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MikeClarke

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Posts posted by MikeClarke

  1. UO as in Call of Duty United Offensive, the first expansion to the series created by Grey Matter Studios, currently known as Treyarch formerly known as Xatrix Entertainment creators of the banned Kingpin : Life of Crime (my first pc fps xD)

  2. +1 on the no restrictions that may convince me to get an xbox one in a year or two (im happy for now)

     

    Rick I was very much like that, when I did pc gaming I was modding brand new title's constantly I would be queued up outside the store waiting to get my copy (except CoD2 which I got a few days early) and being their at first light was very important.

    Now im playing Blackops 1 which was released nearly 3 years ago and I every night I go on im in a party of 6 (theirs usually about 10-11 of us so split the group up) and play different people every night, so 3 years on the clan match aspect is still there. - Although this isn't the same for all gamers, about a year after CoD UO came out the CoD servers were dead and everyone had UO :(

     

    I will be springing out £40 for CoD Ghost when it comes out but I do a game purchase of that cost maybe once a year.

  3. May be silly a silly question...could we extrude shapes from the terrain mesh in the actual level editor.

     

    Just think say I may a 3 square mile location, then I have a center section for a town, could I create brushes and use csg extract to remove the shape from the terrain so I have a hole to place a building in without risking the floor surface intruding through the living room floor.

  4. My gaming used to be 100% console, then I moved to 100% pc and now im 70/30 console/pc. I loved console games especially when it was games like Final Fantasy, they kept me at the tv longer than they ever should have (so worth it!) I switched to the pc for competitive games, fps mostly' where the network challenge was their. I resisted going back to a console, I bought a wii for the kids played it a handful of times before marking it as trash. Bought the xbox360 initially didn't like it, took me maybe 6months before I bothered to sit down and play a game for an afternoon, now I play for 2hrs most night's when everyone is in bed - utilizing xbox live to play fps.

     

    Would I buy OUYA.... nope. Do I think £40-50 a game is insane.... yes. Do I have a solution.... Yes I buy stacks of like 10-15games for £40-50 second hand and play them to death :P

     

    The xbox new limitations on "trading" games with the xbox one could be v.painful ie if they charge £25 for a second hand game, but if they keep the cost's low ie a few pound up to £5-7 then I'd be fine with it especially given its a digital copy and I have disks for console games (kids = lost).

  5. terrain patching is quite nice, especially if we can make smaller chunks and just connect them together at the seem's smooth out any difference. Also helps cut areas' for building foundations we intend to add later - their are many a work around for this,but it is a nice feature to have.

  6. I don't say i mastered it fully and know all the design-patterns that can be used, but you should really look if it is not really better to use OOP instead of procedural programming.

     

    I wonder if anyone has actually "mastered it". One of the old adages is someone can always do it better. I think even Bjarne Stroustrup will have came across people recreating his works in a more streamline or efficient manner. It took 1 person to invent the wheel, but millions since have improved upon it.

  7. Starwars is a religion to some of its devotees that doesn't make it so.

    Yes OOP can become extremely complex beyond initial planning and it's not hard for that to occur when you get sidetracked.

     

    When I refer to oop i refer to perl & php as that is where my experience generates (Started using perl at 10, switched to php at 15 and been using it for 10years).

     

    I think OOP is very powerful, but its easy to get distracted and go into too much depth craving perfection, obviously you can streamline code after it's written and clean up the formatting - despite what many people say I have never seen a 24hr coding session end up with neat code lol

     

    If your referring to LE I would go with C++ and just use LUA for initial creation of features, then once your 100% happy with them (or near) covert them to C++

  8. This is probably an odd query, I was looking at the viability of my second project idea, which I would love to use LE3 for. So I have 1 query, I dont need a you do it this way, or whatever just a yes/no would be fine.

     

    I would be looking to have weapon fire like a particle effect but made from a model (or including a model) that is animated.

     

    I would still to using a particle emitter but since their isn't a dedicated particle editor I think using an animated model would do just as good on the gfx quality scale.

     

    Thanks :) Sorry for the billion or so questions this is the last I should have for some time.

  9. Is it just me that finds it a miracle that minecraft isn't on either of their favorite games list? :P

    Glad to see a husband & wife development though, tried persuading my wife to get involved and she basically told me to screw off lol

    • Upvote 2
  10. Keep the info coming guys it's greatly appreciated.

