Jerrith - Greetings and thank you
for attending tonight's U9HoC.
Jerrith - Jerrith will be our moderator
for this evening. In order to submit questions, please /msg or /query
Jazar, Niobe, or Fripp.
Jerrith - Please /msg different question-takers
at different times, in order to balance the load, and speed this process
up. Do not msg anyone from Origin or myself--these questions will be ignored.
Jerrith - Remember they may not have
the opportunity to answer all of your questions. In addition, some questions
may not be answered if they feel that it is not appropriate or that it
has been better answered through some other question.
Jerrith - In addition, please do not
submit any questions that have already been answered during past conferences.
Jerrith - We encourage you to read the log
of the previous U9HoC
Jerrith - Thanks for coming, everyone.
We will now begin accepting questions.
Cynthe - First, a quick introduction.
I'm Cynthe, designer and community coordinator. :)
* Audball <--- Programmer *
CapnBill - I'm Lead Programmer
Spectra - I'm the 3D programmer
Yavn - Greetings, I'm the lead designer
Trellek - And I'm another programmer.
Jerrith - *Airhed* What was the most
difficult aspect of Ultima9's gameplay for you to decide on? Why did you
decide what you did?
Yavn - One of the bigest issues was
combat. We knew we wanted to have more interaction then just clicking,
but, not as complex as streetfighter. In the end we came up with a system
that was easy as clicking, but gave the player a lot of choices
Jerrith - *drbob* Hi, Would it be
possible to include a special 'unstick' key in the next patch (eg which
moves the avatar a couple of centimeteres) to free the avatar when he
is caught on invisible objects?
CapnBill - We've considered that...
CapnBill - We added a key to kill
some lingering spells, in a previous patch...
CapnBill - But, the "right" thing
to do is fix the fact that the AVatar gets stuck in the first place,
CapnBill - So that's what we're working
on.
Jerrith - *Crom* First off I want
to say thanks for a awesome game: My question is , Are there any plans
on a expanstion or addon to the game itself?
Yavn - Thanks!! We have talked about
expansions, at this time we have all of our resources on UO2, and our
next project...X We may look into this in the future
Jerrith - *Torham* Do you feel all
the bugs will be worked out in the 3rd patch?
CapnBill - They >>have<<
to be. We won't get another chance to fix problems; we're testing this
one until we're comfortable with it, both in terms of stability and performance!
Jerrith - *Darksharp* Question for
the team: Regarding D3d and some textures (espcially masked textures such
as trees) looking incredibly pixellated and non-anti-aliased (is that
a word?...heh). this is in 800x600, mip-mapping medium, 16-bit txtures.
I did not notice this problem using my glide V2 setup. Will Patch 3 address
this D3d texture issue?
Spectra - This has been addressed
in patch 3. For most Direct3D cards, these textures will now be filtered
like the other textures in the game.
Spectra - Unfortunately, there will
be some cards that do not support this mode, most notably off hand is
the Matrox G200.
Spectra - People with cards that don't
support the feature will still have to deal with the pixelly textures,
I'm afraid.
Cynthe - just a sec
Cynthe - oops.. wrong box. :)
Jerrith - *Shimfizzal* Will the third
patch be available as download or will it be the promised disk sent to
registered users?
CapnBill - Patch 3 will be available
for download, AND will be mailed out to registered users in the form of
a NEW replacement CD1.
CapnBill - It's also going to be the
version that ships in Europe.
Jerrith - *Honest_Dragon* Will there
be additional patching after patch 3?
CapnBill - There better not be! ;)
CapnBill - Actually, we're planning
for NO patching after patch 3; we're testing it sufficiently to give us
confidence that we've fixed the problems.
CapnBill - (And that we didn't introduce
new problems.)
Jerrith - *_Galron_* Can you give
us a defintive time frame for a message or response from Richard Garriot?
Cynthe - I spoke with Richard at length
today on many issues from the boards, so there I should be able to provide
some thoughts from him very shortly... within a few days. :)
Jerrith - *Belor* question for capnbill:
what crashes were addressed in patch3, specifically anything about valoria
crash?
CapnBill - A lot of crashers....we're
thinking, to try to remember 'em all...
CapnBill - Today, we fixed one related
to EAX...
CapnBill - Various spell crashers...
Audball - pretty much any savegame
we've been sent that has a crasher has been fixed.
CapnBill - I don't recall a specific
crash in Valoria.
CapnBill - Your crash may have been
caused by any number of problems we've fixed.
