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[SPOILERS] Impressions and a suggestion

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[SPOILERS] Impressions and a suggestion

Postby Dandi8 on November 6th, 2009, 11:55 pm

Hi!
I've just finished Out of Hell and I must say I'm truly impressed by the amount of work that has been put into it. Sure, the FPS tends to drop a lot, there are some bugs and glitches and I had to restart a level several times just because I went into a 'sticky' spot but what is amazing that I actually did restart the level and did so several times, despite being annoyed so much by it. This means that the gameplay is great. I love the Resident Evil feel the game has and I like the fact that dialogues are only written. It just gives the game that old school feel ^^ The story near the end got confusing and at the very end turned out to be a big bummer because there was a lot of room to evolve it (especially after you find that 'sacred room' where a guy writes in the notebook how he needs to save the world etc. I thought till the very end I was supposed to be the 'scout'. As I see it the game cuts away from past to present in the middle of the hero returning with the fuel and kind of forgets to tell the rest of the story so I had no idea why I ventured to the slaughter house near the end. Overall though, the game is awesome. Awesome and certainly inspiring.

My suggestion:
Can we expect some sort of an article or, better yet, a series of articles about behind-the-scenes stuff, explanations on how you learned to mod throughout the years, which tools you used, your techniques etc? Being a modder myself I am quite curious how you managed to make so many fitting models without eventually killing yourself and where you got the references :) Actually, I'd like to see the whole process behind it - the planning, the mapping, the modelling, the coding... Huge props for coding, btw. I can't believe you pulled that out by yourself. So yeah, can we expect some sort of articles like that?

Btw. Stuff I write usually makes more sense but it's 1AM and I'm really tired... ;)
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Re: [SPOILERS] Impressions and a suggestion

Postby inu on November 7th, 2009, 12:01 am

If it contains ANY KIND OF SPOILERS it should NOT be in this section.
Someone (a Moderator of 'course :P) please move this thread.
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Re: [SPOILERS] Impressions and a suggestion

Postby Dandi8 on November 7th, 2009, 12:23 am

O.O
How so?
It's the friggin' comments/suggestions/reviews, it's bound to have some spoilers. Comments are supposed to comment on something, right? ;)


[rant]
Damnit... I was working on this sweet icon for OOH when my gfx driver crashed and sent my PC to, well, hell... For the third time! I give up :-/
[/rant]
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Re: [SPOILERS] Impressions and a suggestion

Postby inu on November 7th, 2009, 12:23 am

It's just on the wrong section.
Lol, you should know better to save every minute tho.
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Re: [SPOILERS] Impressions and a suggestion

Postby Dandi8 on November 7th, 2009, 1:10 am

The thing is, making an icon isn't a few-hour thing, takes half an hour at most. And I certainly didn't expect 3 gfx crashes in 10 minutes XD
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Re: [SPOILERS] Impressions and a suggestion

Postby Chicken+Ribs Combo on November 7th, 2009, 2:03 am

I'm trying to put together a dev journal of sorts, detailing the process, the hurdles, the things I learned, the people I met, etc. I don't know when it will be available, but it shouldn't take too long! :)
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Re: [SPOILERS] Impressions and a suggestion

Postby Dandi8 on November 7th, 2009, 5:56 am

Hopefully it won't take you long as I'm really eager to discover what's behind the scenes ^^ Btw. links to stuff like tutorials that helped you would be awesome :P Plus after seven years of constant work you must be a walking book of tutorials yourself so maybe we, the community, will be able to squeeze something outta ya' :D


Lol I just noticed I have an "I survived..." avatar. Was that from the start or was it given to me? And what's "Pvt. Msg C+R with title"?
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Re: [SPOILERS] Impressions and a suggestion

Postby Chicken+Ribs Combo on November 7th, 2009, 6:07 am

Completing OoH earns you that specific icon. You can still use your own custom icon, but this will be under it. :) Beating OoH also earns you a custom rank, so anything you'd like to go under your name, PM me it and I'll update you. :)
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Re: [SPOILERS] Impressions and a suggestion

Postby Chicken+Ribs Combo on November 7th, 2009, 6:09 am

I'll also be doing tutorials as well, though they may appear after the journal. What engine are you working with? If you have any specific questions, I'd be more than happy to point you to some tuts or if I can't, I'll explain it myself. :)
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Re: [SPOILERS] Impressions and a suggestion

Postby Dandi8 on November 7th, 2009, 6:31 pm

I work with any engine I can find :P I've played around with GoldSrc, Source, the UE series, CryEngine 1 & 2 etc. etc. Hell, Solitude (a game I'm currently working on) is based on the Quake 1 engine :D

I'm mainly interested in how you model stuff, how you texture stuff and how you get around the code. I code only as a hobby from time to time so I'm really not that strong in this stuff, hence I could use some tuts about that (maybe not stuff like C++ basics, more like where to look for what) :P I have no idea how you coded in the zombie behavior, for example. Currently I'm planning on doing a little project on the Source engine.
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Re: [SPOILERS] Impressions and a suggestion

Postby Chicken+Ribs Combo on November 7th, 2009, 6:49 pm

Much of the code is subclassed from existing code. For example, monster AI is already included and what you do is create an extension of that code and add/change whatever you need to that. I'm not a coder, by any stretch, so I might not be the best person to be explaining this. :) I only know enough to alter/add/copy/remove what I need from existing code to do what I need it to do.
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Re: [SPOILERS] Impressions and a suggestion

Postby Dandi8 on November 7th, 2009, 7:49 pm

And it's that knowledge of what to alter/add/copy/remove that I want to have :P

How long did it take you to get to know UT code good enough to make serious changes (like adding weapon reload and stuff)? So far the most I have ever done in any engine code-wise was making the character look down while sprinting in Source XD I guess I feel more comfortable in my own code (like when writing games in XNA) :)
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