398

elro the onk
Posted on: Jun 5 2007, 01:25 PM


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Just leave them blank :-)
  Forum: General Discussion · Post Preview: #35166 · Replies: 12 · Views: 1,892

elro the onk
Posted on: Jun 1 2007, 06:59 PM


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Hey, no problem. We do this for fun :-) Thanks to the project for giving me something interesting to code for a change.
  Forum: The Public forum · Post Preview: #34929 · Replies: 26 · Views: 11,286

elro the onk
Posted on: May 2 2007, 11:10 PM


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Group: Mordor MP Prog
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QUOTE (BeefontheBone @ May 2 2007, 11:40 PM)
... until we get to a public alpha (beta?) of MXP.
You just *love* to prompt "when will that be?", don't you?
  Forum: General Discussion · Post Preview: #33583 · Replies: 1349 · Views: 198,674

elro the onk
Posted on: Apr 13 2007, 01:55 PM


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QUOTE (BeefontheBone @ Apr 12 2007, 10:24 PM)
So what we're saying is, we won't really know until it's done, but we're (well, the coders're) aiming for maximum compatibility, as you would naturally. I can't see any reason why it would require anything beyond 2k/ME - it's not like we're using DirectX or anything smile.gif
*

I would hope (certainly as far as the editor is concerned) that we could do better than that. We will of course aim for maximum compatibility during development, avoiding stuff (like Walky's e.g) that we *know* break Win9x. But... as we release new versions, if the community point something that doesn't work, we'll fix it so it does (even if that means having Win9x vs Win2k+ code sections). As you say, we aren't doing anything particular taxing on the underlying hardware...

Can't speak for the game itself, though believe BD has said elsewhere that we intend to support Win9x.
  Forum: The Public forum · Post Preview: #32890 · Replies: 30 · Views: 13,559

elro the onk
Posted on: Apr 12 2007, 09:44 AM


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Group: Mordor MP Prog
Posts: 972
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QUOTE (A. J. Raffles @ Apr 12 2007, 10:34 AM)
Yes, it would be odd, but would it be a surprise?tongue.gif
*

As I'm discovering with the editor coding, it's remarkably straightforward to build a simple application on one Windows version, using entirely M$ provided tools, that will neither compile nor run on other versions that really aren't very different (at least as far as my code is concerned). ranting.gif
  Forum: The Public forum · Post Preview: #32852 · Replies: 30 · Views: 13,559

elro the onk
Posted on: Mar 29 2007, 08:38 PM


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Group: Mordor MP Prog
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I dunno if this is related/otherwise known but the first time I got slotted by zBrats I ran away and they followed me till I was dead (ooh... almost 2 seconds whistling.gif). Certainly a few squares out of their start room (though not back to Lvl 1)...
  Forum: General Discussion · Post Preview: #32453 · Replies: 13 · Views: 2,629


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