|UR| Littlefoot More RedBull and doughnuts for the duck!!!!!
|U
choongsta yo whatup fellow map makerzzz
zimm BEER for duck
BugDave lub is in the air
Dierth wily is still pimptastical, w00t!
punkinseed looks very intersting. I look forward to seeing it
Karib I will begin my map :p
zimm you must make GREAT MAPS!! and you do. duck ROCKS
choongsta greetings
zimm where's this new map eh?
Karib I will try a map myself :)
FSK405M imma goin to quak con next year, i promise!
Havoc
[DiE]rth wily makes maps for the people!
FSK405M i will download an 80 Meg version on superman!!!
no-1 nintendo
nintendo the day after2
PowerRAV can i be a superman_beta tester? =P
FSK405M Kick Ass
Nonus I know I rock but I dont know about the others
FSK405 wily duck you all rock!
M yay
Nonus Someone just went for a pee in the pond
BugDave I Lub You
FSK405M brb going for another beer
FSK405M I sell maps for beer money
Hybridesque *squeek!* *BANG*, was that my shotgun?
el kabong ferget koth gimme Giant of the Valley
FSK405M beer = money
FSK405M money = beer
Soft2 Quack!
FSK405 KAG Pirate HAR HAR HAR Lighting-Of-Gonads
FSK405 SPIDER As usual ur maping skills is amazing me
Scotsman Holla
FSK405M ut_temple2...... mmmm
FSK405S Deer season is over, is it duck season yet?
[C-88]GO-GO Dam U...... Dam U all.
Dragonne{TRIAD} Try using EZGen for terrain.
BugDave FUCK YOU JOE BOO!
Tetrahydro awsome fun with 30 bots,head,head,head,head,head,h
FSK405E mushroom 2 pints of beer and half a duck please
Coinbird I want some coins
Marsupilami Do the Kirby dance <( ' ' )> <(' '<) (>' ')>
FSK405M YARRRRRR KAGG MANNN
Elmo The Sniper
Nonus Lord of Doom and Hatred a life lived is a life wasted
Nonus Lord of Chaos A blending we shall go
Nonus stop stealing my bah foof
FSK405N .:nugjar:. doh!
KAG Pirate HarHArHAR YAR Givey me, all be coins there mateee!!!!
FSK405 Earl Can't wait to play it man!
Packrat Ducks of a feather flock together!
foof add some softtrucks on the outside of the buildin!
FSK405|SPIDER Rock on man the map is looking cool!
Apoofoof this map pwns!
FSK405 Dubya oops ...
Apoofoof bah!
FSK405M
FSK405 a wily duck Shoutout to everyone at the pond!
12-12-2006
Almost lost this post in time.
Been hovering around the UrT site. Yesterday 27 posted some screenies
from his map lavatubes, showing a 'new' shader method. I found
this rather amusing because it's the same method I had been
using in supersoldier_alpha02 for certain textures. Like the trees
and doom tower for instance. Basically the change in lightmap
blend style brings out what would be the most reflective parts
of a surface, causing it to appear lit more accurately, vividly.
It's one of those things I intended to make a big OMGNEW post,
didn't get to it apparently. Props to the 27 man for figuring
it out, and for fixing up q3map2.
You've obviously noticed the drop in updates at the pond. I've
been putting my focus towards the digitalamusement.com forums,
which includes the gaming forum. I've got some things to talk
about on the pond with the Wii, which I now own. The state of
video gaming isn't looking to have a positive future, which I'll
also explain. Interesting trends going on.
11-17-2006
Day of the PS3 launch. How pathedic. Sony may as well have sold the
machines themselves on week 1 for $3000 each. Fortunately for the
rest of us, once the early adopter fanboy hype dies down and a
lot of stupid money isn't exchanging hands on ebay ($500 for
a yahoo email address with "ps3" in the title?), that $600 tag
is going to become mostly unapproachable. Yep, first week sales
are going to look GREAT for Sony's marketing/sales team... and
the sales holiday is over, the Wii will step up to dominate. A
console that will impress people that are watching those that
got one, whom them can justify getting one of their own. Rinse
and repeat. This could easily go through summer into next sales
season. Nintendo don't do us wrong now.
Funny, PS3 =~ NeoGeo. Been playing some NeoGeo games on MAME recently.
Now that was a fun console. Can't say the PS3 won't be fun, predicting
it will. Won't buy one, but I'll play the hell out of it if I got
the chance.
