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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Fri Mar 05, 2010 11:04 pm Post subject: |
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Biodude wrote: | Most good quake coders are older, and grew up with quake and learned coding for it early, and got really good with it. |
I'm 15 what.
[quote="Biodude]It seems that downsider only downs everything people say with everything.[/quote]
Hence the name? And I only "down" your project because you refuse to admit you steal the artwork, even though it's blisteringly obvious
@frag.machine
He says he made them himself. The chance he made the models is so stupidly thin, that I don't even want to consider that possibility. |
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Biodude

Joined: 27 Aug 2008 Posts: 83
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Posted: Sat Mar 06, 2010 12:00 am Post subject: |
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Baker wrote: | 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. |
Thanks man, will do!
Trust me, If I posted about things that I thought of some people/ quake modding, I would be the biggest flamer guy here XD
Seems like downsider doesnt have a problem doing that  |
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Biodude

Joined: 27 Aug 2008 Posts: 83
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Posted: Sat Mar 06, 2010 1:45 am Post subject: |
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Downsider wrote: | Biodude wrote: | Most good quake coders er only downs everything people say with everything. |
Hence the name? And I only "down" your project because you refuse to admit you steal the artwork, even though it's blisteringly obvious
@frag.machine
He says he made them himself. The chance he made the models is so stupidly thin, that I don't even want to consider that possibility. |
Your a f-ing idiot... Im sorry man, but its true. Its not impossible to make a model similar to another one! missing information much?
Also, Hur durr its obvious I use concept art and such from valve, and some of my own I never refused to admit it. Only that I didnt steal the models.
Your a total ass hole to all of the psp modding/ and most of the quake community. |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Sat Mar 06, 2010 3:55 am Post subject: |
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Biodude wrote: | It seems that downsider only downs everything people say with everything.
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i disagree. you have good wants for your project and it seems at least to me that your doing your best to get it done (or i can see that you feel you are doing your best) maybe he "downs" everything you have to say because you dont try. downsider and i have had plent of conversations and he seems fairly freindly to me. but another thing i "did' notice is that (i know you say you have but...) it doesnt seem like you've tried that hard to code anything. some of the requests you made we're very simple and after doing like 3 or 4 tutorials when i just started with 0 coding knowlege i could have done on my own. QC is very simple for the most part, some of it gets complicated, but most of it literally says what its doing. what i told you before i left when i had talked to you. its a whole lot of " if this is equal to this then, this happens (calls your function)" i suggest if anything just going through all the .qc files and reading them like a book. you will learn a ton. hell, even looking through the Defs.qc and read the comments. open up the sources for released mods out there and a lot of them are commented even better than the tutorials. i wish i were better at QC but i didnt have the time to be. but even before i knew anything. i could almost read it like english , i just didnt know how to form a sentance .  _________________ QuakeDB - Quake ModDB Group |
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Biodude

Joined: 27 Aug 2008 Posts: 83
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Posted: Sat Mar 06, 2010 4:53 am Post subject: |
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Well, I did not try hard to code much at all during the time period of having a pro coder.
It seems like downsider only does not "down" people who are pro at coding, and quake modding. People like you.
You should see how much shit he can talk sometime about simple ideas and such people have XD
I decided to go full blast with learning to code qc, and working with that coding for the game.
One thing, I will go crazy! I need backup here! Modeling, mapping, lead of team,school,working on car constantly(classic cars always have problems!), caring for my 1 year old brother, and lots of everything else. I can only handle so much with out blowing my brains out! This is why we need somewhat of an experienced coder to do a good deal of the work, and the rest of the team can help out.
Every good game has some kind of lead coder. |
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ceriux

Joined: 06 Sep 2008 Posts: 968 Location: Florida, USA
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Posted: Sat Mar 06, 2010 4:23 pm Post subject: |
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right, but just take the time to learn the basics. then attempt the stuff on the next level. if you dont get it and downsider see's that you've attempted it and you have a good grasp or at least a basic one of what your trying to accomplish im sure he would be in a better mood to discuss what ever it is your having an issue with. but just like anyone else here. word your questions and requests for help wisely because im sure he or just about anyone will just code it for you. unless you have something you can do for the in exchange. _________________ QuakeDB - Quake ModDB Group |
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Biodude

