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Mexicouger Joined: 01 May 2010 Posts: 129 |

Posted: Sat Jun 26, 2010 9:40 pm Post subject: |

Baker, I'm not new As you are implying. I have been modding quake for roughly a year and a half. I am just new in c programming. It is something new for me. I am familiar with qc and mapping and most of quakes graphic files and How quake runs and Reads stuff. But it does seem dumb that I came here to ask a compiler question :/
But hey, I have the Morphball working, So that's what Matters most.

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Sun Jun 27, 2010 3:55 am Post subject: |

i'd like to chime in and say something rude about mexicouger

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Sun Jun 27, 2010 1:51 pm Post subject: |

Mexicouger wrote:
Baker, I'm not new As you are implying. I have been modding quake for roughly a year and a half.

What does it matter if you are "new"?
What does matter is "what have you finished?".
The act of finishing something and releasing is demonstrating of being able to reign in project definitions, operating within scope, make concessions and cross the finish line.
Anyone can learn or play around and gain experience, drawing something to a close is an entirely different ballgame and I'm just relating that experience to you.
You can always expand or update an existing project to use a new feature or capability, the killer is 9 times out of 10 never drawing a sensible line and letting things that aren't going to happen dictate the course of a project.
[I mean, even if you have sensible project bounaries, it always take 4 times as long as you thought and why add to that? I'm *not* criticizing ... I'm conveying experience. Only twice have I personally completed a project any where near the expected time. In both cases, I wasn't reinventing the wheel and was using established capabilities and was possessed like a madman with some sort of artificial deadline pushing me to the limits.
This is why I make tutorials of things I think of, expand on tutorials of others or write a tutorial based on someone else's work so everyone can use it. First implementation of new features is VERY hard usually.]
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Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...
Last edited by Baker on Sun Jun 27, 2010 1:55 pm; edited 1 time in total

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Mexicouger Joined: 01 May 2010 Posts: 129 |

Posted: Sun Jun 27, 2010 1:54 pm Post subject: |

I know. No one knows if a project will pull through or not. We have stopped working on prime twice now. But every time we come back, We add a whole bunch of crap. But we could stop and never start. I really want to finish a Project.

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mh Joined: 12 Jan 2008 Posts: 909 |

Posted: Sun Jun 27, 2010 3:35 pm Post subject: |

The best thing is to start small. I've been steadily getting the feeling that you're being a little too ambitious here. Ambition is cool, but when it outweighs your current capabilities or current knowledge you risk being burned. In fact risk doesn't even come into it, you will be burned.
Releasing isn't the only trick either. It's what you do after you release that will make or break a project, as now you have something out that you need to support!
Can you modularise your project? Pick a part of it that's easy to deliver quickly enough, focus on that, and deliver it? Get that first release under your belt and have some experience to build on from there.
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MHQuake Blog (General)
Direct3D 8 Quake Engines

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Mexicouger Joined: 01 May 2010 Posts: 129 |

Posted: Mon Jun 28, 2010 12:56 am Post subject: |

I never talk about anything I can't do or is impossible. I know what quake is and isn't capable of... for the most part anyway.

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