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NormKoger
19 Oct 05, 00:59
I hope this post doesn't violate any local rules. If so, I apologize. I just wanted to take advantage of the opportunity to rein in some of the speculation going on out in wargamerland. What follows is a repost of a note I originally posted to the comp.sys.ibm.pc.games.war-historical newsgroup:

Hello Guys,

It's Norm...

I need to clear few things up. This is going to be a bit long. Bear with me.

Back in my USAF days, I ran a Dungeons & Dragons campaign. Every weekend, a bunch of GI's would get together on SAC hill at Griffiss AFB. We used to play just outside the vault where the 416th Bomb Wing's sealed war orders were kept. My Russian friends would probably be horrified. Our beer was stuck in the snow outside the door to keep it cold. A refrigerator is an optional purchase if you live in upstate New York. If we'd ever suddenly gone "toe to toe with the Ruskies" on a Saturday evening, my friends and I would probably all have ended up behind bars until our various squadron chief NCO's came to round us up. It was a strange time and place. One evening, in part to cover a small oversight in an area of one of my scenarios that my fearless adventurers were wandering through, I spontaneously dropped a little detail in the description of a door. I mentioned a handprint. Just a little thing, it seemed. Then I sat back and watched in wonder as the players began speculating on the meaning of the handprint (there wasn't any - it was just a handprint). Within ten minutes, this normally stable, sane group of people had concocted a complete mythology about "Demons from Space" who were now after them. (No drugs were involved. This was one of the most secure locations in the United States after all, and we weren't that crazy.) Like any good DM, all I did through this was smile enigmatically while contemplating the dynamics of a group mentality. From time to time for months thereafter, totally unrelated things would spark new speculation about the Demons from Space whenever we played.

Hey, SAC hill guys. You were a great group. But there never were any Demons from Space, and they certainly weren't after you.

I have not been posting much here over the last couple of years. It's not that I haven't wanted to. Long timers here know that Norm does like to talk... But while I have been working, some of the critical details regarding the results of my work have been up in the air. How would my next game be published? Who would be involved? I couldn't say, because nothing was nailed down. Most of the last couple of years, I've been in an "if you build it, they will come" mode. I really don't worry about finding a publisher these days, and I'm more concerned about getting things right than hitting a deadline. I've been playing with my friends, and taking pains to avoid saying or doing anything that could burn bridges I might later need. (I do try to do that, even if I don't always succeed.) So I couldn't post much regarding the things gamers most wanted to know about what I've been doing. Things have been happening. Youbetcha. I just didn't feel I could talk about them.

A few weeks ago David Heath called, informing me of his plans for the Take-2 game properties and asking if I'd mind helping out in the transition for TOAW. He graciously offered to provide support if I wanted to resume serious development on the title, but I had to decline. I appreciated the offer. But I'm just not in the position to handle it right now. TOAW "Classic", as I've come to think of it, was my baby. I'd love to see it still in circulation. So I agreed to assist, with some pretty serious constraints. David asked if he could mention my agreement to assist, and I said yes. Why not?

Being a bit snowed under right now, I didn't make any public comments of my own - even though I was encouraged to do so. In retrospect, that may have been a mistake. Remember that handprint on the door? "Demons from Space": all it takes is a bit of silence. The enigmatic smile is apparently unnecessary. It was funny 25 years ago. Now I find it may have happened again, and not everyone is amused.

To paraphrase Sigmund Freud, "sometime a handprint on a door is just a handprint on a door."

Here's what's really going on with Norm: The Russo-Japanese title is a real game. It's sharp, I'm proud of it, and it's pretty much ready to go out the door. It has generated very encouraging test feedback from some of the guys associated with the Russo-Japanese War Research Society. Jim Rose (the founder of Talonsoft, and a personal friend) and I will be publishing the game as Storm Eagle Studios. The title is to be "Distant Guns: The Russo-Japanese War at Sea", and it covers the naval battles of 1904-1905 on a tactical level. We plan to follow this title reasonably quickly (not just data and art, considerable additional coding will be required) with WWI and WWII period releases. An operational-campaign element is in the works, on the side, as an eventual add-on. We also have an operational land campaign engine ("project Ivan") at an advanced stage of development. It's nowhere near as ready as the RJW title, but it's coming down the tracks - and while it is quite different in many respects, it could be considered a competitor to Classic TOAW. When the time comes, you can be the judge. Everything I'm doing these days is real-time and 3d based. The same kind of attention to what I consider fundamentals (...if a shell of a certain weight flies in this way, at this velocity, and strikes a target with this amount of armor of this particular type at this point, at this angle, does it penetrate or bounce off? etc...) is there, but now that is accompanied by things like specular lighting considerations and Doppler effects for sounds emitted by moving objects. The engine is designed to work, with variations, for both naval and land games, operational and tactical, or even a mix of the two. This is where ALL of my effort is going right now.

