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Charlie Wiederhold
10-11-06, 10:36 PM
I've been absent long enough to break through rude and come out on the other side to being just like every other person with a page that doesn't update consistently. Which I'm kicking myself for because in my recent upsurge of game playing I've come across so much stupid in gaming that I could justify the page title finally. I did take notes though, so I'm hoping my next update to the front page will cover that. This hits on everything from God of War to Prey to Zuma to the Xbox 360 Dashboard.

Regarding prizes for the Duke 3D 10th anniversary contest in the forums: I need to come up with something different. Hopefully it makes sense now why I wound up having to back out of the original promise due to leaving 3DR. I simply didn't feel comfortable trying to get the autographs and such when I was pretty sure I'd not be around much longer. Unfortunately I didn't start to come to that conclusion in any solid form until after the contest was already well past, so that's my bad.

If anyone has any alternative ideas please toss them out. I'm going to order some Duke 3D mousepads no matter what. Doing something with Gearbox games isn't quite right either since 1) it's got nothing to do with Duke 3D 2) I'm still new there and 3) I'm not even sure that's something that would interest the winners. I haven't forgotten... I just hope people are still able to be contacted once I make up my mind on something to do instead.

As for a work update:

I've now been at Gearbox for coming up on 2 months now. It's an entirely different world from what I had grown used to at 3DR. For one... milestones and schedules are important to them. Part of my current challenge is looking at the timeframe we are aiming for and how to focus and direct development to meet the schedule while also putting together a game that gets players excited and lives up to our expectations (which are pretty high). That's what almost everyone in the industry is supposed to be doing of course... but it's new for me.

I also really like what they are trying to do as a company. Both in terms of the sort of games they make and how that is handled, but also the sort of culture they want to cultivate from within. Many things that I had thought "If I were to start my own company... what would I try to do?" are already in place and functioning at Gearbox. Gearbox is of course not a flawless company (real humans operate it and work there of course)... but they are certainly the most exciting thing going on in the action genre I found when I was looking around. Especially in Texas. The next couple of years are going to be interesting to watch. What's most interesting is that Gearbox wasn't anywhere on my radar when I left 3DR. I was looking at places like Valve, Epic, and Remedy as options. Randy asked me to go to lunch when he found out I wasn't at 3DR anymore and that was it... I was sold. I did my due diligence, especially since there was one offer in particular that was just as attractive but for entirely different reasons... but the Gearbox possibilities matched up more with what I want to be trying for in my career right now.

I can't talk about what I'm actually participating in yet, but hopefully not too long. From chatting with a few of you through the years as well as just reading your posts I know it's something that will get you pretty damn excited though.

The official role is Associate Producer (http://www.gearboxsoftware.com/index.php?p=talent&bio=charliew)... which means I work with the Producer to... ummm... produce the game. More specifically I'll be more heavily involved in the day to day production and direct... alright I'll say it... management :mryuck: of the developers. It's actually very similar to what I had been doing at 3DR for the past two years, but in a more defined role. It's been pretty easy so far since I'm working directly with the same guys I've worked with and known for 8+ years.

I've been living a much more grown up *cough* schedule. Getting into work between 10-11 (ok sometimes between 11-12) and leaving between 6-8 depending on when I got in and if we took lunch or not. Gearbox has flex-hours meaning you can pretty much work when you want so long as you are getting your job done and the team leaders are ok with it. Especially in terms of needing to work a strange shift one day due to some personal thing (concert, errands, family visits, etc).

From what I understand 3DR switched to a company wide day-shift not long after I had left. Whatever floats their boats... but that's one of the attractions for places like Valve or Gearbox and used to be one of the attractions for 3DR. Although I have started to work day shift, and will probably continue due to that being when most of my attention is needed, I enjoy having the option. So hooray for un-intended bonuses to deciding a change was due!

I think that's about it. For some reason I don't feel like there is much "meat" to the post, but perhaps you guys will have questions that will lead towards something more interesting.

Charlie Wiederhold
10-11-06, 10:41 PM
Also... I respectfully request the uncensored picture of Natalie now. :love: But no unicorns. The unicorns can stay in the other thread.

Also, I went ahead and made it a front page update. *shrug*

kaisersoze
10-11-06, 11:35 PM
Cool update Charlie.

You managed to knock down some of the cobwebs around here. ;)

What's this about uncensored Natalie pics? Hook a brother up here man!

So Charlie, I believe Gearbox is involved with Nintendo Wii development, correct?

Do you have dev units or actual hardware units? If so, what are your impressions?

Thanks.

Asmodeusz
10-12-06, 04:09 AM
I'll give you uncensored Natalie, when I get home :)

As for the prize in the 10th anniversary quiz, I guess something Duke related would be cool. Something you can't get in Europe. A mouspad would kick ass :)

Judging by Charlies post, you must be working on an FPS :)
Which may be great. Someone told me it's a war game, which except Operation Flashpoint, are a bore for me.

So, you're a manager now... You'll manage people, they're your assets and they need to bow to you servantly. In your resume you listed your amazing "Black and White + Black and White 2" managing skills.

Oh, and about tentacles are they calling you "Purple" already? :D :D

I kid. But you seem to hate that word. Manage, manager, managing, why is that?

Charlie Wiederhold
10-13-06, 11:37 AM
What's this about uncensored Natalie pics? Hook a brother up here man!

http://www.gamingisstupid.com/forums/showpost.php?p=1000&postcount=156

:D

So Charlie, I believe Gearbox is involved with Nintendo Wii development, correct?

Do you have dev units or actual hardware units? If so, what are your impressions?

I've gotta wait in line to play a Wii just like everyone else. :( I can't wait! I know Randy has spoken about interest in working on the Wii though, yeah.

