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	<link>https://mm.soldat.pl/news/1469</link>
	<description>Michał Marcinkowski&#039;s: Gamedev Log &#38; Articles</description>
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	<item>
		<title>By: MM</title>
		<link>https://mm.soldat.pl/news/1469/comment-page-1#comment-196233</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Fri, 14 Jan 2011 10:34:29 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1469#comment-196233</guid>
		<description><![CDATA[Marc McMillon: yeah I know. I&#039;m not attached to these names so they might change.]]></description>
		<content:encoded><![CDATA[<p>Marc McMillon: yeah I know. I&#8217;m not attached to these names so they might change.</p>
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		<title>By: Marc McMillon</title>
		<link>https://mm.soldat.pl/news/1469/comment-page-1#comment-195762</link>
		<dc:creator><![CDATA[Marc McMillon]]></dc:creator>
		<pubDate>Tue, 11 Jan 2011 01:50:22 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1469#comment-195762</guid>
		<description><![CDATA[I had a feeling this was coming... U.S. BTW

Take Lost Planet 2 for example. Its a pretty awsome game. It did terrible because Capcom didn&#039;t not present the game well. 

Im not trying to criticize your work, but you should think about the way you present the game. The words &quot;Uberman&quot; can be a turn off for a lot of people, and might not even be willing to try the game at that.]]></description>
		<content:encoded><![CDATA[<p>I had a feeling this was coming&#8230; U.S. BTW</p>
<p>Take Lost Planet 2 for example. Its a pretty awsome game. It did terrible because Capcom didn&#8217;t not present the game well. </p>
<p>Im not trying to criticize your work, but you should think about the way you present the game. The words &#8220;Uberman&#8221; can be a turn off for a lot of people, and might not even be willing to try the game at that.</p>
]]></content:encoded>
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	<item>
		<title>By: Cross</title>
		<link>https://mm.soldat.pl/news/1469/comment-page-1#comment-195738</link>
		<dc:creator><![CDATA[Cross]]></dc:creator>
		<pubDate>Mon, 10 Jan 2011 22:10:50 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1469#comment-195738</guid>
		<description><![CDATA[any idea when the community will be able to begin creating total mods?

i&#039;m itching to start work.]]></description>
		<content:encoded><![CDATA[<p>any idea when the community will be able to begin creating total mods?</p>
<p>i&#8217;m itching to start work.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MM</title>
		<link>https://mm.soldat.pl/news/1469/comment-page-1#comment-195646</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Mon, 10 Jan 2011 09:56:47 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1469#comment-195646</guid>
		<description><![CDATA[DorkeyDear, Marc: I have a feeling this depends on the country you&#039;re from. Where are you from guys?]]></description>
		<content:encoded><![CDATA[<p>DorkeyDear, Marc: I have a feeling this depends on the country you&#8217;re from. Where are you from guys?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: MM</title>
		<link>https://mm.soldat.pl/news/1469/comment-page-1#comment-195633</link>
		<dc:creator><![CDATA[MM]]></dc:creator>
		<pubDate>Mon, 10 Jan 2011 08:37:26 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1469#comment-195633</guid>
		<description><![CDATA[Tribes 2 -&gt; That&#039;s exactly what I&#039;ve planned to do in LD


&lt;i&gt;Didn’t call of duty stop being a videogame just a while back?&lt;/i&gt;

LOL brilliant. It&#039;s a real-time rendered movie with different play-forward buttons.

&lt;i&gt;The fact that creating an entirely new weapon at this point is quite promising. Is a modder able to create an entirely new type of bullet that has its own unique behavior yet?&lt;/i&gt;

Bullets are defined in the Particles folder although I haven&#039;t coded a lot of behaviour for them like, bouncing, explosion types, effects types etc. todo...]]></description>
		<content:encoded><![CDATA[<p>Tribes 2 -> That&#8217;s exactly what I&#8217;ve planned to do in LD</p>
<p><i>Didn’t call of duty stop being a videogame just a while back?</i></p>
<p>LOL brilliant. It&#8217;s a real-time rendered movie with different play-forward buttons.</p>
<p><i>The fact that creating an entirely new weapon at this point is quite promising. Is a modder able to create an entirely new type of bullet that has its own unique behavior yet?</i></p>
<p>Bullets are defined in the Particles folder although I haven&#8217;t coded a lot of behaviour for them like, bouncing, explosion types, effects types etc. todo&#8230;</p>
]]></content:encoded>
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		<title>By: FinDude</title>
		<link>https://mm.soldat.pl/news/1469/comment-page-1#comment-195387</link>
		<dc:creator><![CDATA[FinDude]]></dc:creator>
		<pubDate>Sat, 08 Jan 2011 12:38:11 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1469#comment-195387</guid>
		<description><![CDATA[Didn&#039;t call of duty stop being a videogame just a while back?

Anyways, from what I gathered, there wasn&#039;t much control.
You can set some preset numbers (accuracy damage etc. pretty much), maybe a bullet color, but apparently custom explosions are still on the todo list.