Things might have been different, but the fact of the matter is that I had to move on and I am no longer free to tinker endlessly with TOAW. Even if I were, there would be an obvious conflict of interest considering my newer projects. Does this mean that I'm contradicting the news from Matrix? No, not really. But I do want to tone down some of the speculation other folks seem to be tossing around in the general gaming community. One bout with Demons from Space is enough. I do want to see Matrix succeed with TOAW and the other Take-2 titles they have taken on, and I wish them well. I have agreed to help them to the extent of replacing Talonsoft references in the game with Matrix references, dropping their copy protection into the mix (trivial, it took about 2 minutes), looking at a list of reported issues (no promises on actions - I think everything is OK in 1.07) and answering questions to the limits of my memory if their programmers call. I have a soft spot for TOAW, and would like to see it in good shape when I hand the reins over. I didn't promise the moon. It's been years since I really spent much time in the TOAW code, and to some extent their guys will be on their own when they start doing their own tinkering. I do know that the combat problem spotted in v1.06 was corrected in the v1.07 update (never officially released), and that there was some additional work as well. But for the life of me, even I don't really remember what v1.07 brings to the table over v1.06. I can't find my notes: embarrassing but true. I'm not sure what Matrix' plans are for changes. At a guess, I think they may be replacing some portion of the graphics (not hard, since it's all in bmp format, and potentially rewarding) and flexing their independent programming muscles to do things like expanding the number of events available in the event engine. I also suspect they have some fairly nice new or updated scenarios in mind. I've actually encouraged them to avoid being too ambitious with changes right off the bat. I really do wish them well, but their task won't be easy. Even I don't really know my way around the TOAW code any more.

I've pulled a few comments out of recent postings in this newsgroup for specific responses:

>David Heath confirmed on Matrix's boards that
>Norm Koger is working on TOAW: The
>Matrix Edition...."

Technically true, but it can be interpreted to imply quite a bit more than is actually the case. I've agreed to provide assistance to the extent that it does not impact my other projects in any way. That's mostly a matter of helping them get started (mostly done already) and trying to answer as many questions as I can without spending a bunch of time digging around when they start their own tinkering. I do not currently plan to implement any new features in code.

>I distinctly remember something about Norm Koger
>having a patch for TOAW with new features and
>bug-fixes that was never even released by
>Talonsoft"

True. This was the 1.07 update. It is the basis from which the Matrix guys will be putting together their edition of the game.

>Wait, wait... (sits down and breathes) would this
>mean that SUPPORT FOR TOAW WILL
>RESUME???"

I think so, but it will be on Matrix' shoulders. Some of the guys there are pretty good.

>The latest patch released was 1.06, but that broke
>some features and the wargaming sites I've seen
>recommend sticking with 1.04.

Yep - and that annoyed the Hell out of me. The thing I most wanted done in 1.06 actually broke part of the combat. Fortunately, it was easy to fix once I was made aware of it. The enhanced combat system envisioned for 1.06 works perfectly in 1.07.

>It runs fine under WinXP for me, although some
>people still report problems."

The reported problems have to do with the copy protection system used. I still play the game from time to time, and there are no problems on my system - XP of course. The Korea 50-51 scenario really calls to me. If anything, I can't honestly say for sure now how well the game runs on systems with _earlier_ versions of Windows.

>Norm Koger kept tweaking things in the patches,
>which is nice that he was trying to improve it but
>it played havoc with some of the earlier scenarios.

Unintended consequences: That's one of the reasons I can't really tinker with it any more. I just can't take the time to deal with all the side effects of even the best implemented possible improvements.

>I think it's great that Matrix is doing this. Matrix
>as a publisher sticks it's neck out financially to
>obtain the rights to these games and suffers the
>upfront cost of QA testing and marketing.

I agree, and there's plenty of room in the pool. We're a long way from having too many game buying choices for wargamers, aren't we?