I had a rather involved conversation with someone about the PS3.
They came to me and asked, what's the difference between that
and the XBox360? That turned into quite the technical babble.
Yes, I'm overly impressed with the Sony Cell architecture built
by IBM. It's a supercomputer being sold for peanuts. I even
considered last night using a distributed computing method
to all PS3's willing to participate, to chew on the enormous
amount of data the upcoming Large Hadron Collider will spew
forth (est. over 5 petabyes/year).
Also been thinking about Microsoft's dedicated gaming PC, the
XBox360. It's attractive to develop for, being a common Microsoft
environment that most are familiar with. Also for XBox Live,
because (from what I've read in my EGM's), MS appears to be
professionally catering to the homebrew garage games - providing
support and direction. I can appreciate that.
That Wii. It's almost intimidating. A whole new way of playing
games, unfamiliar and feeling you're risking your composure
by not being a static fixture on the couch. I'm up for the
challenge.
:V
10-15-2006
As for that funmap idea - a crashing gtkradiant upon nearly finishing
the concept map crushed my ambition to pursue it. I snuck a peak
on urt.net, looks like there's some progress, but 27's interview
says a lot. The guy is smart and understands his game is faded, but
still remains dedicated. I do appreciate the opportunities I've had
talking with 27 over chat. Invis is somewhat inspirational too.
Didn't realize he's made it up the food chain so far. Game designer
for EA LA? Wow.
My funny story - Gamestop had Wii preorders the other day. My
local gamestop is like a minute away, and is supposed to be
number 1 in it's region. This meant that showing up at 9am
when they opened to maybe get a reserve was almost impossible.
Malestrom aside, I wasn't hoping. When I did arrive 10 minutes
late cause my clocks were set wrong, there's a line of ~20 people.
The line started at midnight. Considering I got about an hour of
sleep and I'm there already, what else is there to do but...
stand in line! So for 15 minutes I zombied around picking
up chatter of counter monkeys and linegoers. At this point,
my only mission is recon. Little snippets here and there revealed
gamestop may have another Wii preorder session pending Nintendo's
ambitions. There was other things that registered as information
but unfortunately that's locked in my subconcious network of
influence. I was friggin tired what do you expect! :)
Yeah at this point I'm totally looking forward to the Wii. Also,
I just learned that id software ported doom (original) to the
xbox live arcade. Now that's what I'm talking about! Maaaaybe
a port to the Wii? Or perhaps q3 on the Wii? The nunchuck controller
setup is right on. And it'd make for a great show. Dahler vs. Fatal1ty
head to head in q3, perhaps somewhat back to back facing 8 foot screens
adding some occasional comical game-fu to their rapid and precise
controller movements? This is where professional gaming stands a
chance to be watchable as a sport. (Nintendo) *ding*
I'm not sure if I'm outside the curve, or if cellphone gaming
really is just a fad pushed by lots of marketing. Microsoft's
zune isn't going far, i.e. Ngage2, now with more meat and less
cheese. Nintendo also has suprisingly dominated with the DS,
which I thought was a kick-it-out-the-door gimmick. I'm considering
a DS lite, still can't justify the funds. Where's my GBA SP?
As for the gamedev site, I'm taking it kinda slow for the moment.
There's no game development going on this side for right now. R/L
has quite a few projects I'm trying to get knocked out which
leaves about enough time to get a game of pikmin2 in at night.
Almost got that game finally beat. Occasionally ut2k4 as well of
course. I really like the ability for a level designer to create
and add their own vehicle to the map. For instance - on a large
urban map with lots of tanks available, there was a little tank
kinda like a giant armored jeep. It was really fast and had a
vulcan cannon, drove like a stunt vehicle.
I launched myself over the side of a recessed water ravine, where
2 goliath tanks were exchanging fire from a distance. I land on
my side and slide through two shells tearing by, hit the wall with
another wall sticking out far enough to cover me. I drive sideways
to stick my turrent around the covering wall and blast away. This
all happened in roughly 2 seconds. It was like a James Bond tank.
Yeah!
9-20-2006
I've got a wild idea to make a funmap for 4.0. So far it's in the
concept stage, maybe I'll be able to do some proofs on it tonight.
Urban Terror in it's current state no longer holds my interest.