CapnBill - Crashes aren't always geography-specific,
but they feel that way when you're playing.
CapnBill - We'll alert our QA guys
to exercise Valoria a lot, though.
Jerrith - *Warfrat* Will the Phase
3 patch coming on Cd support A3D? My sound card doesnt support EAX?
Audball - Unfortunately, no, we will
not be adding support for EAX. Our intentions with the patch is to *fix*
all technical problems, and not to *add* new features.
Audball - You might try sending some
email to Aureal bugging them about when their drivers will support EAX
(I think they've alluded to the fact that there will be EAX support in
future drivers, but I'm not positive on that one.)
Audball - whoopsie.
Audball - Change my first sentence:
"not be adding support for EAX" should read "not be adding support for
A3D". My bad. Bad Audball.
Jerrith - *Terilem* Has the infamous
"Invulnerable Valorian Demons" bug been fixed?
CapnBill - Yep!
CapnBill - So has the Shamino bug.
Jerrith - *Starless* what was the
targeted audience of the Ultima IX design? RPG fans or even wider?
Cynthe - As Yavn said in an earlier
post on the boards, we wanted to appeal to as many players as we could.
Old Ultima fans, new Ultima fans... there was no reason to exclude anyone.
:)
Jerrith - *drbob* I'm in the uk and
I registered my US dragon edition electronically (via internet) - can
I expect the new cd?
CapnBill - Honestly, we don't know
for sure....
CapnBill - I think EA support would
be able to answer that, but not until the mail-out actually starts...sorry!
Cynthe - All registered users will
receive the CD, but those not in North America may need to register by
regular mail.
Cynthe - Those who live in countries
that aren't listed can register by simply writing in their correct information
and sending it in.
Jerrith - *KolathDragon* Why was the
3D engine deemed important enough to sacrifice NPC scheduling, the original
plot, and other important items that most people feel made Ultimas Ultima-ish?
Cynthe - Richard has always wanted
to present a seamless virtual world that you can actually feel like you're
living in.
CapnBill - Well, the 3D engine is
a free-form engine, unlike a lot of our competitors.
CapnBill - A huge amount of dev time
was spent just getting it to perform acceptably
CapnBill - (and we're still working
on tuning that in the patches)
CapnBill - This meant there wasn't
as much dev time for NPC schedules as we needed
CapnBill - We made feature-vs-time-vs-performance
trade-offs every day, tough decisions
Cynthe - The immersiveness was his
absolute first priority, and that sometimes meant that other things had
to be sacrificed.
CapnBill - NPC schedules were part
of the design from the beginning; but to actually get the debugged would
have taken a few more months.
CapnBill - As for the plot, that element
wasn't affected by the engine decisions..
CapnBill - That was a separate decision.
RG felt the current plot is superior to the original one.
Jerrith - *Terilem* Is it at all possible
to convince RG to let you guys put in some form of explanation of what
happened to the companions after SI?
Cynthe - Richard is satisfied with
the plot that was presented in Ascension, and there won't be any additional
backstory added.
Jerrith - *Fireball* Are we going
to have to restart the game to enjoy most of the fixes of Patch 3?
CapnBill - No, wherever possible,
we've made changes only in the code; this means that they apply as soon
as you run the new EXE.
CapnBill - Some changes required map
changes; for example, we made a change to a lift in Yew that made it more
reliable, and you'd have to restart the game to get that change. But that
change isn't required to finish the game.
CapnBill - Very few changes were made
to the map, mostly just the code.
Jerrith - *Honest_Dragon* A favorite
question for Yavn: Why is Gwenno such a wuss?
Yavn - Everyone was effected differently
by the columns, in the case of Gwenno, she bacame a wuss!
Jerrith - *Darksharp* Another question:
Why does the Avatar continually whistle and clear his throat....he seems
to do this in the heat of battle quite often which really brings down
the immersiveness. Is there a fix for this in Patch3? Or does this work
as intended?
CapnBill - No, this is a bug.
Audball - What? *cough* You don't
like the Avatar *sneeze* doing those things? *scratch* Heh, we'll look
into it.
CapnBill - We're actually looking
at that more--we hate it too.
Jerrith - *Pyro* will there be improvements
in the way that the game engine loads the world? I have heard it runs
faster on dual hard drive systems than on single hard drive systems.
CapnBill - Ascension's continuous
world environment is its blessing & its curse.
CapnBill - We've made some caching
changes that improved performance, but didn't make any major architectural
changes
CapnBill - Yes, it's true, the game
runs better on a two-drive system. Disk I/O is not our friend.
