Ya man, any help or advice from anyone with experience is much needed and appreciated. We are now working on the console output, but we have a long way to go with the targeting system. One major difference with half life vs quake is we hope to use the mouse for movement input, this requires a new targeting system, and a experienced c++ coder familiar with the game engine.
 Later,
 Che
----- Original Message ----- From: "Matthew T. Atkinson" <[EMAIL PROTECTED]> To: "AGRIP User and Developer discussion list" <[email protected]>
Sent: Tuesday, February 14, 2006 10:12 AM
Subject: Re: [AGRIP-discuss] Another game


As you've now mentioned this on-list, allow me to reiterate what I said
before; I hope that we can collaborate on at least parts of what you are
planning to do (though, as I said in my reply, I'm not sure as to which
level of the engine/gamecode your mod is intended to hook into).

I am sure that we could provide each other with valuable experience,
even if the licences of the projects are not compatible and prevent
sharing of code.

We have started work on a number of external things to the game (such as
the stats system and level editing ideas, based on those offered by
Nolan Darilek from AGDev).  Perhaps there is room to collaborate on
these areas too.

In fact, if you are not already, you might want to become a member of
AGDev to get the opinions of many top AG developers on what you're
planning to do.

Best of luck with it, anyway; it is great to see more of this stuff
happening!

bye just now, best regards,


--
Matthew T. Atkinson <[EMAIL PROTECTED]>

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