Gameplay-wise, I'm done with the ever plaguing issues such as:
emptying an entire magazine of an automatic weapon at near
point-blank and missing completely. Hits that make no sense, like
sr8 shots fired completely off-target and hitting (while players
call themselves skilled). The ridiculous spreading hit cone that
occurs when holding the trigger to similate recoil jitter. The fact
I -rely- on luck to land a shot. That I've had to resort to using
the HK69, and becoming extremely proficient at it, as a last resort
to ensure I hit what I shot. Lastly, the 27 days of Urban Terror
that have faded into yet another lull of development despair.
I'm simply tired of waiting and waiting and waiting for something
to happen while great things happen around the whole industry. Until
Urban Terror 4.0 decides to grace my hard drive, I resort to two
measures: the much more involved, intense, and FUN gameplay of Unreal
Tournament 2004 (onslaught), and preparation of potential funmaps for urt 4.0.
There's also the emulator scene which I've recently been immersed
into, but that's cheap fun for now.
I envision full games that I have the capabilities of creating. It's
certainly a matter of pulling the trigger on a great deal of dedication
and time. For the moment I have other r/l priorities. That doesn't stop
the imagination, conceiving, and recording of said visions.
9-6-2006
Spending a lot of my time learning right now. By the end of the night,
I try to get in some ut2k4 onslaught. Basically I'm waiting for UrT
4.0, to assess and figure out the next move. For now, ut2k4 satisfies
in the areas UrT 3.7 is sorely lacking. Frankly, playing urban terror
in it's current state is downright frustrating, minus the core factor
that does keep the game fun - the community.
Let's talk next gen gaming. Console wars. Nintendo used a P-Wing, and
bumped a star block. It's crazy. Ok enough of the fun metaphores, here's
the real deal of the big 3: Microsoft really had no choice but to push for an "early
lead", even if it meant serving their dough still somewhat raw. They're
trying so hard to push visuals as the heart of gaming. There will be
a couple games that will wow and woo people, MS will cling hard to those
- regardless of the gameplay. Visuals equal sales... for now. I restate:
graphics are absolete.
Microsoft however does have the xbox live service. In a clever move, they
successfully ported a staple of online pc gaming over to their pc console
machine. Although I sound sarcastic, I believe this to be their strongpoint
and commend them for playing on this strength. Communication and collaboration
brings replay value. Many of you probably weren't around for this, but
it's something similar to going to the arcade - games and sociallizing.
Score a point for MS. Problem is, when Sony and Nintendo get their turn,
Microsoft's weaknesses will become apparent. Although they can go another
round or two of loud marketing fluffing whatever they can to mislead gamers,
those tolerances will diminish, leaving the xbox floating in the water, breeding
and dying amoungst themselves. Sega!
Sony. A marvellous effort to really push next gen technology. They're right
on track to pull a NeoGeo. A marvel of a system when it came out. Way to
expensive for the average gamer to own, way to expensive to develop for. It
looked GREAT. Even had games that were fun! (I miss magician lord). But the
cost killed it. Sony's ploy is that you're buying a cheap blu-ray player.
Does the average gamer need blu-ray? Ask yourself this: what's wrong
with your current library of dvds? Ok, now why do you need to spend a few
thousand dollars more (bare minimum) on a high-end hdtv display capable
of 1080p(rogressive) scanning? PS3 can do it! Yeah, that's great, I'll
find that sucker friend and him and me and 20 other gamers will party
at his house on his dime a couple nights a week. Meanwhile, we'll go back
to either xbox360 or ps2 when we go home. Or watch a dvd movie. Nah, I'd
rather play my wheeeee! :D
Leaving Nintendo. What happened? The Nintendo64 was a step in the wrong
direction. Cartridges eleminated loading time, and in that era, inserting
a cd was something executives apparently thought was too much for the
average gamer. But cartridges were both expensive and limited on capacity.
Enter the gamecube. Subtile. Quiet. Capable. But with the ps2's strong
sales, and xbox's marketing storm, third party developers chose to go with
the money - sales statistics were against Nintendo, the console becomes
very lonely. There were some great games for it (eternal darkness), mostly
1st party though, including the only first person shooter on a console I've
ever liked: metroid prime.