>I wonder what ramifications this has for the
>TOAW improvement Norm K. implied
>were already pretty much in the can?

They weren't so much implied as actually stated, if I remember correctly. V1.07 really is quite good. The last set of changes, working the way they were designed to work, should at last see the light of day. Who knows what the Matrix guys may have in mind for the future? I expect good things from them.

>Hexside rivers en route?

Not from me- too much work. But feel free to lobby Matrix with your favorite wish lists. I think they'd be pleased if you guys respond with a list of wonderful changes to implement.

>HOWEVER, should Norm decide to radically
>improve TOAW (TOAW: The Next Gen,
>chough chough) be assured that I will pay
>full price for it.

Hmmm... Hmmm... Er... Oh... Jeez. There's something called "project Ivan". I wish I could say more... I know: "There's this handprint on the door..."

>Maybe they can get norm koeger out of
>retirement :)

Norm is nowhere near retirement. He's having too much fun to retire.

>Here's hoping, though, that updating
>TOAW doesn't mean RJW stays in a
>vaporware state.

Nope. 1) Distant Guns has absolute priority. 2) I don't really plan to do anything in the way of adding new features to TOAW (though Matrix probably will). 3) Distant Guns was never vaporware, and won't be under wraps much longer.

>BTW will MG publish Norm's long
>awaited RJW now that we're at it?"

No. Jim and I have decided to use it as the lead product for a new company.

That's all guys. Thanks for reading, and thanks for keeping me in mind. I plan to be posting a lot more here in the coming weeks. Look for Stormeaglestudios.com to come on line any day now - if we can just get that stupid text formatting problem in the center column of our style sheet taken care of...

Norm Koger 2.0

JAMiAM
19 Oct 05, 01:11
Norm,

Thanks for the heads up. Your candor is greatly appreciated. At least now, we know better where we stand with respect to further development of "TOAW Classic".

Though I honestly don't find much personal interest in your naval game, I will buy it when it comes out. Lord knows I got my money's worth out of TOAW over the years - ten times over. :thumup:

Siberian HEAT
19 Oct 05, 01:15
Norm,

Let me be the first (uh second now that Jam beat me to it!) to welcome you to our forums and to our community. We'll be anxious to see your new game and secret project when they finally come out of the black ops department! :)

Thanks for passing along this information.

JAMiAM
19 Oct 05, 01:30
LoL Brian, but when I saw that Norm was creating a thread, I was hitting the refresh button every thirty seconds to be first in line... ;)

Norm, like I said, I don't find much interest in battlewagons, etc., but if you were to extend that engine back to ship-of-the-line battles, or better yet pirates, I would be wildly enthusiastic! What I would love to see is a first-person / third-person 3d interactive Pirate RPG, sea-battle game. You know...what Sid Meier *should* have done when he merely slapped a fresh coat of 3d Graphics on his old Pirates! game. Oh...it could have been sooooo much more. :cry:

SgtRock
19 Oct 05, 01:53
Hi Guys

This is what I have been saying all along with the exception of Norm's new new company. I was told this was to remain private until Norm was ready to release it. This should also be noted that the Talonsoft projects are not in anyway going to take away from Norm or anyones main projects. Of course I am very thankful that Norm is helping us in anyway and we do plan to press on with the source code once we get the first version out the door.

David Heath
Matrix Games

Boonierat
19 Oct 05, 02:19
That's all guys. Thanks for reading, and thanks for keeping me in mind.

No danger we forget about you Norm, you're part of Wargaming Hall of Fame now, like it or not :cheeky: Welcome aboard!

Priest
19 Oct 05, 02:43
Well that was a very illuminating post from Norm.

Bloodstar
19 Oct 05, 04:12
I hope this post doesn't violate any local rules. If so, I apologize. I just wanted to take advantage of the opportunity to rein in some of the speculation going on out in wargamerland. What follows is a repost of a note I originally posted to the comp.sys.ibm.pc.games.war-historical newsgroup: CUT

Great reading this Norm. And welcome to the board - it's actually your board :)

Just wanted to thank you for TOAW because I realised much later how great game this is - I realized much later by playing some truly wonderful monster scenarios.
It certanly belongs among Top 10 games of all times, and put your name among names like Sid Meier, John Cutter, Paul Reiche III and other legendary game designers...