     

    My original project was ww2 from the British perspective and incorporating the french resistance. This hasn't driven anyone to my door or any real interest from other dev's as such I'm decided whether to switch it up. If I was I do have another game idea in mind that would be a brand new genre all together (so far as i know).

     

    I'm looking to finalize my decision by the end of the week as I can't afford to not be making progress or to waste my progress on a project without a future so decisions need to be made fairly quick. So all the information you share is greatly appreciated.

  11. Basically I've been having huge trouble getting anyone remotely interested in my main project, to the point where I am currently reconsidering it entirely, perhaps the people I spoke to don't represent much of the other people out their.

     

    I figured I would give it a second shot asking some important questions here and use the information to make a final decision on the project and it's future. Please be brutally honest and expand on your votes.

     

    Cheers :)

  12. I think you missed what i was saying.

     

    LE3's level editor by default has 4 viewports, 1x3d, 3x2d.

    The 3x2d viewports can scale gridsize independently of each other for example vp1 could be 8, vp2 could be 4 and vp3 could be 2.

    This makes aligning things a nightmare, especially on larger leveling. However, if vp1, vp2 and vp3 where all set to 2, 4 or 8 it would make things simpler - you can select an object on the same axis as your looking to match up to so that you can see the line in the viewport.

     

    That just comes down to experience and practice, some people can never see a 3d shape whilst looking at 2d viewports. Its unfortunate but it happens, others can only 2d viewports and visualize the level.

     

    Both scaling & moving can be easily done in the 2d viewports, You can position yourself in the 3d viewport to see what you are moving quite easily. Unless you manually have the option to set the 3d viewports gridsize resizing objects in it would snap to any grid, which isn't precise.

  13. Leadwerks 3 FAQ Cont...

     

    How do I create a new post

    Go to the forum you that best describes your post, click 'Start New Post'.

     

    How do I hijack a thread

    In the "reply to this topic" box, post unrelated queries or comments then click "post"

     

    Do it... its the LE way :P

  14. Well a demo that doesn't look v.good can only negatively impact the company. People look at studio demo's and are supposed to go "Woah, I could do that" not "oh, i could of done that 10years ago with excel" etc lol

  15. The line before the 2nd horizontal red line from the top :P just below the . on your ?

     

    I think the issue would be that 3d view doesn't have a grid size to resize onto, each of the viewports have their own grid size that you can adjust so they aren't always locked to the same size. So which grid size would 3d use? Oh the other editors i've used all 3 viewports share the same scale so the 3d viewport would use the same for live modifications through that viewport.

  16. I don't argue against the use of modelling tools, i support that as well I think their needs to be a compromise between models & csg. For that reason I don't think the csg editor should become a modelling tool but a csg tool entirely. Otherwise you may just use all modelling tools. Moving verts just takes csg to a new level of accuracy. + Saves programmers learning extra software.

  17. Re the uv texture for bsp like I said a visual render but not an unwrap like a modelling program otherwise you may as well use a modelling program since they have more features than the csg editor anyway. For example Display the texture, then show the selected faces and you just drag them to the position you want on the texture. As opposed to unwrapping it - just 1 face at a time.

     

    Moving vertice is the old way, its tried & tested. I actually works great I wish I could find some decent samples from my old work but I don't tend to keep it. We could use cubes to create church arches that are far more complex than the current art tool would allow, or that using a sphere boolean would create. By taking time. The vertice move situation comes for adding finer details to a map, so it should be "slow" cos its precise.

     

    If you google "call of duty oraco chelm poland" and check the images, that was a map made by Oraco (later got hired by them) it took about 2-3weeks using csg, not boolean but moving vert's. I've yet to see any modern tools creating maps as fast to that quality, especially consider he did it around uni work & classes.I think it was around 40hrs including concept art.

  18. But you need to ask who will develop these "template projects".

    There is darkness awaits, lcp2 in development.

    Who is going to do racing, mmo etc.

     

    The only people who could make them is the community and they have there own projects and tests. Donating to a project is great and I fully support it - thats why im helping with lcp2 but I couldn't sit and put all my time into churning out templates even if I had the talent (which I admittedly dont) cos I have my own projects to progress with.

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