Their handhelds kept them alive, specifically the pokemon franchise. Without
it, Nintendo was the next Sega. They released details of their next system -
the revolution. Hardware, no marketing gimmicks, straight forward about twice
as powerful as the cube. While Sony is advertising a supercomputer, Nintendo
states a formal, realistic machine. The only thing left to reveal was the
controller (and the official name... nevermind). No one but Nintendo would
dare to tell the book-educated marketing monkeys to stick their traditional
mainstream designs up their collective ports. And we now have not one, but
dual fully 3d spacially aware nunchuck controllers - with an analog stick.
FPS gamers, rejoice.
And so did the third party developers. It's new, it's exciting, it's capable.
Developers are flocking to it, moving projects from the xbox360 and ps3
to the wii. But wait! The system doesn't boast high definition! Nor is it
more powerful than ascii white! Why, why would developers commit such
blasphemous munity? Oh yeah, games are most fun when there's quality GAMEPLAY!
The FUN part of the interactivity! There's still so many people in executive
positions in the game industry who think they're movie producers. Well,
YOU'RE NOT. If you want to create an interactive movie, call it that. If
it's a game you're after, throw away your demographics and use your
imagination! That's where great games are born, not on a pie-chart!
8-26-2006
Thus far, the release of supersoldier_alpha02 has been quite successful.
It's only an alpha, but has received much acclaim, and deemed a worthy
successor to superman_b3. My opinion is I'd still rather play superman_b3
for the solid gameplay aspect, although supersoldier_alpha02 brings more
tricks, more visuals, more depth. There's been a couple glitches reported,
which I'm beginning to believe are entities being brought to the limits
of the quake3 engine.
Speaking of engines... Urban Terror 4.0? The released material is looking
good. The addition of powersliding is a welcome addition increase the
already fast speed of the game.
I did it! Finally got the alpha02 release out. There were quite a few snags...
actually I think the worst of them turned around to be for the best. Here's
a timeline of what all transpired... somewhat dramatic actually:
Sunday afternoon - loaded the map in gtk and began assessing if I wanted to
update anything before packaging the map. Started with a tweak here, tweak
there, add lighting here and there, patch that hole, add textures, fill
in whole buildings, add details all over... it was sunday night before I
was satisfied the map was in a releasable state. Started the final compile.
-vis took way too long and I had to abandon the release for sunday.
Compile finished some 10 hours later. Then came the task of rounding up
the textures to package. At first I was doing a comparison of what
textures showed up as grey notex's ingame, gave up soon after stating
"it's an alpha!", and copied the whole friggin texture directory. It was
a shotgun approach but time was not on my side. Found a few models that
needed to be added too.
Spent a half-hour on surface sound assignments cause there's that many
textures in use. Once I got it all together, I made the pk3 and threw
it into the test q3ut3 folder. On startup of UrT, the interface was hosed.
My pk3 was breaking UrT and I didn't know why. I've come across this
problem before, never figured it out. Now's the time. Painstakingly
systematically deleted files from the pk3 and reloaded urt until I
found it was the shader file causing the problems. Now I had to narrow
down which of the few dozen shaders was at fault. This took well over
an hour (maybe two) to troubleshoot. Finally, it was my fault as I
inadvertantly used a unix style # for a comment, rather than a C style //.
Finally everything is working.
Got the map to Frog. He uploads it to Dank's server, runs it... server
crashes. ??? What? Frog asks if I tested the map in my regular q3ut3 folder.
Dammit, no I didn't. Crashes. I try my second machine. Crashes. WTF. The
server output had a t47 named before it started the shutdown sequence. That's
gotta be a target entity. Pulled up the map source in wordpad, found it, manually
removed the offending entity. But the new problem... I have to recompile
to truly fix it. I had noted in a test run there was a major gameplay problem
plus a big missing texture, Frog suggested I fix those up right away before
recompiling. Good idea, they're quick fixes.
Now it's already Monday night. I have to get ready for a flight the next
night and only have a few hours to prepare. No time for a long compile.
I risk using -vis -fast to at least get vis data, but risking lower
fps. No time, I run the compile with -meta -vis -fast -light -patchshadows
-filter -samples 4 -bounce 8. Takes about an hour total. Recompile
surface data in, and compile the .aas botfile. Package is launched out
the door.
As Frog is downloading it, I find yet one more problem. Again it crashes.
My only hint related to the botfile. Said fuckit and deleted the .aas
straight out of the pk3. It works. Instructed Frog to do the same. I
told him he'd have the final by 10pm... it was 9:59pm...
