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eezstreet

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Everything posted by eezstreet

  1. If you do nothing but sit on your arse all day sure, you might run into problems with obesity. But it's no different than an athlete training. I suggest you stop talking about that which you know nothing about (and have admitted to)
  2. It depends on your definition of "sport". Some dictionaries say different things. It's highly ignorant to say that only things which require extreme athleticism can be considered sports. It's also ignorant to say that gaming doesn't involve some degree of physical exertion; there are reports of "burnout" within the big leagues. And there's also the case of sports recognized by the International Olympic Union which could be argued aren't really a sport: DivingSynchronized SwimmingGymnasticsArcheryBoxingFencingGolfSailingShootingTable TennisCroquetTug of WarMotorboat RacingFigure SkatingLugeSkeletonDogsled RacingAir SportsAuto RacingBilliardsBowlingBridgeChessDancingLifesavingMotorcycle RacingClimbing
  3. Yes. This is the Cael's wish.
  4. I wish we had a system like Razor mentioned, that way some useless crap could get buried like it's supposed to. But we are switching to XenForo at some point in the future, so a massive overhaul is probably not wise.
  5. It's just a single #define. Search for the actual error that it throws when you get too many of them (".sab extensions are too large") and you should be able to find it easy.
  6. I can't quite edit on my phone, but I got distracted from the point I was trying to make earlier. The media has been quick to vilify modders and video games ever since Columbine (OMG ERIC HARRIS WAS A MAPPER, ALL MAPPERS ARE EVIL)
  7. A lot of this stuff is already in the game... if you play on the lower difficulties or on JA, of course you're not going to see this behavior. The only thing they don't do is use cover efficiently, but that could be changed with new map nodes. Even then, the benefit is going to be minimal. The map design doesn't really support cover-based shooting. Just running through kejim_base in my head, I can't even think of a single instance where the cover could be optimized. I mean, aside from a few minor gimmicks, there's not much that can be done to make the AI that much better, other than stuff which people would complain about.
  8. I'm laughing my ass off at these news people. They act as if someone actually got assaulted, which is kinda priceless. What's next, are they going to report that people's cars are getting stolen? Anyway, I have to say that this is basically hacking that they're describing, not modding. It's common for people to confuse the two within GTA (prolly cause of noob console kids who don't understand the difference) for whatever reason. I don't understand the feminist connection? Personally I think GG is a bit silly tbh. But that's my take. Games can be e-sports. They can take a high degree of mental dexterity and can be played competitively, so how can they not be? I'd assume such nonsense from someone who's never played a real-time strategy game online.
  9. JKG is...around, I don't know a whole lot about where to find a working download anymore Gunslinger's Academy is still pretty decent, it has a ton of stuff that isn't in any JA mod (REAL akimbo, where you can have two different weapons, like a shotgun and a pistol)
  10. This map must be terribly incomplete. There's no mention of Yavin or Coruscant on there as far as I can tell, but for whatever reason Blenjeel is on there (also known as HERE BE SAND WORMS). There's no Nar Shaddaa or Corellia either. Rodia, land of the Rodians is on there, but no Kamino or Kashyyyk.
  11. OpenJK has experimental JK2 SP support only.
  12. You don't seem to be understanding what I mean when I say conflict of interests. When you have a conflict of interests, you will be working on some hobby for money that may interfere with your work, or alternatively you will be doing fuckall at your office and instead working on your project instead of what you're supposed to be doing at work. This is why you're meant to disclose this sort of information in yearly paperwork, and failing to do so may result in termination. This is incredibly common. Under Valve's system, if you make $10, you aren't entitled to any of the funds. Your mod needs to have made over $400 before you'll see a dime of it. Which makes the problem even worse. Even out of Valve's system, people who are making mods professionally may undercut the people who are working on mods in their spare time as a free hobby. For Skyrim modding, this isn't even about quality, strictly speaking. Some people who would be doing these mods professionally may devote their time to make sure that their mod is compatible with a zillion other things. And hey, there's always mod piracy to worry about. What did that have to do with what I just said? :x What. Also, music is a bad analogy here for various reasons. False. And you missed mine. The point is that once you release a mod, it more often than not becomes the property of the original developer of the game. This is why Blizzard took Valve to court over Dota 2 (They settled out of court) I never said that it wasn't. The fact that you point this out only bolsters my argument. Killing Floor was made by people who are passionate for their work, just like developers of Grand Theft Auto. For every one good game on Steam, there's about ten that are shovelware/YouTube-bait Early Access games. Interested in picking up Domestic Dog Simulator? I know I'm not. Except that it did. For quite a few mod-makers, including the devs of SkyUI, which is in use by hundreds if not thousands of mods for Skyrim and was previously for free until the for-pay Steam Workshop came out, this became a reality and tore the modding community for that game apart in the span of a day. Anyway, my point is that with for-profit mods, you now open the floodgates for the people who are in it for the money and not the passion. If all mods were free, the people who are in it for the money would simply not exist, because there's no money to be made. I'm not saying that all people who mod for the game are going to become money-hungry, I'm saying that people who are money-hungry now have a new means to acquire their precious wealth in the form of mods. I don't speak for everyone here, but I can just say No thanks to that. I've already provided examples that prove this. Name me one tech company that doesn't have a contract like this. Anyway, I do agree that Steam's handling was bad. If they're going to do a paid mods experiment, it ought to be performed on a new game, as opposed to one which has been out for almost 4 years now.
