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eezstreet

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Everything posted by eezstreet

  1. Another screenshot, this time of the efx reverse engineering WIP Not much to see in this screenshot, but basically, the effects code has had its backend completely rewritten in plain C (over Raven's C++ as hinted in the Elite Forces SDK). As you can see in this screenshot, this is the Flechette Gun's alt fire explosion effect, just with lights alone. Some other effects such as the repeater alt fire also emit some light too. As of right now the line count is 2,855 lines of code to draw simple dynamic lights. But in time I'll be having the more complex game effects like particles, flashes, all that jazz all figured out and working, I'm sure of it. One interesting side effect is that effects load slightly faster - about 0.12 seconds for each effect by my tests, but every little bit adds up. (The effect files are loaded, but none of the rendering is done for anything except lights atm) Some other internal changes were also made to the Git repository, including a fix for the lightgrid (not shown in above screenshot) and some other misc changes
  2. The only two ways I can think of doing it truely 16:9 would be to either a) make JA hard render everything based on resolution, which would look just plain bad, or B) recreate the graphics that are stretched in a 16:9 resolution image, and then resize that image to be 256x256 or whatever the standard is these days. Then when the image is stretched, it will be in true 16x9
  3. eezstreet

    Ingame Menus

    This is pretty universally helpful. I like it! I would like to see those bottom options be moved onto the top row though, definitely. One thing you could do is merge some areas together that are similar, such as the voting stuff. Might be one idea to fix your problem
  4. What's the PK3 for the OpenRP project called, and the JA clientside PK3 called? It's entirely likely that a clientside issue is to blame. It's physically impossible for the game to blend code like that, unless it was some kind of mismatch.
  5. Does OpenRP require a clientside plugin?
  6. That could imply that the user can't make mods which work on iojamp period, which is impossible to prevent..right? I mean, as soon as you are compiling the code, you're making code that can operate on iojamp, thus instantly voiding the use policy, correct? Also, there is nobody mentioning that the license is a shrinkwrap license and that there is no way mentioned in the license about how to get out of said agreement, by removing it off of your computer or whatever. The license takes effect as soon as you run the exe, and you have no option to read the license, nor are there terms for the license. For all we know, there could have been a hidden section in the licensing agreement that said 'you must pay us one billion dollars' and the terms would have become automatically agreed to. I just feel like it would be totally illegal for them to have such licensing terms.
  7. I didn't put a quesion mark at the end of my response...
  8. Don't get out much do you? It's Chalk. he be pro etc
  9. Indeed. Either way, I'm hoping to get a certification from MS on web stuff soon, that way I can spend my volunteer hours making web pages for the local funny farm. Florida has something called a Bright Futures scholarship, and if you have a 28 or better on the ACT (I got a 28) and spend 100 volunteer hours, you get a huge tuition cut (almost 100%)
  10. I also forgot to mention: they accused my mod of causing DDoS problems in MB2 and somehow merged my account into the one with Joe's Makermod (or the IPs were getting all sorts of f-ed up). In general, they're awful. I'll be sure to put up a review.
  11. Unfortunately, Brainbench is a bit underrecognized when it comes to stuff like this. Microsoft certification could be good but I'm not sure whether that's completely viable, considering you still have to have shipped a game or two. Plus, aside from Full Sail, there really isn't much of anyone I could group up with. Or I could sell my soul to EA Tiburon. But feelsbadman
  12. Stop splitting threads ffs, it disconnects the conversation quite severely in some cases.
  13. You are correct in saying that your name will be just a piece of paper, but the fact of the matter is that your work also depends on what you throw into your portfolio. I find it a bit confusing that people can be so restrictive when it comes to game portfolios when there are outstanding people such as for instance Notch. Nowhere on Notch's Wikipedia does it state that he has any sort of degree in computer science or anything like that, yet he is a key selling point of the XBOX 360 console these days with games such as Minecraft. Frankly, I believe that if you're just good enough at something, that is good enough to pass in this industry. I do have a bit of a cynical take in the game industry these days. I'm also sick of the Baby Boomer ideology that the young need degrees in order to do things (hell, you need a degree just to answer phones these days..) when it's completely unnecessary. Although I have an interest in pursuing a career in the games industry myself, I wouldn't touch UE with a barge pole simply because it feels more like an artist's tool than a decent programming interface. My rather misanthropic nature prevents me from making any good contacts within the game industry, and my current thoughts and feelings about my current school setup are quite decent hinderances of these things. I don't want to go into length about myself and my own experiences though, this is your thread after all. (although if you have any tips that don't involve that engine, I'd be willing to listen) -Edit- Actually, I find it quite suitable considering that we're talking about indie games and the game industry n whatnot. It's your thread though.
  14. Just realized that there's FX code in the Elite Forces SDK. Facepalm.