I still have real packing to do and not much time left! I had to
give the tour of the map though, new tricks and whatnot. I felt
great to hear the unending compliments and humor. Must have had 10
people spec'ing me at one point, I walked over to the newspaper box,
seconds later the TS2 channel is roaring with laughter about my headline.
The new tricks were awe-inspiring. New capabilities were gleefully welcomed.
It's certainly times like last night when I know making the sacrifice,
putting out a map, is more than worth the time put in. This new version,
although alpha, has been another leap forward in the superman/supersoldier
series. If I hadn't gone through cleanup on Sunday, I don't believe
the map would've had nearly the same effect. I'm looking towards the next
version as much as anyone else. It's a map that encompasses real
three-dimensional gameplay, with multiple areas that could be maps of their
own.
I'll be out for a couple weeks, so enjoy the new release!
:V -wily duck
8-6-2006
I've got a special treat for everyone. I'm releasing a public alpha of supersoldier.
The final compile for this alpha is underway. -vis takes a loooong freakin time
even on this uber powerful machine. If this thing would ever finish, I'll have
it out tonight, otherwise at the earliest time possible tomorrow (monday).
I spent basically the whole day updating the map, making many additions, cleaning
it up severely, adding necessary lighting, built most of the inside of
Krat[e] Distributors, bug fixes, detail brush conversions, shader work,
some retexturing, finished the front of Impending Doom, and other random
cosmetic work.
Basically I turned the alpha from a crappy "it's a map" to something worth
playing and checking out. There's no gameplay guarantees. Nothing is broken
that will totally distract. Yes there's missing brushes here and there, but
I cleared up anything that would drastically detract from the experience.
Many areas that will be gameplay areas are not accessable. Oh in the 'shader
work' that includes making the arrows move visible, per popular demand. :)
It feels great to be level designing again. I wish I could pump out a few
funmaps. Not going to happen anytime soon though. Fortunately the new Urban
Terror 3.8 release appears to be real and soon.
I'll post the next pond update with the supersoldier alpha release news! Yay!
7-27-2006
Took a break for a while, actually still am. Meanwhile... I've been doing
small projects here and there, one being redesigning the server. My previous
machine is a testbed. What I pulled off is actually a bit difficult to
conceive unless you really know networking. That box runs winxp. It also
communicates with the internet with the tcpip drivers disabled. That's
right - it has two physical nic's, both without the capabilities of
IP communication. I installed kubuntu linux on a vmware instance, and
through some carefully thought out trickery, my single box has two
nic's and four virtual network connections, a total of 6 communications
devices. The point? The linux instance acts as a firewall/nat/gateway server,
the winxp os talks to the linux instance and the instance communicates
to the net. I'm going to write up the whole process in detail, but it's
helluva slick.
What else... sneak in some god of war here and there, along with ut2004,
hl2:episode one, darwinia, ms. pacman, pikmin2, and tabletop risk:2210ad.
Quakecon is coming soon, but I just don't feel the excitement really, maybe
cause I'm not going, most likely cause I'm really disappointed with the
lateness of pulling it together. It's probably a good thing in the longrun
to have toned down the event, as I mentioned earlier it might have been
getting a bit too big. Shame that Dierth is gonna be there and I'm not...
Frog most likely can't make it either. We've always got next year!
7-4-2006
July 4th. One of my most favorite days of the year. Karma always seems to
want to knock me down off my cloud on this day. And this is how today.
I don't talk about my personal life on the pond. I'm not going to start now.
What I will tell you is that due to real life predispositions, I have deemed
doing game development work outside of a full-time job at this time has become too challenging
to sustain the minimum amount of creative focus and concentration to release
supersoldier on time, at the end of July. I am now officially moving the
release date to the oft-ridiculed - "when it's done".
The clan members I've spoken to on the phone have been very, very supportive
of my situation. They understand the priorities I've made and decisions behind
postponing the release. Thanks guys, your support is always gold, and I
couldn't have made it this far without the support of the community.
This doesn't mean I've given up, or that I'm done. I will have to figure
out how to manage my time with my evolving situations in order to continue
community game development. This may (note: will) take some time. I'm
truly sorry to disappoint. As stated below, my future in game development
hinges on releasing this map.
Re-iteration: I will continue working on supersoldier, it will be ready
eventually.
6-29-2006
I've put my previous machine Omega back into production to continue dev work.
For what it's worth, I'm going to get this map done. Any future I have in
game development pivots on this.
6-23-2006
Last night was a disaster again. Got a bit of work done, gtkradiant randomly crashes.