  13. If you're currently employed, I'm sure your boss wouldn't approve of you making money from a second hobby. See: http://en.wikipedia.org/wiki/Conflict_of_interest I've had to fill out several bits of paperwork before regarding this. Generally speaking, if I was working as a programmer for say, Microsoft, and I developed for-pay mods for Skyrim as a hobby, this is a conflict of interest and they would most likely ask me to stop doing this or be dismissed. When I was interviewed by Raven Software, they mentioned that I would probably need to be devoted to projects 24/7 and modding wouldn't be a good idea. Also worth mentioning: several universities have policies that state that if you develop something while at their school, then the university owns the intellectual properties rights and therefore a share of the profits. Mine does. I think you've kinda contradicted yourself there/missed the point of what I was trying to say. Mods are frequently developed out of passion for the game, and not strictly speaking for income. Whether or not they are for-pay, they still have an impact on your resumé regardless. Sure. But it's not a 1:1 comparison at all. Musicians don't spend 40 hours a week in a studio or at a game development place like programmers or 3d modellers do. Many of them work freelance, are licensed (Hotline: Miami comes to mind) or serve other roles besides strictly musician, like sound engineering in general. I can't think of any fulltime sound designers/musicians for video game studios that have put out a for-pay album, aside from Simon Viklund, who put out a single song earlier this year for $1. And it's the only work by him that's like that. All I'm saying is that this is stuff that's normally done as a hobby. Introducing money to the equation introduces problems. A shitty Wonderwall cover is based on an original song and introduces your own elements. A Skyrim mod is based on an original game and introduces your own elements. Am I saying that selling a really good sword for $1.00 is a bad thing? Not really. It doesn't even strictly matter if it's a Master Sword model in this case. If it were to stand out on its own, it would be provided as a raw model format with textures meant for commercial use, and not wrapped up in a BSA/ESP specifically for the use in Skyrim. And, for bonus cookies, putting something up on Steam Workshop/making it for Skyrim means that Valve/Bethesda now owns the rights to it as per the paid mods TOS/EULA, and you don't. If someone were to export that sword in a different format and put a $200 price tag on it on Polycount, there's exactly jack shit you can do about it because you can't enforce a DCMA notice on something you no longer own. These legal issues are one of the things that I mention as being introduced when money is introduced. And the same can be said in the other direction. The vast majority of stuff in mobile marketplaces and even some of the stuff on the paid Skyrim market (no joke, there was a mod titled "Just Give Me Money") are just cheap cash-ins/shovelware designed to line their developers' wallets with cash. That's not a hobby or a side thing to get you money. There's no passion there. If you truly love something, you don't care about the money. Profits don't drive inspiration, creativity does. Don't believe me? Compare something like Killing Floor, which, btw, started out as a free mod, to something like Call of Duty, which is produced on a yearly basis strictly for profits. KF2 is coming out soon (currently in Early Access) and has comparable playerbase statistics to Grand Theft Auto V on PC already. You can produce a model or piece of music and sell it, even if it was originally designed as a mod for another game. I'm not saying that you don't deserve compensation or that your work doesn't deserve validation or warm fuzzy feelings or something else to make you feel good if it just so happens that it turns out to be a quality piece of work. I'm also not saying that you don't have a right to charge money for it, this is ultimately up to the publishers who may impose a restriction on your paid mod. This is a bit of a red herring, so to speak. My point is that creating a culture of paid mod development and getting the original game developers involved reeks of: Exploitation. Now instead of the game developers making paid DLC, modders get to make it and they only get 25% of the revenue! Needless competition. If something is the best/really good and is free, why compete? If there's already a really good Anakin skin that you like, why would there need to be another version? If we're talking a paid market here, you'll want to make your own and get a slice of that market. Modding is no longer done for the fun and promoting good vibes, but instead is a cut-throat market.
