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Biodude Joined: 27 Aug 2008 Posts: 83 |

Posted: Mon Mar 01, 2010 1:12 am Post subject: <New coder needed for conscript> |

Hello all, as some of you know ceriux is leaving in 2 days, and is going to be gone for a while. He was my generalist coder for a little while, but before he got into anything serious, he had some things come up, and now he has to leave. I am making a really awesome game named conscript, check it out here:
http://www.moddb.com/games/conscript
Now, I need a new/replacement coder that is good enough to atleast code in some weapons, secondary fires, flashlight(easy), crouching, and reloading.
If I don't find a good coder soon, I will be left to code with another coder, both of us take a long time to code something simple, and we are not very good at it. This will slow my game's progress down alot with the actual game part of it.
So please, if any of you have some time to spare, and you can code what I wrote above, tell me!
-thanks in advance!

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goldenboy Joined: 05 Sep 2008 Posts: 310 Location: Kiel |

Posted: Mon Mar 01, 2010 6:52 pm Post subject: |

As the project lead, you should definitely be able to do some coding yourself. When we started RemakeQuake in 2007, none of us was a dedicated coder; after we stopped using Quoth, we had to bite the bullet and do the stuff ourselves, because no one else was going to do it for us the way we wanted.
When finally a real coder joined, we were able to show something, which probably helped. Our current head coder initially joined under the premise to be a helper, NOT do all ze work for us so we could retire to our obscure mapping pleasures... the initial idea was that we would continue coding, and she would help with fixing bugs.
The result is that at least 4 people, rather 5, in the project now code regularly.
We had to take on that initial stretch of road by ourselves. Having to get better at QC definitely benefitted us.
_________________
ReMakeQuake
The Realm of Blog Magic

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Biodude Joined: 27 Aug 2008 Posts: 83 |

Posted: Mon Mar 01, 2010 9:35 pm Post subject: |

I do mapping , modeling , an now untill we find another really good coder, I will have to code. I am not a really good coder at all, and simply do not have the time to figure out every line of code I need XD A lead coder is nice to have ya know!

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Tue Mar 02, 2010 12:17 am Post subject: |

Biodude wrote:
I do mapping , modeling , an now untill we find another really good coder, I will have to code. I am not a really good coder at all, and simply do not have the time to figure out every line of code I need XD A lead coder is nice to have ya know!

Good coders start as bad ones, you know.
And you're lucky, because you have here many people that can help to sort out most of problems you may find turning your ideas in code. So, use it.
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Tue Mar 02, 2010 4:02 am Post subject: |

Most of the models look like they're stolen from the HL2 beta, using lower LOD's, or perhaps the polycount reduction tools in 3DS Max to achieve the lower polycount. Hardly your own work.

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Tue Mar 02, 2010 6:52 am Post subject: |

Lazy people need love too.

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Biodude Joined: 27 Aug 2008 Posts: 83 |

Posted: Thu Mar 04, 2010 9:37 pm Post subject: |

Downsider wrote:
Most of the models look like they're stolen from the HL2 beta, using lower LOD's, or perhaps the polycount reduction tools in 3DS Max to achieve the lower polycount. Hardly your own work.

1.I do not use 3ds max to model my characters, and I do not steal any models from the beta.
2.Put a placeholder beta texture on a low poly look-a-like low poly beta styled model, and it will LOOK SIMILAR
3.My models had some uneeded poly, so I will redo alot of them way more low poly.
4.http://www.moddb.com/games/conscript/news/update-7-mega-media-update
Scroll down till you start seeing the prowler and the cremator, you will see some beta differnces.
ALL MY OWN WORK

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Downsider Joined: 16 Sep 2008 Posts: 478 |

Posted: Thu Mar 04, 2010 10:34 pm Post subject: |

Biodude wrote:

Downsider wrote:
Most of the models look like they're stolen from the HL2 beta, using lower LOD's, or perhaps the polycount reduction tools in 3DS Max to achieve the lower polycount. Hardly your own work.

1.I do not use 3ds max to model my characters, and I do not steal any models from the beta.
2.Put a placeholder beta texture on a low poly look-a-like low poly beta styled model, and it will LOOK SIMILAR
3.My models had some uneeded poly, so I will redo alot of them way more low poly.
4.http://www.moddb.com/games/conscript/news/update-7-mega-media-update
Scroll down till you start seeing the prowler and the cremator, you will see some beta differnces.
ALL MY OWN WORK

The polycount is ridiculous for the PSP, first off
Second off, make something that is completely unrelated to the HL2 beta or other existing media in the blazing fast time it took you for the first few updates, and let me see it. Then I'll believe you.
Also, it's really weird how you UV map your "completely original models" to fit the textures that aren't yours.