Looking forward to your project Ivan and of course Russo-Japanese game. I found ships of that era great beautyes.

Good luck with your new company, I will buy any game you release, first thing that day :)


Mario

L`zard
19 Oct 05, 04:13
No feces, Heat;

Looks like the community/ programers will have MUCH input now, eh?

All of us should be viewing the matrix boards, and doing our input thing!

Brian, I hope that the matrix 'producers' will be listening to you...Your our Boy!

OG Loc
19 Oct 05, 04:14
Welcome to you Norm.
The master is here :cheeky:

L`zard
19 Oct 05, 04:45
Guess we'll be learning about the 'new' ToaW from Brian 'Siberian Heat', from now on, eh?

Now the 'heat' is really on, lol~

Sheik Yerbouti
19 Oct 05, 12:35
Norm was here. I'm speechless. :eek:

Currahee
19 Oct 05, 13:31
Thanks for that, Norm, and we wish you the best in all those endeavors. Let me know if you need a set of Action Stations 5 1/2 inch floppies, rule book, and all patches extant before the IP rights went ethereal. No Matrix came to bail it out, so now it's up to you to resurrect Surface Naval Combat.

Jim H. Moreno
19 Oct 05, 15:54
Damn fine post! Thank you Mr. Koger for the S-2 & rumor control, and I sure hope you stop in more often as your schedule permits.

ER_Chaser
19 Oct 05, 15:59
With a bonehead stubborn as mine, Norm, your majesty, can you make new TOAW a WEGO system ? :p ... :blush:

Hellfish6
19 Oct 05, 16:15
3D operational level wargame... *drool*

Nice to hear from you, Norm. :)

Dicke Bertha
20 Oct 05, 12:32
Norm was here. I'm speechless. :eek:

Ditto that, thank God for the keyboard. :)

I think the obvious thing to do is to NOT buy any more games from the Chosen One, so as to force him back to his divine creation... ;)

And btw he owes me several years of my life! :laugh:

Lempereur1
20 Oct 05, 22:27
Gentleman,
The boys are back in town!

The Storm Eagle has arrived! :cheeky:

Norm & Jim

http://www.stormeaglestudios.com

Bloodstar
21 Oct 05, 03:14
Gentleman,
The boys are back in town!

The Storm Eagle has arrived! :cheeky:

Norm & Jim

http://www.stormeaglestudios.com


Great news, thank you!
:D


Mario

L`zard
21 Oct 05, 03:41
A site worth watching, eh?

Got my short-cut installed, lol!

laszlo.nemedi
22 Oct 05, 01:51
Norm,

there are no words to say thank you for the game (TOAW). It IS the game I ever wanted to play! Any game you will show me/us I will buy (as Jamiam said not for THAT game but because of TOAW).

NormKoger
07 Nov 05, 16:29
Hello Guys,

A quick update…

I’ve wrapped up my work on the Matrix Edition of TOAW. The files were transmitted today. As mentioned before, my contribution was pretty much limited to fixing a number of obscure bugs (things like eccentricities in movement of helicopter units when entrained, a crash in the editor scenario text dump feature when certain scenarios were dumped, etc.) and changing a few strings and registry keys to Matrix specified values. Basically, it’s a somewhat cleaned up version of the 1.07 update. “TOAW classic” is in their hands now. Let’s see what they do with it.

On another note, the RJW game is looking better every day. The final sound files were dropped in late last week, and I spent some time working on the water surface effects over the weekend. That’s pretty much final, so the thing is waiting by the door – trying to get out. It’s getting hard finding excuses not to release :)

Norm

Mantis
07 Nov 05, 17:08
Great to hear, Norm! (I'd challenge you to a game of Europe Aflame on CoW if I knew you weren't so busy ;) )

Are you able to give us a rough idea on a release date for RJW? I know that many of us are eagerly anticipating this one. (Are publishing details finalized?)

Stauffenberg
08 Nov 05, 16:17
I've agreed to provide assistance to the extent that it does not impact my other projects in any way. That's mostly a matter of helping them get started (mostly done already) and trying to answer as many questions as I can without spending a bunch of time digging around when they start their own tinkering. I do not currently plan to implement any new features in code.

Norm Koger 2.0

Norm,

I'll echo the sentiments on this thread and say I'm very pleased to see you involved again with TOAW. My group is putting together a fine representation of quality scenarios to be included with the first Matrix-TOAW release. It is our hope, and the community's, that this ongoing rejeuvenation of the system will draw in ever more players, researchers, and designers, into what is already a vibrant community.