  14. Several mod communities already have systems like these (Sims 3 comes to mind). I like to think that modding should be a hobby, but if you're inclined to make money off of it, there are better options in terms of careers. I think that introducing money might introduce unwanted competition or cheap cash-ins like we've already seen with Skyrim. I'm not saying that mod-makers don't deserve any money, but it would be better to have just straight-up donations or to be doing this sort of thing for fun, not for profit. Modding is more of a hobby than a professional career. I like to make the comparison that modding is like jamming out with your friends to covers of existing songs, whereas game development is like actually making albums and selling out concerts. Then again, there are some quality mods which are most deserving of cash. I don't play Skyrim, but I play New Vegas and the scene is very similar (some of the same tools are used, even). I would be willing to pay up front for a mod like Tale of Two Wastelands or WMX. That being said, I think the intrinsic value of doing these mods for fun often produces higher-quality content if you ask me. DayZ went on to produce a standalone game. This is not the same thing.
  15. Let me lay out the facts: Chesko and Isoku were approached by Bethesda, who was in discussion with Valve at the time as well regarding payment. The modders were given a strict NDA if they wanted in on the project. Naturally, both of them were excited because they were actually talking with Bethesda, which is something rare.Bethesda told them that it would be a 25% cut. They later found out that they're only getting paid 25%, and not 75% like Bethesda implied.Valve told Chesko that it would be okay for his mod to include fishing animations from another mod, since the other mod in question was free. Chesko couldn't get the permission for the animations due to being bound under NDA. The maker of said animations naturally got pissed off at Chesko, but Chesko explained the situation and they're cool now.You can only expect to see funds after you will have earned $100. Therefore, your project needs to sell $400 worth of mods just to make profit off of it.On the first day, $5777 was made by mods on the workshop. Only $770 was paid out to the modders.Chesko stopped developing mods and took his mods off of Nexus as well, mostly because:Valve spent part of its 25% giving money to sites like Nexus and others.Chesko pulled his mods from the Workshop but people can still buy them, which he's upset about.The CK (editor for Skyrim) has a EULA which states that mods made using it cannot be sold, which is confusing (?)Valve will be adding a donations system to the WHOLE workshop, as confirmed by Gabe Newell. This applies to games such as AoE2 which don't have paid mods also.This new donation system will bypass the publisher/distributor 75% cut, allowing people to pay the modmaker directly.People are upset because mods which were previously available for free are now paid Workshop mods, and the Workshop is badly implemented as it is. Now here's my stance on this: naturally we aren't going to "follow suit" on JKHub, and our content will always be available wholly for free. Whether or not you conduct business with a modder personally for cash, that's your business. However, there's a very fine line to walk when it comes to cash. I think that donating is perfectly fine when it comes to modding, and I wish people would do it more often as it speaks more as a signal saying "hey, I really like what you're doing! keep it up!" (I've never received a cent from anything I've done with JKA, other than that one time where @@ent gave me a game that one time) That being said, I find the widespread adoption of paid mods such as in Skyrim to be disgraceful. Let's ignore the fact that the majority of stuff that's already coming into the workshop is trash, and focus on the moral and legal implications of this. While yes, I would consider it okay if one or two people wanted to receive some sort of cash for a really large mod (read: Moviebattles), I think this promotes a closed and walled garden type of atmosphere. Instead of information flowing freely and people openly explaining how they're doing something, we're going to see people try to closely guard their "trade secrets" and make the system stupidly competitive when it doesn't need to be. Also, you're going to see some mods pop up on the workshop which are cheap cash-ins of existing mods, perhaps not even placed in there by the original mod author. I think a very good example of this is the source code release. Prior to the release, code mods were largely hidden, and there was competition to make the best mod. Secrets were very commonplace, and there were a number of 'cliques' I would say that even persist to this day (Moviebattles coders are seldom, if ever seen on the official JACoders/OpenJK IRC). Now since the source code is in GPL, there's no reason to hide your code anymore (all GPL-licensed software must be made open source, and all derivative software must be licensed as GPL) and there's no need for secrets. I would say that the OpenJK project would not be where it is today if it was not licensed under the GPL. Although, I kinda hate the viral nature of the GPL, that's just me.
