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Invisible wrote:
> Yeah, but... throwing together a new map is one thing, but building an
> entire new game... where do you get all the texture data from? Where do
> you get all the sounds from? How to you design weapons? How do you
> construct an AI engine? How do you do all of this with a few people in
> their spare time?? It boggles the mind...
Minus the AI engine, that sounds like building a POV-Ray scene. And people
do it in their spare time.
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"Nicolas Alvarez" <nic### [at] gmailcom> wrote in message
news:489a6bf8@news.povray.org...
> Invisible wrote:
>> Yeah, but... throwing together a new map is one thing, but building an
>> entire new game... where do you get all the texture data from? Where do
>> you get all the sounds from? How to you design weapons? How do you
>> construct an AI engine? How do you do all of this with a few people in
>> their spare time?? It boggles the mind...
>
> Minus the AI engine, that sounds like building a POV-Ray scene. And people
> do it in their spare time.
Yes, just an hour or two here and there, and maybe a full weekend if
you're inclined, and a year later you've got yourself a map. (In my case
that is. Some of these young guys can produce professional maps in like - a
couple of months or less!)
~Steve~
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Orchid XP v8 wrote:
> stbenge wrote:
>> Thank goodness for the open-source movement!
>
> Yeah - I'm still puzzled by all that. The Amiga had a strong "shareware"
> scene, but I'm puzzled by this sudden new craze of giving away
> fully-supported commercial-grade software (sometimes that *was*
> commercial!) for free. It suddenly seems to be the "trendy" thing to do,
> and I'm not really sure how that happened.
It makes sense when your primary source of revenue comes from service
contracts. Give away the thing you're servicing / supporting, and
suddenly you've a lot more potential customers.
...Chambers
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St. wrote:
> <sniff - the internet is bad>
But it's also good for lots of things!
...Chambers
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Orchid XP v8 wrote:
> I have absolutely no idea how in the game of God any of this is
> possible. But people have done it, so it *must* be possible...
It's not really possible. They're just pulling your leg.
...Chambers
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St. wrote:
> Getting Crysis = free editor.
I started playing with the UT3 editor last year when it came out. A few
months of being shouted down in the forums by fanbois who couldn't stand
my (imo) valid criticisms of the editor, plus seeing several threads
(both my own, and others') removed from the forums with no explanation
at all, convinced me that I didn't want to make levels for UT3 any more.
Pity, because if there's one thing that game needs (other than more than
10 people online at any given time), it's more good levels.
I would consider Crysis, but my PC isn't up to snuff, and I don't feel
like upgrading just for that. Hopefully, Starcraft 2 will have
scripting support on par with the original.
...Chambers
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>> Yeah - I'm still puzzled by all that. The Amiga had a strong
>> "shareware" scene, but I'm puzzled by this sudden new craze of giving
>> away fully-supported commercial-grade software (sometimes that *was*
>> commercial!) for free. It suddenly seems to be the "trendy" thing to
>> do, and I'm not really sure how that happened.
>
> It makes sense when your primary source of revenue comes from service
> contracts. Give away the thing you're servicing / supporting, and
> suddenly you've a lot more potential customers.
...is has a flavour
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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>> Yeah, but... throwing together a new map is one thing, but building an
>> entire new game... where do you get all the texture data from? Where do
>> you get all the sounds from? How to you design weapons? How do you
>> construct an AI engine? How do you do all of this with a few people in
>> their spare time?? It boggles the mind...
>
> Minus the AI engine, that sounds like building a POV-Ray scene. And people
> do it in their spare time.
(And the sound, and the animation element.)
Yeah, but POV-Ray supports procedural textures, so you can easily design
textures of any complexity. Game engines demand bitmapped textures,
which are far harder to make.
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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>> I have absolutely no idea how in the game of God any of this is
>> possible. But people have done it, so it *must* be possible...
>
> It's not really possible. They're just pulling your leg.
Wouldn't be the first time...
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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"Chambers" <ben### [at] pacificwebguycom> wrote in message
news:489aa7ed$1@news.povray.org...
> St. wrote:
>> Getting Crysis = free editor.
>
> I started playing with the UT3 editor last year when it came out. A few
> months of being shouted down in the forums by fanbois who couldn't stand
> my (imo) valid criticisms of the editor, plus seeing several threads (both
> my own, and others') removed from the forums with no explanation at all,
> convinced me that I didn't want to make levels for UT3 any more.
Oh, well that's a shame. Yes, I know what fanboys can be like. And I'm
sure your advice would have been good.
>
> Pity, because if there's one thing that game needs (other than more than
> 10 people online at any given time), it's more good levels.
>
> I would consider Crysis, but my PC isn't up to snuff, and I don't feel
> like upgrading just for that. Hopefully, Starcraft 2 will have scripting
> support on par with the original.
Ah, well, if you want the Crysis experience, then get Crysis:Warhead
this September. Crytek have optimised this game to run on $600/$800 machines
apparently. But, you should be able to run Crysis on your rig if I can on my
(now pitiful) machine. Anyway, see some of the video's for Warhead, and see
what you think. I can't wait for it! :)
~Steve~
>
> ...Chambers
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