Jerrith - *drbob* Will there be a
fix for the (all too tempting) potions bug (as in they work indefinately
if you drink one save then reload before the potion has run out)?
CapnBill - Hmm, we didn't find that
one....we'll fix it now though! Thanks!
Cynthe - There goes another exploit...
*hehe*
Jerrith - *Raz* do you drink out of
pint glasses that have an origin logo on them with 'we create worlds'
?
Cynthe - As often as possible. :)
Yavn - I do, and the EA ones also!
CapnBill - Hey, I use a two-pint glass!
Bassanio - yup I love mine :)
Spectra - I have a whole set!
Yavn - Bill has one for each hand!
Trellek - I drink tea by the cup.
What would I do with a pint glass?
Jerrith - *Airhed* Are there any plans
to either a)Implement U9's (tweaked) innovative engine in future Origin
games (AKA UO2) or b)Sell the engine to third-party developers for use
in 3-d RPGs?
CapnBill - Nope, no plans to re-use
the engine in-house. But, we've had some nybbles on possibly external
use of it.
CapnBill - Also, the dev team is rolling
over onto "X", and we'll no doubt use our U9 experience & knowledge, if
not the actualy code.
Jerrith - *VolatiosDragon* Will problems
in enemy AI be fixed? Ie, will I be able to shoot a bandit before his
dialogue takes place, or will my arrows still bounce harmlessly off his
plot-armor, keeping me from saving the damsel in distress?
Audball - We found it quite desireable
to exclude the Avatar from combat while in conversations (it's not fun
to die while your talking... it's just rude, ya know?). The way the code
was written, it affects any combatant in conversation. We'll ponder whether
it's actually beneficial to exclude other NPCs from the this feature,
but I don't personally think it's a big enough issue to worry about.
Jerrith - *Starless* What is happening
with the possible Ultima IV remake with the Ascension engine Richard was
talking about not that long ago?
Yavn - It's something that would be
nice to do, in house, or out. For now we have no emediate plans to do
so.
Jerrith - *daWraith* Why the massive
re-org of the continent? Wrong is in the "wrong" spot, as well as Empath
Abbey... What are the ruins NE of Yew?
Nimrond - Most of these decisions
came from the need to spread things out nicely in the smaller world space.
I know there were some game-flow and plot issues as well, but there were
just as many changes made for the sake of beauty. The ruins you are referring
to were simply points of visual interest.
Cynthe - By the way, I'd like to introduce
Nimrond, our lead artis :)
Cynthe - er artist
Jerrith - *Batfink* What was the lowest
point in UIX's development? The "arrgh how are we going to carry on" point?
CapnBill - Several come to mind, actually;
the worst was in November of 98...
CapnBill - We'd undertaken the rewrite
of most of the engine, starting in June.
CapnBill - I underestimated the required
time, by at least 4 months.
CapnBill - So, when RIchard & our
other executives had to give a formal presentation on U9 to EA, in California,....
CapnBill - they had a >>very<<
broken version of the game to take with them.
CapnBill - We slaved for many long
hours, many weekends, and many all-nighters to make it...not suck...
CapnBill - and we just barely DIDN'T
pull it together.
Yavn - Yes, we all spent 40+ hours
straight working before that meeting....
CapnBill - The presentation was...not
well received. The programming team had let every one down, we felt.
CapnBill - We felt really bad, really
bad.
Trellek - I'd have to concur, that
was probably the lowest moment in the project.
CapnBill - SO, the pressure was cranked
up after that; and soon after, things did fall into place, and the engine
came together.
CapnBill - The result is something
we're really proud of (minus bugs!)
CapnBill - But, the pressure was extreme,
and did not let up after that.
CapnBill - Moral: DO NOT ADD ENTIRE
NEW SUBSYSTEMS TO YOUR ENGINE THE NIGHT BEFORE A BIG DEMO!!! Especially
a 2AM!!
Jerrith - *Airhed* Nimrond: What part
of U9 do find the most visually appealing? Did you put together the sunrise
and sunset sequences?
Nimrond - I sure did! Cap'n Bill,
myself and the other artists were quite proud of the day, night, sunrise
cycle. We worked very hard together to pull that off with the right lighting,
painted sky and other special effects. That is one of my most favorite
pastimes,... just watching the sun rise or set in Britannia!
Jerrith - *PolarisDragon1* The TNT
vs TNT2 numbers CapnBill posted seem odd, TNT is very close to TNT2 performance.
