Will the mission editor not be broken like it was in The@Team?
It wasn't broken, I just didn't include it.
I actually posted a link to it a bit after releasing The @Team.
Just wondering, Have you gotten/created a soundtrack for this game yet?
I have someone lined up right now, but it may not be in for a while.
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Just to give you guys an update, I have the beta working on both Linux & pc, through steam. This was fun to do, and by fun I mean not fun but thankfully I just have to make the build scripts once then I never have to think about them again.
Now I just need to fix some cross play issues, finish organizing the steam depots the correct way to prevent extra downloads, and remove any content that is not mine.
I also may have to redo the method that characters are sent over the network as it seems there's some issues sending from linux to steam.
Then after I acquire a mac I get to port the game to mac :D
Again, the great thing about all this initial porting is that once it's done I don't have to really mess with it in the future as long as I keep my programming consistent.
Edit: Also Linux is case sensitive in torque script with some methods, that is fun. Thankfully I kept pretty consistent since I'm used to working with c++.
Edit2: And I fixed the bug that was preventing cross platform play, now for the least exciting screenshot ever.
Rogue is hosting on linux, and my zoidberg is playing on windows.