| | Time Table for completing Project: Mobius | |
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Don Punch Admin


Number of posts: 1191 Age: 32 Location: Texas, USA Reputation: 28 Points: 420 Registration date: 2008-07-01
Character sheet Hmm whats this now: Cruisin' down the street in my '64
 | Subject: Time Table for completing Project: Mobius Thu Aug 28, 2008 11:06 pm | |
| This is a simple rundown of the time remaining befor the release date.
All times are GMT -6 ( Central Standard Time US)
73 hours out / 3 days ( time of post )
-all Dev Team needs to review their sections to see projects still needing completion
48 Hours out / 2 days
- Mapping should be close to finished - all Textures, sounds, art, should be turned in
36 hours out
- RP laws should be well underway - RP senarios should start to be constructed - All dev team planing on playing should apply for leadership roles to get RP off to a stronge start
24 hours out / 1 day
- All mapping should be completed - a full day of beta testing to find all bugs, brush errors, and texture mis-alignments - All RP forums threads needed for start should be completed - Have a good idea about who admins will be - All required player models need to be ready
12 hours out
- Begin coding plugins, and properties - Compile joblist into plugins - Setup all SQL Tables - Configure any 3rd party plug-ins
6 Hours out
- Compile maps for grande opening - All models need to be turned in - Begin animating new weapon ( staff only, bow is already animated ) - Create a thread with Introduction to Mobius in the Senario section
1 hour out
- All Dev Team and TSRP admins be on forums and in servers ready for launch - Contact all the ppl you know about the upcoming launch.
30 mins out
- All Plugins, and sql tables should be ready - All TSRP admins check their access levels and commands - Final test to check all doors for proper coding and job association
5 mins out
- Restart servers, and get to your pre assigned area's - make sure all doors that should be closed/locked are
Huzzaaaa lets do this shit! _________________  |
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Jimbolias Member

Number of posts: 62 Reputation: 0 Points: 0 Registration date: 2008-08-19
 | Subject: Re: Time Table for completing Project: Mobius Thu Aug 28, 2008 11:46 pm | |
| This made me pretty excited. |
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Don Punch Admin


Number of posts: 1191 Age: 32 Location: Texas, USA Reputation: 28 Points: 420 Registration date: 2008-07-01
Character sheet Hmm whats this now: Cruisin' down the street in my '64
 | Subject: Re: Time Table for completing Project: Mobius Sun Aug 31, 2008 4:45 am | |
| Keep this within the Dev Team and Admin staff, but there is a situation... lol
Ok, its not a deal breaker here, but it is gonna require me to redo the E'Newa side.
Not completely, but I will have to redo it, like I had to redo the moonbase a long time ago.
I have reached the deadly error while compiling of MAX_MAP_CLIPNODES, which means I have to make some changes. I know excatlly how to fix it, and I can make it compile just by tweaking the compiler, but I am already reaching this error befor adding anything new to the ENewa side.
So, that being said, I will make an announcement tomorrow, letting people know it will be another 24-48 hours.
It's kinda funny this happened when it did, because I was talking to Jimbo about a great idea I had for the E'Newa side, and now this will give me the oppourtunity to do it. I am thinking of making it a tree village. To do that, I would have to remove the mountain/caves.... With the error I got, they are comming out anyways, no 2 ways around it.
Since there is not a huge flocking of applications to the E'Newa so far anyways, it will be ok to reduce the size of the village.
I guess what I am tring to say is... Mobius will be delayed a couple days. I will still be spending every moment I have until it is ready.
Once again, KEEP THIS WITHIN THE DEV TEAM AND ADMIN GROUP. _________________  |
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chilled Enforcer Admin

Number of posts: 96 Location: Melbourne / Australia Reputation: 0 Points: 1 Registration date: 2008-07-06
Character sheet Hmm whats this now: a vcr floating in mid air?
 | Subject: Re: Time Table for completing Project: Mobius Sun Aug 31, 2008 6:17 am | |
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HoltK God amoungst Men


Number of posts: 287 Age: 21 Location: Kenosha, Wisconsin, USA Reputation: 0 Points: 4 Registration date: 2008-07-01
Character sheet Hmm whats this now: Lulz No clue!
 | Subject: Re: Time Table for completing Project: Mobius Sun Aug 31, 2008 11:29 am | |
| Dont worry, we can keep the champagne in the fridge a little longer. _________________ | Quote: | In-game Name: Roman Vanssil SteamID: STEAM_0:1:7955644 Job: N/A Preferred Weapon(s): N/A |
 ^By Target/Echo "Kill the Mutant, Burn the Heretic, Purge the Unclean." |
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Don Punch Admin


Number of posts: 1191 Age: 32 Location: Texas, USA Reputation: 28 Points: 420 Registration date: 2008-07-01
Character sheet Hmm whats this now: Cruisin' down the street in my '64
 | Subject: Re: Time Table for completing Project: Mobius Tue Sep 02, 2008 7:42 pm | |
| Hmm, well I am just tryinhg to get it to compile now. I am slowly stripping things away to get it all to fit.
So far i have removed.....
The Large building on the Enewa side The entire subway
lol
I am working on finding a way to get it compiled without removing any main strutures.
I guess if there isnt a train, the stations can be removed too, but i still think they should be there to act as a buffer between cities _________________  |
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chilled Enforcer Admin

