Hello Mark,

Hopefully this will help clear up any confusion:

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Suggestions (NEEDS) listed in order of priority as I see it:
1) Multi-player (this should be click together by now! server=on) Priority 1.




This is similar to how it works already. But probably not how your viewing it. By default the server updates each and every entity to the clients. This of course is very problematic as your BPS becomes very high. Multiplayer coding is not neccesarily hard, it's all about managing your code to be optimized as possible. That is why this request is impossible if you want a perfectly optimized click-together multiplayer game. That said, there is also many ways for setting up multiplayer and where you want certain functions to run(server or client). If your serious about coding a multiplayer game be sure to research the logic before attempting to code it.

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2) Modules, not templates. (Add "AI.wdl" here. Select options for AI in player's graphical settings box with checkboxes or dropdown lists.)

3) Basic AI. C'mon, let's see what you guys can do. You must be able to code some basic >USEFUL< AI. (Not just follow, panic, shoot, run to wall, hit wall, hit wall...)






Developing an advanced A.I to fit anyones project would require a fair degree of time; best to code it yourself.

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4) Improve WED. Make levels run faster. If it has a limit with maximum number of objects, by all means, display an error message, but give me the options for removing, hiding or changing the object load order or something. Help me optimize.




If your developing your levels using WEDS basic geometry I wouldn't expect things to run any faster. After all, it uses BSP already, and if developed right, can run quite well. Personally, I think BSP and block geometry as we know it is rather outdated. I'd reccomend creating your levels out of models and doing your lighting via shaders. If your hesitant to use per-pixel lighting, you can still have nice vertex lighting if you model the environments properly. The engine is going to support Octree in the future, this should give the speed of your model based levels quite a boost.

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5) Make WED a GUI editor. Edit the world the way uou view it, in game.





I think something similar is already in development by TripleX.


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