Move the 3d view, crash. Totally unstable. Lost lots of work a couple times. My g/f
asked why I didn't save really often - I answered I do however there's chunks of
construction that are all one piece of the part I'm designing, I can't save after
every vert move, brush resize, texture apply, etc. That's just stupid! I got so
pissed off I went torrenting for 3d studio max. It's still coming down the pipe.
Now in my less aggrevated mood I'm thinking more reasonably - I don't know of an
exporter for a .map to a .3ds. Now what do I do?
I'm considering using Omega (previous machine) to do the gtk dev work since gtk
behaves much better on it. I'm so fed up with gtkradiant. Quake Wars: Enemy Territory
better come with it's own editor or I'm done fighting with this broke-ass tool.
It would be in my favor to learn 3ds, or even maya. SOMETHING that isn't
GTfucKingRadiant. If I get time here I'll go over to map-center and see if
they have any answers. There's no way I can complete this map on time if I
can't use the tool.
Word on the urban terror forums is 3.8 slowly lumbers toward completion.
No word on changes, things to look for, design for, etc. Whatever. I wonder
if strafejumping is patented. I like fast games. Hopefully Sonic on the
Wii will satisfy my speed obsession. I eagerly await nintendo's new system.
6-22-2006
I hit some serious snags in production. GtkRadiant is randomly crashing,
no cause. I lost a half hour of work last night, which was followed by
a couple hours of fiercly trying to figure out how to fix this problem.
Looks like it could be the USB mouse driver. About then I lost my motivation
and quit messing with it for the night.
I just have not had the time to tweak the new machine. I'm doing
what I can to put the most amount of focus into this map.
6-15-2006
Not much time left... when I wake up tomorrow, I'll check quakecon.org.
If there's been no announcement, I will officially not be going to
quakecon in August. However, if they schedule it for September, there
is still a chance I can do that.
I got a huge amount of work done last night on the Krat Distro building,
the west building. It's been gutted and ready for texturing and detailing.
This was a pain to complete due to the odd shape of the building. Also
because it's at a 45 degree angle, that increases the work required
to create uniform brushes and correct alignments. I've worked the superman
formula into this building and I can't wait to test it out.
Goal is to have a beta available mid July.
6-14-2006
Been fixing problems with the new machine, which has impaired map progress.
Couldn't connect to a UrT or Q3 server, finally figured out last night
it was due to my server/firewall directing 27960 traffic to the IP of
my old machine. Swapped IP's and all is good now. I'll have to look at
the firewall later, just not enough time to do that now.
I'm chock fulla ideas to get implemented in the map. Many of them are
shader ideas. I'm also considering designing the map to allow a future
graphical enhancement version. Basically this consists of making most
textures into shaders. I'd also like to do low and high quality versions
of the map, high being high-density lightmaps and textures, extra shader
action. The basic build I'm doing is medium to high. Damn I wish I had
a team to do the art portion of the map.
Pushing through the snags... quakecon still unannounced... this duck
is getting a little worried.
6-7-2006
New machine is finally operational. I ran a couple compiles through it... A
normal -light -fast compile on supersoldier to start. My machine crushed it,
clocking almost 4 minutes. Compare to 40 minutes with my now legacy machine. Now
being quite impressed, I wanted to make it suffer. The compile option went
something like -light -fast -samples 4 -patchshadows -threshold .75 -bounce 8.
This says, do fast light calcs (not sacrificing quality just more efficient),
do a 4 pass filter on dark edges (shadows), sample light data at 25% more
precisely, then do 8 passes of light refraction calcs (this uses lots of
memory and takes a lot of time).
Normally this would take something like 12 hours. I actually sat through the
process and watched it finish in 38 minutes. Wow. Really, WOW. There was an
interesting artifact that I have to figure out, somehow all textures were
sized very small and thus was rather strange looking. A minor issue (I hope).
Thus development can continue!
And now for my journalist point of view. This is all speculative.
Quakecon is an uncertainty at this point. No announcements made, save for
yesterday's "it's not cancelled". I may or may not be able to go due to
the lateness in announcing the date. Sad but true, maybe quakecon has gotten
a bit too big. It takes a mammoth undertaking to put the event together,
and id software is a small company. My observations align the perceived
management infrastructure of the volunteers as being somewhat corporate,
secretive to the processes of something that was publicly community run. Obviously
when an event such as quakecon becomes as large as it is, it requires
both a great deal of organization and strong funding, thus becomes
somewhat of an advertiser run event. An executive (id software) has to negotiate with
the advertisers' demands, then translate that into demands for the high ranking
staff. The staff in turn dedicates part of their life to the commmitment
of fulfilling their duties, with no expectation of a return (i.e. compensated time).