Number of posts: 96 Location: Melbourne / Australia Reputation: 0 Points: 1 Registration date: 2008-07-06
Character sheet Hmm whats this now: a vcr floating in mid air?
 | Subject: Re: Time Table for completing Project: Mobius Wed Sep 03, 2008 12:02 am | |
| No trains?aww was looking forward to those. If it's gotta be done it's gotta be done  |
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NicoK Member


Number of posts: 60 Age: 23 Location: Teh Internets Reputation: 0 Points: 0 Registration date: 2008-08-27
Character sheet Hmm whats this now: , 10 dead babys you say?
 | Subject: Re: Time Table for completing Project: Mobius Wed Sep 03, 2008 12:50 am | |
| The train was fun  |
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chilled Enforcer Admin

Number of posts: 96 Location: Melbourne / Australia Reputation: 0 Points: 1 Registration date: 2008-07-06
Character sheet Hmm whats this now: a vcr floating in mid air?
 | Subject: Re: Time Table for completing Project: Mobius Wed Sep 03, 2008 2:00 am | |
| I know lol. I think I'm going to go cry. |
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Don Punch Admin


Number of posts: 1191 Age: 32 Location: Texas, USA Reputation: 28 Points: 420 Registration date: 2008-07-01
Character sheet Hmm whats this now: Cruisin' down the street in my '64
 | Subject: Re: Time Table for completing Project: Mobius Wed Sep 03, 2008 12:45 pm | |
| I know, the hardest thing about making maps this big is deciding what to remove when the time comes _________________  |
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chilled Enforcer Admin

Number of posts: 96 Location: Melbourne / Australia Reputation: 0 Points: 1 Registration date: 2008-07-06
Character sheet Hmm whats this now: a vcr floating in mid air?
 | Subject: Re: Time Table for completing Project: Mobius Wed Sep 03, 2008 3:51 pm | |
| I did like the idea of the train station that has a gate than can lock people out. We could have a gatekeeper that allows or throws people out. The gate would be on automatically open when the server first loaded, but when the gatekeeper gets on he can control it?
edit: also i get home about 10 minutes before the launch just to let you know. |
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Don Punch Admin


Number of posts: 1191 Age: 32 Location: Texas, USA Reputation: 28 Points: 420 Registration date: 2008-07-01
Character sheet Hmm whats this now: Cruisin' down the street in my '64
 | Subject: Re: Time Table for completing Project: Mobius Tue Sep 16, 2008 9:33 pm | |
| | Quote: | 36 hours out
- RP laws should be well underway - RP senarios should start to be constructed
24 hours out / 1 day
- All mapping should be completed - a part day of beta testing to find all bugs, brush errors, and texture mis-alignments
- All RP forums threads needed for start should be completed - Have a good idea about who admins will be - All required player models need to be ready
12 hours out
- Begin coding plugins, and properties - Compile joblist into plugins - Setup all SQL Tables - Configure any 3rd party plug-ins
6 Hours out
- Compile maps for grande opening
- All models need to be turned in - Begin animating new weapon ( staff only, bow is already animated )
- Create a thread with Introduction to Mobius in the Senario section
1 hour out
- All Dev Team and TSRP admins be on forums and in servers ready for launch - Contact all the ppl you know about the upcoming launch.
30 mins out
- All Plugins, and sql tables should be ready - All TSRP admins check their access levels and commands - Final test to check all doors for proper coding and job association
5 mins out
- Restart servers, and get to your pre assigned area's - make sure all doors that should be closed/locked are
Huzzaaaa lets do this shit! |
Updated and Timer started ( not the timer for launch, but yea, pretty much )
We are closer to the 24 hour mark than the 36 hour mark now. hopping to have it released around noon - 5pm_________________  |
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Mr. Elmos Enforcer Admin


Number of posts: 362 Age: 18 Location: California, USA Reputation: 4 Points: 48 Registration date: 2008-07-31
Character sheet Hmm whats this now: : "I believe it is an old Wooden ship used in World War 1..."
 | Subject: Re: Time Table for completing Project: Mobius Wed Sep 17, 2008 1:10 am | |
| Lets do this chum, LEEEEEEEEEEEEEEEEEERRRRRRRRRRRRRRRRRRROOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOYYYYYYYYYYYYYYYYYYYYYYYYYY JJJJJJJJJJJJJJJJJJJJJJJJEEEEEEEEEEEEEEEEEEEEEEENNNNNNNNNNNNNNNNNNNNNNKIIIIIIIIIIIIIIIIINNNNNNNNNNNSSSSSSS |
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Wake N' Bake God amoungst Men


Number of posts: 412 Age: 23 Location: California, USA Reputation: 0 Points: 18 Registration date: 2008-07-31
Character sheet Hmm whats this now: Purple Ate Sandals!!! Yay!!!
 | Subject: Re: Time Table for completing Project: Mobius Wed Sep 17, 2008 11:53 am | |
| You can cut the anticipation with a billy club ;-) |
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| | Time Table for completing Project: Mobius | |
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