I therefore appreciate your use of the qualifier "currently" in the last sentence above. Who knows what the future will bring yes? :)

All the best and thanks again.

Daniel Mc Bride

Veers
21 Dec 07, 04:23
Has anyone hear anything about this 'Project Ivan'?
I just popped over to the Storm Eagle Studio Site, but couldn't find anything on it...

Joao Lima
22 Dec 07, 05:38
Has anyone hear anything about this 'Project Ivan'?
I just popped over to the Storm Eagle Studio Site, but couldn't find anything on it...

By now it has been renamed 'Combined Arms: The Sequel'... :devious:

macgregr
27 Dec 07, 02:25
It's great to hear what Norm thinks. The best part of TOAW is the 90 or so percent that Norm gave it. The changes of yet have been so superficial, I wonder if his personal attention isn't required to really improve it. I was intrigued with 'Distant guns', that he was striving for a more accurate depiction of naval conflict. I can't help but feel that only a fraction of the time that game took would be all it would take to drastically improve the naval combat in TOAW. After all, he is the creator(must sterilize!:shock:) Honestly though, it was his creative energy from the 'game' aspect of TOAW that made it what it is. They can improve the 'computer' aspect all they want. I wont pay a dime more for it.

L`zard
27 Dec 07, 03:29
It's great to hear what Norm thinks. The best part of TOAW is the 90 or so percent that Norm gave it. The changes of yet have been so superficial, I wonder if his personal attention isn't required to really improve it. I was intrigued with 'Distant guns', that he was striving for a more accurate depiction of naval conflict. I can't help but feel that only a fraction of the time that game took would be all it would take to drastically improve the naval combat in TOAW. After all, he is the creator(must sterilize!:shock:) Honestly though, it was his creative energy from the 'game' aspect of TOAW that made it what it is. They can improve the 'computer' aspect all they want. I wont pay a dime more for it.

@macgregr....

Something about the 'time-stamp' comes to mind: Norm's psts in this thread are pretty much ancient history, eh? Attention to the dates...?

This thread is pretty much about Veers having some 'detail' questions, and looking for 'Dinosaur period' replies, LOL!

Personally, I think that Ralph and the ToaD's have done a marvelous job, eh? Don't want to 'pay more', well then, don't!

Norm did some amazing coding, and made a damn good game (back in the day), and...for one reason or the other (do we 'really' need to talk about the copywrite BS from 'way-back' ?) is no longer involved in coding ToaW, eh?

Don't like the fact that 'Matrix' now has the cpw? Sounds like 'ts' to me, as nothing is gonna change the established state of the game, eh?

Your not the only 'pissed off bastard', LOL, but NOTHING, repeat NOTHING will change the state of OUR particular reality. GET OVER IT!

Either get on the bus, or STFU as there is only Matrix, who's prophet is Ralph,
eh?

Are you trying to help? OR are you just throwing crap at the game that many of us are working to improve?

(sorry for the rant, guys.......some things tic me off, eh?)

macgregr
27 Dec 07, 14:00
Though I realize I may sound like a broken record, I'm certainly not going to STFU. Do I bother you? Good. I'm not putting down anything that Matrix has done, it's just not done anything so far that I've requested. And yes, as long as I continue to post, I'm going to remind them of that. I sleep better that way. I'd tell you to STFU but I'm not that weak. I can handle your criticism. I'm afraid abbreviations like 'cpw' and 'ts' mean nothing to me. I didn't check the dates on Norm's posts, for that I apologize. But not my opinion. I thought this was a forum.

Veers
27 Dec 07, 22:42
Now now, boys, play nice, and as long as you state your opinions 'nicely' feel free to do so.
:clown::ar15::clown:

Veers
27 Dec 07, 22:46
By now it has been renamed 'Combined Arms: The Sequel'... :devious:

:laugh::laugh:
...but no real news?

Joao Lima
28 Dec 07, 04:07
:laugh::laugh:
...but no real news?

Other than the odd rumour at some forums nothing. Certainly nothing that would hint that it was a real thing.

Veers
28 Dec 07, 13:20
Other than the odd rumour at some forums nothing. Certainly nothing that would hint that it was a real thing.

Right'o, danke.