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Biodude Joined: 27 Aug 2008 Posts: 83 |

Posted: Thu Mar 04, 2010 11:00 pm Post subject: |

Well, I uv map the head to the head, body to the body, etc. Not much I can say due to that obvious fact that uv mapping a head part of the model to the head part of the skin is just common sense. also, I am remaking the models not because they cannot run(tried it), but because of the ram they take up. Thats why originaly it was ridiculous. I will not go over 1.2k poly from now on/ have been that poly for last update
I work fast man, what can i say
My game is related to hl2's original story conscript wise, but it has so much differnce in everything, wait till you see the mapping, Ill talk more bout it later, after I go out

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Mar 05, 2010 12:05 am Post subject: |

If I were to try to identify trends I see that bother me it would be ... 1) Lack of scope. You have to draw the line somewhere. Projects can't be endless ideas upon ideas. Draw boundaries, stick to them .. blue sky ideas are great until there is an unreasonable list of "15 must have" features that probably aren't going to happen.
2) MDave made it look too easy. He has a firm grasp of limitations, a good sense of how to push the limits, and caught on to a few eye candy items to enhance the experience. Kind of like a magician. But once you don't understand where the barbed wire fence is ... you are doomed.
3) I find it highly disturbing the lack of quality mapping questions and questions about entities in the forum. To me, this means no one is finishing levels or has finished QuakeC ... games are all about the levels. Where are the questions about how to create a sequence of triggers in maps? The lack of those kind of questions indicates a lack of intermediate modders, which means many people aren't progressing. Levels are everything.
I'm not saying there aren't certain people who are impressive (Downsider, SamUK) or who have rapidly progressed (Team Xlink comes to mind) but I am a bit concerned that a lot of these projects don't seem to have a plan to reach an alpha release.
/Still, I have some great things in the pipeline ... I just wish there were 3 of me as I have time constraints.
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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Biodude Joined: 27 Aug 2008 Posts: 83 |

Posted: Fri Mar 05, 2010 1:09 am Post subject: |

Most good quake coders are older, and grew up with quake and learned coding for it early, and got really good with it. Others just picked up on it quickly. It seems that downsider only downs everything people say with everything. It took me 2 uncompleted unorganized games to get into my head how to really make a game. I started drawing concepts, basicly wrote out most/all of the story, gathering a great team, and having a great engine.
Luckly, crowbar was around to fix up dquake and do great things with it. Check my game's features list for a full list.
Bam, one thing acomplished.
Then, off to the mapping/modeling part. I looked around for people in the beta community who understood and knew the style of the beta's maps, so then that started the mapping part of it. Concepts and ref in all. HL1 bsp mapping FTW!
Then modeling, This was the easier part, because we knew what we wanted to model, and knew exactly what it was going to look like. Also because we have alot of modelers that helped. 2 of them doing alot of the heavy work. Not stealing of course...
Now, you started seeing tons of projects saying: awesome psp game on kurok engine with no team whatsoever, and looking for lots of people! I have established a team, that is well off, even though we are looking for a lead coder, we have ourselves to fall back on if we have to.
I have a knowledge of mapping and modeling, a bit of coding knowledge, and I now know my excact limitations, after seeing a little pm samuk sent me a few weeks ago...

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r00k Joined: 13 Nov 2004 Posts: 483 |

Posted: Fri Mar 05, 2010 4:45 am Post subject: |

Biodude wrote:
I have a knowledge of mapping and modeling, a bit of coding knowledge, and I now know my excact limitations, after seeing a little pm samuk sent me a few weeks ago....

Maybe you shouldnt be a project head. But instead showcase your works and join a working team.\

Code:
if (self.ego > 1) self.effects = self.effect | EF_DUMBASS;

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Biodude Joined: 27 Aug 2008 Posts: 83 |

Posted: Fri Mar 05, 2010 12:50 pm Post subject: |

yeah, nice one rook , I would be nothing without my team in reality, I just help out as much as I can... I was just mentioning what I knew with about modding. I like my game and I do not want to work with another one and get bossed around if I already have a team and a game. Basicly, Im not quitting for another one of the tons of psp games people are "developing"

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Baker Joined: 14 Mar 2006 Posts: 1538 |

Posted: Fri Mar 05, 2010 2:03 pm Post subject: |

Biodude wrote:
I like my game and I do not want to work with another one and get bossed around if I already have a team and a game. Basicly, Im not quitting for another one of the tons of psp games people are "developing"

Keep at it It's not easy. Maybe I shouldn't have posted my some of recent thoughts in this thread ... I was thinking aloud about modding thoughts in general.
_________________
Tomorrow Never Dies. I feel this Tomorrow knocking on the door ...

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frag.machine Joined: 25 Nov 2006 Posts: 728 |

Posted: Fri Mar 05, 2010 2:08 pm Post subject: |

@Biodude: I think you already learned (at least a good ammount) about the hardest skills to modding: mapping and modeling. QuakeC code is surely the easiest part, believe me. And, while is great to have someone with more experience to guide us when things get harder, I believe is better not to be dependent of someone else availability (or willingness) to turn my ideas in something concrete.
@Baker: you made good points about tracing clear objectives before starting to work. I am trying to follow very specific targets in my project, too, and I am already beyond the point where I usually lost interest to continue in past projects. And about the lack of mapping questions: I believe that's due to the fact that Inside3D's community is composed basically of coders (either modder or engine programmers); many of the good mappers prefers to hang around Func_msgboard.
@Downsider: let's not forget that many great mods out there uses a lot of artwork from other games. As long the authors (either Valve, id or somebody in the community) give permission to use their work I don't see any problem. Also, don't forget that modding for PSP is a relatively new area, prone to many mistakes (like using models with inadequate LOD).
_________________
frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/

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