This is both good and bad for all of us. The quality of the entertainment
value is substantial and excellent, however the event's complexity begins alienating
people in and around the event. Individuals in the management chain could be stressed
or burnt out through the years of dedication. The torch doesn't seem to
get passed very often to others, favoring experience over new, ambitious, unproven
individuals. The increasing complexity demands qualified, proven individuals,
pushing away the roots in which they came from.
Some of the staff could be questioning their continued dedication
as the demands of their work are extremely high and increasing, while the advertisers are
putting the bulk of the rewards into the hands of the attendees. It's fun and
games for a while, however when factoring in psychology, eventually something's going to
give. Moral degrades. Life claims higher priorities, stressing individuals
ability to dedicate the necessary time and/or quality of work, or finally questioning if
this is good for onesself? (a myraid of subcategories belong here)
The inability to secure a venue for the event has brought forth certain
realities of what quakecon has become: an elaborate gaming festival,
run by extremely dedicated teams of volunteering individuals, whom struggle
to deal with the vastness of the entire event with the resources available.
Quakecon relies on the advertisers to supply them the network components, the swag,
power, screens, tournament quality pc's, venue capital, and so much more.
It's a big event, they give it to us attendees for free or less. Those that
have dedicated themselves to being staff are in the business of giving, but
how much can they give before there's just not enough to give?
A request is made for a large amount of peon volunteers to do mundain tasks.
Tech support, security,
setup, clean-up, etc. Don't mistake "peon" as being derogitory. Quakecon
is nothing without this level of volunteers. I've had the honor of being
a peon volunteer a number of times, most notably the first year I came.
Thanks Nate. Scores of normal joe's get their chance
to participate in the administration of the event. A few stand out and are
recognized by others higher in the chain, potentially paving the way to
become more involved with the organization. This of course requires a
great deal of dedication from the new individual. Pros: becoming woven
into the grand event of quakecon, cons: see above.
I believe quakecon will soon require new means to support it's evolution.
Stronger advertiser support is one, and gasp... paid compensation to
the upper staff. Also, a small division within id software dedicated
to quakecon. Currently the same person that handles PR for
their games and products, also coordinates quakecon, and especially
during times of PR events such as the E3, juggling all tasks could
become quite difficult.
We'll soon see what the fate of QuakeCon2006 reveals.
:V
5-30-2006
Finished God of War last night. If you have a PS2 I encourage you to play this game.
I was pleased when they gave me a bunch of development movies as unlockables (most
unlocked) as to what went into the game design. There were some pretty rugged
looking stages, some looking like 1st gen PS1 demos. That's how things are tested,
and it's amazing how the game ends up so polished. I've only had the chance
to go through a couple of the videos, but they're quite eye-opening.
I wanted to finish building my new pc this weekend, but it seems the only thing
UPS can consistently succeed at is failing. So hopefully tomorrow I'll have I
can start putting it together. I did get to fabricate a custom filter for
the 3.5 bay hole, where 3 of the 6 drives (for the RAID 5 array) will be housed.
Looking at the synthetic benchmarks, I'm looking at 3 to 4 times more performance
minimum over my current machine. My goal is 4x all around. Ooooo can't wait!
Time's ticking away... will I have superman/supersoldier done on time? I spent
some time making fabs to stick in the map, played with lighting and shaders...
made a neat little test level to render around on. I'm finding that for some
textures, changing the ever-used [$lightmap filter] shader pass to
[$lightmap gl_src_color gl_dst_color] wields superior lighting. Much more
vivid.
I'll make my next post just as soon as my new machine is up. I always check the
pond comments so feel free to make shoutouts!
5-19-2006
Lessee whats I been up to... Worked on adding out-of-gameplay surroundings to the
west and southside. Added sneaky back entrance to west building (still unnamed)
which opens gameplay around the building. Added Idea Factory building to southwest
corner. Created front stairs for Impending Doom. Created front lawn for west building
(finally!!!!), added parking to rear, creating new textures, updated and finallized
transparent doom glass shader, created neat-o shader for non-trans doom glass which
really works for sunlight! Added bus stop jump points. Cleaned up the brushes in
front of the parking garage, added more street details. Added lighting to east
building core (looks better now). Added final version streetlights to NW intersection.
