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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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Chambers wrote:
> It makes sense when your primary source of revenue comes from service
> contracts.
Actually, it makes a lot more sense when your primary source of revenue
isn't software at all. Sun gives away Java because they make their money
selling hardware.
> Give away the thing you're servicing / supporting, and
> suddenly you've a lot more potential customers.
That really only works well if the software sucks to start with. If it's
well documented and easy to use and just plain works, you won't get too
much business from service contracts. If it's all that and yet too
complex for the customer to easily set up (think SAP), it's probably too
complex to be cheap enough to maintain that you can afford to give it
away in the first place.
If you're giving away the source, other contractors will just eat your
lunch because they don't have your overhead.
It's a good thought that really doesn't work out as well as you might think.
--
Darren New / San Diego, CA, USA (PST)
Ever notice how people in a zombie movie never already know how to
kill zombies? Ask 100 random people in America how to kill someone
who has reanimated from the dead in a secret viral weapons lab,
and how many do you think already know you need a head-shot?
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St. wrote:
> that is. Some of these young guys can produce professional maps in like - a
> couple of months or less!)
There's one thing I wondered about game creation. (Hey, Warp! :-)
How does the planning and design go? I mean, take a game like Thief or
Halo or Half Life or something, where there's all kinds of complex 3D
stuff going on. It's not like you can whiteboard such a thing very easily.
I'm thinking maybe a group of people get together, think about the
story, describe stuff that should be in the level,maybe draw a map or
two, and then hand it to one person to put the whole level together,
laying it out and all? Then they go to the talent to produce the sounds
and voices and all that?
Basically, how do you get from "next in the story, we have the secret
lab level" to "here's the 3D mesh for the level"?
--
Darren New / San Diego, CA, USA (PST)
Ever notice how people in a zombie movie never already know how to
kill zombies? Ask 100 random people in America how to kill someone
who has reanimated from the dead in a secret viral weapons lab,
and how many do you think already know you need a head-shot?
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>> It makes sense when your primary source of revenue comes from service
>> contracts.
>
> Actually, it makes a lot more sense when your primary source of revenue
> isn't software at all. Sun gives away Java because they make their money
> selling hardware.
And yet Apple doesn't do the same. ;-)
(Mind you, Apple's software is what *makes* people buy their hardware...)
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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Darren New wrote:
> There's one thing I wondered about game creation. (Hey, Warp! :-)
>
> How does the planning and design go? I mean, take a game like Thief or
> Halo or Half Life or something, where there's all kinds of complex 3D
> stuff going on. It's not like you can whiteboard such a thing very easily.
Actually, I think I recal seeing some black and white pen drawings for
the storyboarding for Halflife somewhere... Don't remember where though.
What *I* wonder about game design is how the hell you model 3D objects.
Every 3D modeller I've ever used has been excruciatingly difficult to
operate...
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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