Joined: 27 Aug 2008 Posts: 83
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Posted: Sat Mar 06, 2010 5:14 pm Post subject: |
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ceriux wrote: | right, but just take the time to learn the basics. then attempt the stuff on the next level. if you dont get it and downsider see's that you've attempted it and you have a good grasp or at least a basic one of what your trying to accomplish im sure he would be in a better mood to discuss what ever it is your having an issue with. but just like anyone else here. word your questions and requests for help wisely because im sure he or just about anyone will just code it for you. unless you have something you can do for the in exchange. |
I can't even ask downsider a question without him going off the wall with insults and such.
We started coding and all we have so far is a flashlight and footsteps, 2 of the most easiest things todo. I just don't do well with endless lines of coding. Whatever I do hes just going to say I steal models and doesnt know anything about coding.
You are a great coder, and youv'e pretty much mastered in all the forms of quake modding. Thats why you are great to have on a team, someone that can pretty much "lead" most of the coding.
Too bad your leavin XD |
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frag.machine

Joined: 25 Nov 2006 Posts: 728
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Posted: Sat Mar 06, 2010 6:57 pm Post subject: |
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You should take some facts in consideration:
1) If you really want to make a mod, assume that you'll need to work alone on it, during your free time. You already got help from others, and that's great, but you really shouldn't count on others to finish it;
2) If the scope of your mod is too big for you alone, then you are being too ambitious. Consider reducing the number of features to something you can accomplish, specially if you don't have many experience. Adding a couple new weapons or monsters to regular Quake is a good start point for a first mod, and serves to you to learn more about coding, besides all the rest;
3) Making it simpler is not an option ? Then gather what you already have, contact people you would like to have in your team and ask them to beta test your mod. If it's not good enough they will point the weak points and you'll have the chance to fix/improve it. If people see potential in your work/ideas, they will be more prone to help you finishing it;
4) Also, Quake modding is supposed to be a hobby nowadays: it used to be a way to get into the industry in the past, but if that's your final objective... well, think again. If you are so overburden that working on it it conflicts with real life tasks, then first things first: do all your regular tasks and work less hours on it. Your mod will take longer to be ready. So what ? You're doing that for fun, remember ?
5) Once your first mod is released, if it's really as cool as you think it is, it will be easier to convince people to team up with you in a second, bigger project. Right now, you're just the guy that never released any project before, talking about a great idea you have and how you need badly that someone jumps into your boat to make your coding work;
6) Most good coders (and mappers, and modellers) are already engaged in their own projects or working for another team. Then, check again 1).
Sorry if I sound harsh in some points: it's nothing personal. You're not the first that appears here asking for help, and probably won't be the last. But these are conclusions and experiences I collected during many years of being part of the Quake community. That's how things work. _________________ frag.machine - Q2K4 Project
http://fragmachine.quakedev.com/ |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Posted: Sat Mar 06, 2010 7:32 pm Post subject: |
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Biodude wrote: | Downsider wrote: | Biodude wrote: | Most good quake coders er only downs everything people say with everything. |
Hence the name? And I only "down" your project because you refuse to admit you steal the artwork, even though it's blisteringly obvious
@frag.machine
He says he made them himself. The chance he made the models is so stupidly thin, that I don't even want to consider that possibility. |
Your a f-ing idiot... Im sorry man, but its true. Its not impossible to make a model similar to another one! missing information much?
Also, Hur durr its obvious I use concept art and such from valve, and some of my own I never refused to admit it. Only that I didnt steal the models.
Your a total ass hole to all of the psp modding/ and most of the quake community. |
Your first update had 15 models, fully textured and UV'd.
Your second update, a day later, had a model that was also fully textured and UV'd.
The third update, also a day later, had two well-made character models that were also fully textured and UV'd.
The fourth one, made in the same day, had two models, a headcrab and a zombie, both fully UV'd and textured.
The fifth was 10 days later, and had three fully-UV'd/textured models.
Sixth. Five days after the last. Again, three models, fully UV'd and textured.
I'm sorry, but nobody has 20+ models fully textured and UV'd within two weeks of starting their project, nonetheless making two or three well-made models and textures within a matter of hours, as your earlier updates show.
Also, nobody in their right mind would ever remake a model and re-uv the damn thing to match a texture that they're not even using.. Making a good UV map takes a long time and is very fucking boring. I doubt you went through the effort to match it to a temporary texture that was also stolen.. for twenty+ models within a matter of days. |
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Downsider

Joined: 16 Sep 2008 Posts: 478
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Biodude