Paved most of pond publishing's groundwork. Made ramp points on two of the street
vehicles.
Lots of other little things I can't think of.
Oh and my apologies for not posting earlier... got distracted during last post and
didn't save. Oops. Anyway lots of progress going on. It's looking good. Haven't run
into any bad snags. The west building lawn was tough cause gtkradiant kept fighting
with me to endcap the curb curves. Also realized that to thicken curves properly
you have to do it before bending the Z-axis, else you get odd vertex points off
the integer grid.
Going to add trees and brush soon. Working on some custom textures will add some
nice, necessary details. Designing building interiors on paper. New machine is
ready to be ordered. Possibly new laptop as well for remote dev work. That's all
the map updates I have for now.
Other news. I most likely will not be doing the level designer's conference
this year as I wanted to. I have not heard back from id software PR. There
may be a good reason for this from id software's side which I will not devuldge.
I also speculated that their focus has been strongly on the E3, which has paid
off as Enemy Territory:Quake Wars was voted #1 multiplayer game there by gamespy.com.
There were quite a few impressive demo's... notably and off the top of my head:
spore, crysis, okami, even the new metroid had me a little stoked due to the new
Wii controls. Seems the theme of most of the advanced games were physics handling.
It's about time, game industry. A couple were also starting to show more focus
on quality A.I. handling. Some of the games looked good, but appeared to lack
depth of gameplay while adding a couple new features and effects - gears of war
is the first I can think of. Do yourself a favor and check out the
crysis movies,
I believe they're a demonstration of what real next gen fps can and will be.
5-3-2006
Perhaps I should explain further into what this program I wrote is doing for me.
The map superman was the second map I worked on. This goes back about 3-4 years.
In that time, I've amassed content of all types in all sorts of places. For example,
textures were in ut_superman, wily_duck, funmap, dan, superman_b3, just to name a
few directories under textures/. Shaders had all sorts of fun naming conventions
again spread over time and purpose-of-the-moment. I've got maps and models and
skyboxes and sounds and ... eesh everything is everywhere!!! Time to bring it
to one central location. That what my script does, brings all the content to one
central location: supersoldier/.
It's not a perfect process... with a bunch more time I could optimize the program
to search out the shaders and do a bunch of recursion to find all the dependent
shaders and sort out the correct texture and not mess with the 1st/2nd party
shaders... way more work than I want to put into it now. So I had to go manually
grab all the related shaders and put them into one .shader file, replace all
wack occurances of superman_b3, ut_superman, wily_duck, again you get the picture.
THEN, bringing up the map in gtkradiant to find what's missing... textures that
were missed (buried in shaders) and shaders that still had to be ported. Once
all is completed, another bsp -meta -light fast compile. Oh wait, don't forget
to find all the models and sounds and of course the skybox. Are we having fun yet?
The payoff: all media is now centralized and accounted for. The years of slopping
stuff around is over. I can easily put together a .pk3 file with minimal headaches.
And in fact I have - the first supersoldier alpha map has been packaged. It's not
for public release unfortunately, but it exists as proof of concept.
5-2-2006
Update: added a necessary feature to the rebuilder program... realized on my way home
it had to have this feature, otherwise core shaders would be getting stomped out.
I wrote a perl program to save me a bunch of headaches regarding map content that's
strewn around multiple directories. It reads a map source file, modifies the contents,
spits out a new source file and some helpful copy commands. You can view/download it
here. Made it
friendly enough so anyone can modify the necessary variables and understand what they're
doing. I like perl.
Looking ahead, I didn't feel like spending hours trying to find and debug and copy all
the textures the map uses when it's time to package the map. Theoretically this will also
make the map more portable. I've got q3:excessive in mind. :) Current version is 1.0, I'll
give a heads up if I update it. Haven't run the map in gtkradiant yet, but side by side
comparision shows me the source integrity is solid.
Yeah so a couple words on the screenies below. You can see there's still a lot of work
left to do. FPS shown is of no relevence as -vis is not calculated yet. I'm quite
happy with the street lights... more happy than anyone should be about some streetlights.
That was the third revision of lights! I couldn't resist. Later if I have the time I'll
adjust the shaders so the lights change. Geeky!