I don&#039;t know, I really can&#039;t think of many different weapons that use plain bullets.
Just don&#039;t give us seven types of assault rifles to choose from.]]></description>
		<content:encoded><![CDATA[<p>Didn&#8217;t call of duty stop being a videogame just a while back?</p>
<p>Anyways, from what I gathered, there wasn&#8217;t much control.<br />
You can set some preset numbers (accuracy damage etc. pretty much), maybe a bullet color, but apparently custom explosions are still on the todo list.</p>
<p>I don&#8217;t know, I really can&#8217;t think of many different weapons that use plain bullets.<br />
Just don&#8217;t give us seven types of assault rifles to choose from.</p>
]]></content:encoded>
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	<item>
		<title>By: DorkeyDear</title>
		<link>https://mm.soldat.pl/news/1469/comment-page-1#comment-195344</link>
		<dc:creator><![CDATA[DorkeyDear]]></dc:creator>
		<pubDate>Sat, 08 Jan 2011 06:35:08 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1469#comment-195344</guid>
		<description><![CDATA[I agree with Marc and the team names. I simply do not like them, for the reason that they do not sound very &quot;cool&quot; (heh). Ubermen sounds like a name that somebody thought that anything with &quot;uber&quot; in it is cool-sounding/cool. Mutant men soudns like you couldn&#039;t come up with anything better. Sorry, but I do not have any better (imo) alternatives (hehe).

Keep up the good work. I&#039;m hoping to see great modability in the game in the future to make awesome things :D]]></description>
		<content:encoded><![CDATA[<p>I agree with Marc and the team names. I simply do not like them, for the reason that they do not sound very &#8220;cool&#8221; (heh). Ubermen sounds like a name that somebody thought that anything with &#8220;uber&#8221; in it is cool-sounding/cool. Mutant men soudns like you couldn&#8217;t come up with anything better. Sorry, but I do not have any better (imo) alternatives (hehe).</p>
<p>Keep up the good work. I&#8217;m hoping to see great modability in the game in the future to make awesome things 😀</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Marc McMillon</title>
		<link>https://mm.soldat.pl/news/1469/comment-page-1#comment-195319</link>
		<dc:creator><![CDATA[Marc McMillon]]></dc:creator>
		<pubDate>Sat, 08 Jan 2011 01:59:37 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1469#comment-195319</guid>
		<description><![CDATA[Honestly, im not a fan of the names...

Uberman doesn&#039;t sound all that great. (I put my vote on marauder)
Mutants are just to plain...

Some of the greatest shooters such as Gears of War, Halo, or Call of Duty have fations with their own personal name developed by the creators.

I think you should to choose a name that relates to you, so when people hear the the word *i.e Locust or Covenant,* they know exactly what game your talking about.]]></description>
		<content:encoded><![CDATA[<p>Honestly, im not a fan of the names&#8230;</p>
<p>Uberman doesn&#8217;t sound all that great. (I put my vote on marauder)<br />
Mutants are just to plain&#8230;</p>
<p>Some of the greatest shooters such as Gears of War, Halo, or Call of Duty have fations with their own personal name developed by the creators.</p>
<p>I think you should to choose a name that relates to you, so when people hear the the word *i.e Locust or Covenant,* they know exactly what game your talking about.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Hacktank</title>
		<link>https://mm.soldat.pl/news/1469/comment-page-1#comment-195311</link>
		<dc:creator><![CDATA[Hacktank]]></dc:creator>
		<pubDate>Sat, 08 Jan 2011 00:55:51 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1469#comment-195311</guid>
		<description><![CDATA[The fact that creating an entirely new weapon at this point is quite promising. Is a modder able to create an entirely new type of bullet that has its own unique behavior yet?]]></description>
		<content:encoded><![CDATA[<p>The fact that creating an entirely new weapon at this point is quite promising. Is a modder able to create an entirely new type of bullet that has its own unique behavior yet?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Cross</title>
		<link>https://mm.soldat.pl/news/1469/comment-page-1#comment-195293</link>
		<dc:creator><![CDATA[Cross]]></dc:creator>
		<pubDate>Fri, 07 Jan 2011 22:03:49 +0000</pubDate>
		<guid isPermaLink="false">http://mm.soldat.pl/development-log/1469#comment-195293</guid>
		<description><![CDATA[The folder heirarchy is similar to the way that link-dead is now, with the default game scripts and assets in a &quot;base&quot; folder. All content from a mod would be in it&#039;s own folder that is specific to the mod.

The scripts mods folder are run first, then the scripts in the base folder that are not in the mod are run to so that a mod can change a single base script, or all of them.

The same goes for art assets.

example:
if tribes were started with a .bat file containing:

start Tribes2.exe -mod Meltdown2

then the game would look for a folder called &quot;Meltdown2&quot; and use that. because of the way it works, if the mod folder does not exist, no harm is done, and the game loads normally.]]></description>
		<content:encoded><![CDATA[<p>The folder heirarchy is similar to the way that link-dead is now, with the default game scripts and assets in a &#8220;base&#8221; folder. All content from a mod would be in it&#8217;s own folder that is specific to the mod.</p>
<p>The scripts mods folder are run first, then the scripts in the base folder that are not in the mod are run to so that a mod can change a single base script, or all of them.</p>
<p>The same goes for art assets.</p>
<p>example:<br />
if tribes were started with a .bat file containing:</p>
<p>start Tribes2.exe -mod Meltdown2</p>
<p>then the game would look for a folder called &#8220;Meltdown2&#8243; and use that. because of the way it works, if the mod folder does not exist, no harm is done, and the game loads normally.</p>
]]></content:encoded>
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