Joined: 27 Aug 2008 Posts: 83
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Posted: Sat Mar 06, 2010 8:51 pm Post subject: |
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I was working on a ton of models before conscript for fun. Then decided to make a game before it. Thats why the first update was soo much.
The prowler and the cremator were made 1 year ago from an old friend of mine, and were recently edited.
I was on winter break and was able to alot of make great models by doing them on the break...
Alright, so I make a model, and a uv map. Then I fill that uv map with beta textures. not the hardest thing to do.
If your a good modeler, you can make good models
http://www.moddb.com/games/conscript/news/update-5-3-new-enemies-and-alot-of-wireframes-next-to-their-beta-counter-parts
look at that
THAT TUTORIAL WAS ORIGINALY MADE FOR CSP, urban kid added more reload frames and such to the qc, and always converted cs1.6 weapons for me. We just experimented, and then we could convert models from css to quake. Problem was , they were a bit too high poly, but possible! We played with some retail hl2 models in kurok, it was fun. I posted that 3 months ago... when I first had the idea about my game.
Last edited by Biodude on Sat Mar 06, 2010 9:00 pm; edited 1 time in total |
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Biodude

Joined: 27 Aug 2008 Posts: 83
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Posted: Sat Mar 06, 2010 8:59 pm Post subject: |
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frag.machine wrote: | You should take some facts in consideration:
1) If you really want to make a mod, assume that you'll need to work alone on it, during your free time. You already got help from others, and that's great, but you really shouldn't count on others to finish it;
2) If the scope of your mod is too big for you alone, then you are being too ambitious. Consider reducing the number of features to something you can accomplish, specially if you don't have many experience. Adding a couple new weapons or monsters to regular Quake is a good start point for a first mod, and serves to you to learn more about coding, besides all the rest;
3) Making it simpler is not an option ? Then gather what you already have, contact people you would like to have in your team and ask them to beta test your mod. If it's not good enough they will point the weak points and you'll have the chance to fix/improve it. If people see potential in your work/ideas, they will be more prone to help you finishing it;
4) Also, Quake modding is supposed to be a hobby nowadays: it used to be a way to get into the industry in the past, but if that's your final objective... well, think again. If you are so overburden that working on it it conflicts with real life tasks, then first things first: do all your regular tasks and work less hours on it. Your mod will take longer to be ready. So what ? You're doing that for fun, remember ?
5) Once your first mod is released, if it's really as cool as you think it is, it will be easier to convince people to team up with you in a second, bigger project. Right now, you're just the guy that never released any project before, talking about a great idea you have and how you need badly that someone jumps into your boat to make your coding work;
6) Most good coders (and mappers, and modellers) are already engaged in their own projects or working for another team. Then, check again 1).
Sorry if I sound harsh in some points: it's nothing personal. You're not the first that appears here asking for help, and probably won't be the last. But these are conclusions and experiences I collected during many years of being part of the Quake community. That's how things work. |
This is the reason why I love inside 3d
You are totally right in every way with what you said, Trust me, whenever I have free time, I work on it.
I am not looking for anything out of my reach with this game, Its basicly a bunch of guns with secondary fire, monsters, and such. This whole thread was basicly for needing some help so it could lighten the load off of the rest of the team, by not needing to do the majority of the coding, so we could have free time to model, map, etc.
Downsider is going to make me tear my balls off |
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Biodude

Joined: 27 Aug 2008 Posts: 83
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Posted: Sun Mar 07, 2010 3:07 am Post subject: |
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Well all, looks like I just got myself a really good coder! Doesnt look like he is going anywhere for a long while, so im going to stick with him.
oh happy day |
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LonePossum.
Joined: 02 Nov 2009 Posts: 38
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Posted: Sun Mar 07, 2010 7:47 am Post subject: |
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r00k wrote: |
Code: |
if (self.ego > 1)
self.effects = self.effect | EF_DUMBASS;
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God I have to add that to my book of QC Insults.
Jks. |
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Biodude

Joined: 27 Aug 2008 Posts: 83
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Posted: Sun Mar 07, 2010 1:30 pm Post subject: |
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yeah.....
Also, one more thing downside, Look at some of solitude's models
They look similar to the original halo ones, doesn't mean they are stealing
Those are dangerously close to the original, and they could have, as you say, lowered the poly on the originals. But they didn't
I don't see you raining, I mean shitting on their parade  |
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