What's up with iNvasionworks?

killer tomato
04-23-2005, 04:56 AM
For a long time now, the invasionworks' website (http://www.invasionworks.com/) has been semi-down.
What's up with this talented team? Why is it that their site has been un-updated for so long? How is their Green-light mod?

Does anyone know?

killer tomato
04-23-2005, 09:45 AM
So I guess just noone knows?

04-23-2005, 02:03 PM
the site seems to be working. Check out their message boards.

04-23-2005, 02:16 PM
Its up, it hasnt been updated, because there is nothing new.

killer tomato
04-23-2005, 03:21 PM
The messageboards are up indeed, but when I try to download their maps, I get broken links and not-working images.

It seems the site has only been uploaded for a part... :rolleyes:

04-24-2005, 01:52 AM
All the people that did dod stuff arent on inw anymore.... except hk and andy.. but i dont even know if they are still active and online etc..

IR quit, I quit, Fuzzdad quit, Wizzard disappeared :P

I dunno but they seem dead to me (even if they say they're not).

04-24-2005, 03:49 AM
iNw always sticks to me as a 3.1b era job and that's about it. At least, something from the beta days that you can still sort of see.

killer tomato
04-24-2005, 04:37 AM
What a shame... :(

04-24-2005, 11:13 PM
Indeed. Wierd. Didn't they have that "Stand Alone" Mod ( or something ) that they were working on ?

04-24-2005, 11:38 PM
I remember the peak of iNw, they had the best mappers and the best texture artists and they were all cool and I used to hand out in their irc channel all the time.

This was all pre retail though. Hell, pre 1.3b even.

04-25-2005, 12:51 AM
Yeah, I seem to remember that I came on the scene just when their heyday was ending, and that was around 1.3 - 2.0.

04-26-2005, 04:15 PM
I think they're still at it...although the recent change to a different engine on Garage Games will take time (some new shader-based engine). It's a project that started out w/best intentions but as with all groups people come and go and sometimes it works and sometimes it doesn't. I think the base work that's been done is excellent and even if they don't ever put out a finished product the work that's done probably helped the original creators w/their resumes.

iNw always had a tumultuous path...the very first engine that they were supposed to use turned out to be a fake (I think he used original screen shots from the company that went on to build FarCry and passed it on as "his" code). As with all groups they went through dissention and change and some people got real gaming jobs that took them away from the group. I left because I was so heavily invested in DoD I couldn't spend time in both worlds and when push came to shove I chose DoD.

As with all things there's a lifecycle...this one's close to being over unless someone pumps new life into it. I hope someone does...it would be a shame not to see this work continued.

04-26-2005, 04:30 PM
errr ... Did FuzzDad's post make any sense to anyone?

04-26-2005, 04:32 PM
Made perfect sense to me.

killer tomato
04-26-2005, 05:21 PM
Originally posted by haircut
errr ... Did FuzzDad's post make any sense to anyone?

Yep :)

04-26-2005, 08:08 PM
Originally posted by haircut
errr ... Did FuzzDad's post make any sense to anyone?

Perhaps the LSD flashback I had while writing it got in the way?

Actually...go back and read it again:

Para 1: They recently said they are changing the gaming engine (that usually means a lot of new coding is required). They've done a lot of good work but...
Para 2: ...there were a lot of "issues" in the past that kept the team from staying together (some personal and some just timing)...
Para 3: ...and it's probably going to languish unless almost full-time help shows up (which I hope happens).

It did get farther along than most home-grown products but with the glut of WW2 games and the constant shuffling of team members it's really hard to stay the course.

04-26-2005, 08:19 PM
AFAIK the torque shader engine is simply an addon to the original engine that enables the use of shaders etc.. so its not like they have to redo every single thing and learn a whole new toolset and port everything over.

That would be kinda stupid after 3 years of work too...

04-26-2005, 09:09 PM
I think the main reason for the pause, which they have stated in a priv forum, TSE is in a sorta beta stage now, it isnt finished, they can play with it but its still pretty buggy, you can check the garagegames site on that, Until TSE is final they arent gona be able to do much, release wise.

04-27-2005, 04:44 AM
Torque shmork. Cool engine but weakly supported, and a tiny community to support it, with even tinier amounts of developer tools.

Wouldnt be worth the time or investment in man hours anyways. The torque engine is inherintly flawed and no where near as nice as hl2, Unreal Tournament, the list could go on. Large scale environments....blah, over 95% is wasted and unused, so whats the point?

The Smartest thing to do is cut your years of loss with no mod what-so-ever and try to slap a HL2 mod together, in the weak, but probably futile attempt to release something besides a weapon render.

Either that or try and merge with another mod and combine your content for a game that is probably similar to your original goal....a ww2 game with vehicles.

This mod has suffered the same fate many before and many after will share.

killer tomato
04-27-2005, 05:14 AM
That's the rational way of looking at it, yes.

On the other hand...

The team has put alot of effort in the things they allready made. The concept is great and they have really come a long way.
Wouldn't it be a shame to just throw away Green Light and to start all over again? The HL2 engine is good, but aren't there alot of WW2 MODmakers allready?

Besides, if I'm not mistaken, this engine of theirs doesn't cost money. It's a free standalone game. HL2 on the other hand isn't free...

Maybe it's just me, but I don't really care if the engine is a bit older then the rest. Things I find important are gameplay, atmosphere and creativity. That's why I started playing DoD in the first place. DoD hasn't a new engine, yet I plan to play DoD 1.3 for a long time after the release of HL2.

I just hope Green Light will be finished.


04-27-2005, 06:42 AM
in all honesty, the amount of stuff they set out to make couldnt be created by a professional development team in less than 5 years.

Its either gonna be a reaaaally cut down version of what they initially planned or nothing at all...

And this whole TSE thing sounds like a bit of a lame excuse to me, cause they were just as non-productive/slow before their proclaimed engine switch.

And killer tomato, the torque engine license is $100 per programmer (at least it used to be that much).

killer tomato
04-27-2005, 07:41 AM

That's just too bad then. I thought that if they allready betatested, GL should be close to a release. Aparently not.

And yes, the torque SDK still costs 100 USd, but I thought the 'GLplayers' woulnd't had to pay for the game. As their site states: GL should be released as a free download.

I'll go with the cutdown version anyway. If it ever gets released...


04-27-2005, 11:24 AM
i was a beta tester for the invasionworks game thingo~ was a while ago tho. I was accepted as 1 of 150 i think and that was the last i heard of it :/

04-27-2005, 12:04 PM
I just hope they stick to it...at least that way the dedicated guys get experience and if they are any good at all someone will notice. The model work has been excellent and the original maps had promise.

killer tomato
04-27-2005, 03:10 PM
Heh :rolleyes:


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