Could that be a Nvidia driver issue or is the P350 test system the bottleneck?
Spectra - Much of that speed is determined
by the system itself, as the game does not usually push most modern cards
to their limits.
Spectra - One of the biggest speed
factors for the cards is how they handle their textures.
Spectra - Since the TNT and TNT2 have
very similar architectures, there isn't that much of a difference.
Spectra - You will notice a big difference
based on the amount of memory on the card for textures.
Spectra - You will also see an improvement
at higher resolutions with the TNT2 because of its higher fill rate.
Spectra - And, as always, the drivers
have a lot to do with that.
Spectra - Under directx7, we had nearly
a 20% speed improvement on the TNT2 by switching from the Detonator 2.08
drivers to the Detonator 3.53 drivers. Fairly noticeable.
CapnBill - Hey, all, I have to go--it's
been a lot of fun--thanks for showing up! Bye!
Jerrith - *VolatiosDragon* Massive
applause to Nimrond on the artwork - the game is visually specatacular
and I'm playing mostly to explore right now. One question: With New Magincia
spontaneously having crystal towers, were there any other times where
you considered an interesting new look for, say, Britain, but withdrew
it?
Nimrond - We played around with alot
of new looks,... and pretty much ended up using them all. I was carefull
to stick with alot of tradition , but was also given alot of free reign.
Nothing really ended up on the cutting floor.
Jerrith - *Crom* This question goes
to the Artists, This may sound like a stupid question but I am wondering.
Is the art in the game drawn directly on the computer or is done on canvas
or paper then scanned in? Either way I am so impressed with the beautiful
artwork I think some of it is museum quality!
Nimrond - We created most of the art
in LightWave and Photoshop. We scanned alot of stuff in , altering it
for our needs, but a great deal was hand-drawn. Thanks for the compliments
!
Jerrith - *pdragon79* Lets say there
is an Add-on, will issues such as how the companions returned... old items
(shade blade for example) return? I really do miss the mage bane. and
how bout more side quests? Is this a possiblility?
Bassanio - there are no plans currently
for addons, but you never know what the future will hold :)
Jerrith - *Asmo|Work* "I LOVE the
movie quality in Ascension, was it produced by the same team that did
the Ultima Online Intro movie, and will they be asked again to do more
movies in the future?" Thanks.
Nimrond - The flics were a combination
of in-house artists and several out-of-house sources, pretty common for
this type of stuff.. but , yeah, we intend to use most of thos guys for
future work..
Jerrith - *Starless* What was the
definitive point that made you decide to choose slot-based inventory over
the weight-based inventory system?
Yavn - After playing previous Ultima
games, we felt that it was easier to find objects in slots. As for the
weight, we had a lot of debates on that, and we voted to simplfy the system,
and remove weight.
Yavn - We had a lot of debates on
this issue.
Jerrith - *Airhed* What specific food
is used most at the office on those long nights? :)
Audball - Spectra likes lunchables
;-)
Trellek - Peanuts. Raisins. Popcorn.
Stuff like that.
Bassanio - shiner (beer)
Yavn - Pizza mostly, although we ate
anything that was delivered!
Trellek - (The gerbils love raisins
too!)
Spectra - Hey, they're the only thing
around at 3:00 am, and they go well with beer. Kinda.
Audball - Caffeine was the all-important
ingredient for us programmers though.
supra - And anything that comes out
of a vending machine.
Nimrond - and my flying squirrel loves
people's fingers !
* Audball would have gladly used a caffeine I.V.
setup if available *
Bassanio - barbeque was a favorite
:)
Spectra - Chocolate covered espresso
beans were a real savior towards the end.
Cynthe - Rice crispy treats. :)
Nimrond - Chinese take-out !
Audball - yeah, and Trellek's wonderfull
candy/chocolate bowl!
Jerrith - The Ultima Ascension DevTeam
and the Stratics staff would like to thank you for attending this special
House of Commons session. The log will be posted somewhere either tonight
or tommorow.
Cynthe - Thank you all for coming!!
Nimrond - It was nice talking to everybody
! See ya later ! Have fun !
* Audball echoes Minrond's sentiments *
Trellek - It was lots of fun. See
you again some time!
Yavn - Thanks everyone!
Audball - g'nite all
Bassanio - Thanks everyone!!
Bassanio - nite!!
Prescient_Dragon - Thanx for coming
OSI guys! :)
Spectra - Good Night!.