Immediate Action Interview
GF: Thanks for doing this interview with Games Fusion.
Matt: No problem
GF: What unique features will your mod have that separates it from the rest?
Matt: The Map Script system will enable you to edit spawn point names, change allowed weapons etc.. This all means that each map can have its own rules, which can lead to interesting stuff. Also the range of weapons we hope to include will please even the fussiest firearms lover.
GF: Will the weapons included in the game have any special features for instance attachable and detachable components such as silencers or scopes?
Matt: We hope to include a range of custom things, including attachable and detachable components, you will have to wait and see ;)
GF: Why are there so many Special Forces style mods for Half-Life?
Matt: There are lots of realistic mods because they are easy to relate too, I personally don’t like running around with a huge rocket launcher, and lasers, I like guns….and lots of them. People usually set out to complete a mod with their own ideas, because of another which they have played didn't play right, or something annoyed them. I have always have liked SF's and UK Army, so I decided to express it in this in IA
GF: If you were confronted with one of the following, which would you, choose? 1) Having sex with a beautiful Blond. 2) Playing a game of Counter-Strike or 3) Rendering the H&K G36c Rifle.
Matt: Grrrr, a tough one. Hmmm….. - H&K, CS or Blonde. I would have to go with the H&K.. No wait! Maybe the blonde, omg. Can I have an easier question?
GF: Most of your weapon models have not been skinned yet since you claim that they are 85% complete. Is this because you simply haven’t updated your screenshots or are you plan and simply lying your arse off?
Matt: Well, we have reached a level where the time consuming parts kick in, we are trying our best to steam through, but believe me, we have a lot more than what is on the page :D
GF: How much sex do you have a week?
Matt: SEX? I don’t have time for sex until IA is complete, there, is that commitment or what? I'm sure the Blonde… (Shit, blondes on the brain) I mean Women would understand ;)
(yeah right :P)
GF: Why have you developed so many weapons for this mod? Do you generally have a gun fetish or do you feel we all have a need to let some lead out of our big huge guns?
Matt: Hahaha, I think it’s a fetish, or JCM is really a team of 50 modeler's. I would like to see who-ever plays IA use their favourite weapon, so we develop a large range, rather than have a select few. Synthetic or Wooden AK anyone???
What the hell, lets put another 50 guns in…..
You can go and request the weapon you want in IA, if we think its appropriate, and have the time its in =D
GF: Are you aiming for the kind of realistic accuracy that pisses so many CS players off?
Matt: Half and Half, we will have "expected" accuracy, but without firing lots of guns we cant get it perfect. Hey! It's only a game. Features like running with guns, jumping with guns, and different fire modes and ammo will all come into play.
GF: Are you having a VIP in the game? And if so can you at least consider putting him on the terrorist side? Please = )
Matt: We have already planned something, that will hopefully even the teams, instead of a whole of another team hunting a single person. Expect some more on that soon…
GF: Some of the maps that will be included in the game are quite dark. Will you be including NV’s in the first release?
Matt: Night vision is a possibility, most of the maps will be recompiled with the new code, and as such will have some "problem" areas with more lights, and only play testing will prove where those areas are.
/me loads up ia_nightsdawn, yay!
GF: Keeping on the subject of dark levels, I personally know some people with graphics card drivers who are able to adjust their gamma in game to compensate for dark environments to simulate daytime conditions. Don’t you think graphics card companies should work more with game developers to combat this problem?
Matt: Yes, that is a big problem, it isn't a cheat, more of an advantage that the other person has over you. The companies can't really do much, its up to the right level, and right amount of light for the maps.
GF: You mentioned on your site that this mod is being developed in a way where it can be easily ported to Team Fortress 2. What do you mean by this and what are you doing to insure that this is the case?
Matt: The structure of the Half-Life code is at a way that it can be ported over to the TF2 engine. This process involves re-coding objects and making them compatible with TF2. I think TF2 will offer IA a lot more, even though HL is a great engine (if a little old). Our expert Coder O-Dog has studied HL code a lot, and is confident he can port Half-Life IA to TF2.
GF: Obviously Team Fortress 2 will offer better capabilities including the use of higher textures on weapon and player models. Do you plan on changing all the textures in one go or will you be doing it bit by bit for future releases?
Matt: Probably bit by bit, due to the large amount of content we will have by then, but we will work our hardest to enrich IA for the players. We will have to see really, we may have a big production team by then, which would cut down the work load.
GF: Quite a lot of Half-Life mods are going to move to Team Fortress 2. What does this mean for Half-Life? Will you have two versions of your mod?
Matt: Yes, hopefully 2 versions of IA will appear, one for HL and the other for TF2.
/me waits for TF2….and waits……and waits :D
GF: And finally when can we expect a release?
Matt: z0n, JCM and the rest of the crew are working really hard right now (thx guys :] ), so I would have to say over the next month, playtesting will begin, and a release soon after.
GF: Thanks for doing this interview with us we wish you the best of luck for the upcoming release of your mod.
Matt: Thanks…. It's been an 'Experience' :)
Posted by LNorton at October 19, 2002 04:55 PM