  15. SWG was shut down, unless you're referring to SWGEmu; in both cases, I think we'll do fine considering the combat is richer and the graphics are much nicer.
  16. I think you have a slightly skewed view of how the game industry really works. The game industry is not founded upon how well educated you are or how many events you attend. It all boils down to skill and knowing what you are talking about when it comes to playing and making games, The way you get to the top is more or less similar to how Mikouen describes it: (I'm paraphrasing here but you get the gist) You could spend years educating yourself on a particular engine with these seminars and whatnot (and they all seem like a massive waste of cash to be honest form my perspective), but the fact of the matter is that you need all of the talent you have within you to make these games. I bet you $20 that John Carmack, James Monroe and others who have been instrumental in making JA have not attended a single seminar about the engines. I know that I haven't anyway. North Carolina is far too long of a drive in order to be able to do such a thing myself
  17. I'm not interested in learning strictly all about UE. nothx. I'd rather learn something far more generalized and something that could land me a job anywhere in the software industry, not just a particular place (ohai C++...). Also, define 'volunteering' and 'the costs' of such events. Also factor in that most people don't live in California, NY, or other places that are huge when it comes to games. (Take my area for instance..the only game studio in the area is EA Tiburon and it's almost two hours away). I know what UDK does and does not ship with. I don't think I need the memo. And yeah. You might want to change the level format if you're doing stuff such as MMOs or randomly genrated areas. Also, it is impossible to make level effects like in Prey in UE3 without the source. There's just a whole lot of things you can't do without the engine if you really set yoour mind to it. And remember now, most people don't have the kind of money to shell out for an engine as you apparently have
  18. From what I have heard, XNA is free and written in C#. The games can be placed on the marketplace for people to buy for a (usually) small fee. The games can be played on XBOX 360 or PC and they can have pretty decent capabilities Perhaps not yet. But I've heard of stranger things The part in the 'then again' is kinda more or less the point. Nine out of ten game developers don't get real opportunities such as that though. Also, I've never attended anything in my life about game developing or computers in general that I can think of that wasn't outside of say, Word, and I'm not sure if that is what my future holds for me (college is expensive as fuck...dunno if want to go), but mark my words: putting all of your eggs into one engine is kinda bad if you're a game developer so to speak. Especially when it comes to scripting. How about reprogramming the tools to use less memory? Or using a different map format? Last I checked, uscript has very minimal file I/O support as well, which spells doom tbh.
  19. I have used UDK in the past. The main drawbacks to it are: - Lack of console support - Crashes aren't verbose at all and linkup with any sort of debug IDE costs money for the various toolsets (UE4 changes this I hear) - Multiple projects on the same PC require multiple installations of UDK (wasting tons of space) - It's rather bloated - The tools and whatnot are a huge pain in the ass to use - Can't change much of the net, graphics or other code and you can't change much of the toolset without going through (might differ since you're licensed with UE3) For your project though, you should be fine with UDK as your project doesn't sound it will be too demanding to UDK (actually sounds like a perfect fit if you ask me). I just hate UDK. NO.
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