  16. Maybe it's just my eyes, but the dome (top part) of the helmet seems a bit too tall, and the helmet seems too thin overall when compared to that poster. But maybe I am wrong.
  17. For what it's worth, Abrams has always wanted to do Star Wars movies, and he considered the Star Trek movies his tryout for Star Wars. So I think if anyone is capable/willing to do the series justice, it's him. I've never quite understood the hate specifically towards Disney. Everyone thinks they'll do a terrible job with the franchise, but I think that's weird considering that Lucas always wanted Disney to hold the movie license and had to settle with Fox. And frankly, anything could be doing a better job than Lucasfilm did with the prequels and LucasArts was doing with the Star Wars games as of late. TFU felt like a bland inFAMOUS clone (and inFAMOUS felt bland anyway, so that's pretty horrible). 1313 seemed interesting but the development horror stories that followed from it make me almost glad it didn't get made.
  18. Yup, I had planned on using these. Thanks for the permission. Are you going to make some for JK2 as well?
  19. There's been a million of these threads. Enough, already.
  20. Is this asking for help, or a complaint against MP's shader system? Either way, it'd probably help if you posted your shader.
  21. Semi-off topic, but those links...I couldn't help but notice one of the images... This character bears a very striking resemblance to someone familiar in the JK universe...
  22. I think it's plenty feasible to do a space mission over Artus or around the Doomgiver. The map size ought to be big enough to support it. You could take the three Doomgiver missions, decompile them and line them up correctly, and then overlay the unused Cairn prefabs, plus Cairn Dock bits could be overlaid to get the size of the bridge. From the shots in the cinematic, each one of those little chunks is an AT-ST pod containing 4 AT-STs. When you think of it that way, it really makes the Yavin missions seem insignificant. If I remember correctly, each pod is something like 1024 - 2048 units tall. That should get a rough size estimate of what the ship should actually be ingame. Actually building the ship in Radiant is easy since all of the textures exist. For performance sake, each pod would probably need to be converted to a misc_model_static or something for LODs. Now in terms of what the actual mission entails, I could provide some specifics into the implementation. There's four potential hook spots: 1. The cutscene where we see Rogue Squadron initially get involved after contacting them. I was thinking that at this point, the Doomgiver is likely still just navigating out of the Lenico system. 2. The ingame cutscene where Jan and Kyle meet. There is a brief exchange between Jan and Kyle which was cut from the game. If I remember right, it goes something like this: This doesn't translate well, and Kyle doesn't explain that Rogue Squadron is bombarding the ship, so I might just not use this hook. 3. When Kyle kills Galak, there could be a brief cutscene showing Galak's suit being destroyed (I always felt that he died rather anticlimactically compared to Desann and Tavion) and a brief screenfade. Loading screen for new map. When finished, use a new info_player_start on doom_shields again and do the Gravity-esque thing that happens after you kill Galak. 4. After doom_shields is finished, our super awesome XWing mission starts. I'm thinking that there could be two Doomgiver X-Wing missions. We play as an unnamed, silent Rebel pilot that's part of Rogue Squadron. On the first mission, we are approaching Doomgiver (but not actually making contact) to investigate Kyle's distress call. Ideally it starts nice and quiet, with a bit of banter between some pilots perhaps. Just giving basics on flight, since it'd be different. Then, a bombing strike is attempted on the Doomgiver, but the shields are repelling the missiles, and we have some engagements with tie-fighters. On the second, we're actually destroying the Doomgiver and eliminating as many AT-ST pods as possible before they can fall. I'm thinking of keeping it slightly on-rails but giving freedom with flight. This entire section would be skippable. Another idea is to have an Artus mission where you play as Jan. This would take place just before Artus Topside. I was always very slightly annoyed that the map started off as a race against time. You'd have a few brief firefights on the ground as you try and load transports, but you'd take to the sky to eliminate TIE bombers before they can drop a payload. Could be potentially interesting.
  23. Have you tried doing the other things that it tells you to try?
  24. Well, the direction they're taking it seems pretty cool. I might actually be okay with this.
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