I'll give you uncensored Natalie, when I get home :)

Taps foot... checks watch... realize I'm in no position to pressure anyone else to hurry up on something. :)

Judging by Charlies post, you must be working on an FPS :) Which may be great. Someone told me it's a war game, which except Operation Flashpoint, are a bore for me.

Nobody publically knows what we're working on yet so whoever told you anything was just guessing.

So, you're a manager now... You'll manage people, they're your assets and they need to bow to you servantly. In your resume you listed your amazing "Black and White + Black and White 2" managing skills.

Oh, and about tentacles are they calling you "Purple" already? :D :D

I kid. But you seem to hate that word. Manage, manager, managing, why is that?

Mostly because it means I'm doing less actual coding and level design and watching everyone else do all the cool stuff. Word/Excel isn't my idea of the fun parts of game development.

That said: Working with a group of people and thinking long term to help guide things and direct them towards an ultimate goal is extremely satisfying... and watching efforts I put into that direction actually help people's job get easier and more effective is just as enjoyable as watching someone play a level I made or use a tool I've written.

I also don't think of the team members as assets or anything else though yes, sometimes you have to think in terms of where their efforts would best be placed outside of what they *really* want to do. Gotta keep that to a minimum though. I enjoyed what Colonel Antal (Gearbox Military/Historical advisor) had to say when we were talking about his last command... he didn't ever consider himself the boss of the troops or any concept of above/below. They were all on a team and all had a job to do. While he was certainly leading... that's only so they can focus on doing their part of the job as well as they can. He has to trust them to do their part, and they have to trust him to do his part. Same thing for when I was producing at 3DR and here. I don't do things just because it's what I want to do. It has to be capable of being explained. People don't have to agree with the decision, but I need to be able to provide them a reasonable explanation for why the decision was made.

Also generally when things are all working together you don't have to keep explaining yourself to the people you are working with... because the progress is visible and everyone knows what they are working towards so it is easy to understand the decisions. When you are getting constantly questioned... then it is time to re-evaluate things.

Asmodeusz
10-13-06, 02:07 PM
OK,

So first things first, here's Natalie: http://www.hidebehind.com/7D12E2FE

As for managing, I see your point man. Sometimes when I watch my own boss, I really think it must be a hard job to do (he manages 7 people), still if there are results it must be really satisfying. It may be a bit different in the sales department (for a big IT corp.), but I don't know if I could combine totally different personalities to bring revenue (or to create something, which is the case in the gaming industry).

Good thing, You Charlie, just as my manager, know that the important thing is listening to people. And a good sh!t filter. You have to differentiate (sp?) narrow view grumble, from constructive objections.

EDIT:

I guess I messed up the links with Natalie :o

Here's the good one ;) :love: - http://www.hidebehind.com/38DF91F0

Asmodeusz
10-13-06, 02:17 PM
Nobody publically knows what we're working on yet so whoever told you anything was just guessing.

Well, I guess it was speculated in some thread at 3DR Forums.
But I can't give you names unfortunately.

Still, I'll buy your game even if it's a war game :D

A Duke fan, can't make a game that's not fun. ;)

Kalki
10-15-06, 11:31 AM
I shall hereby pretend Gearbox is working on Alien Vs. Predator III: Interspecies War. ;)

Nice update Charlie. I'm looking forward to the gaming critiques. Starting with tight linearity in shooters please. :nipple:

Management is really important in games these days with complexity becoming such an issue. Not to mention, a true leader is always led.

So 3DR is on daytime work schedules? I knew many among the crew used to work nights so it must suck for them. I myself love working through nights when I get the chance. Bet they still have some flexibility in when they can get in to work, right?

Thanks for the pics Asmo. The first one (cleverly disregarding a certain request) was a hoot! We shall all *ahem* treasure the second. :love:

From originally linked Gearbox bio:
Now he's here to teach Gearbox the benefits of slow and steady wins the race as an Associate Producer on something.

So Charlie, what exactly are you on?? :confused: :cool:

Asmodeusz
10-15-06, 12:01 PM
I shall hereby pretend Gearbox is working on Alien Vs. Predator III: Interspecies War. ;)

I can't possibly type anything that could describe how sweet it would be ;)


Thanks for the pics Asmo. The first one (cleverly disregarding a certain request) was a hoot! We shall all *ahem* treasure the second. :love:


You are welcome :) Let's build a temple to store it now :D :nipple: :love:


So Charlie, what exactly are you on?? :confused: :cool:


I guess Charlie's working on a yet unannounced project...

Kalki
10-15-06, 01:19 PM
Hey Charlie is your current desktop (http://www.gamingisstupid.com/images/desktops/desktop_20060714.jpg) from the Rainbow 6 in Vegas game?

Asmodeusz
10-16-06, 04:58 AM
Judging by this: http://xboxgamezone.co.uk/images/360/Rainbowsix/Vegas/R6Vegas.jpg

it must be Rainbow 6 - the blur effect and yellow light color tone are identical.

For a second I imagined it is DNF though... :o

Unregistered
10-16-06, 05:47 AM
Judging by this: http://xboxgamezone.co.uk/images/360/Rainbowsix/Vegas/R6Vegas.jpg

it must be Rainbow 6 - the blur effect and yellow light color tone are identical.

For a second I imagined it is DNF though... :o
It is RS Vegas...sadly :(

SyntaxN
10-16-06, 05:49 AM
It is RS Vegas...sadly :(
That was me...forgot to log in :o
@Natalie pic, this is sooo old :nipple:

Asmodeusz
10-16-06, 07:47 AM
BTW,

Gearbox licensed UE3 last year :)
http://www.gearboxsoftware.com/index.php?p=pr&pr=9

I wonder how does it compare to working with previous UE installments? Charlie?

Kalki
10-16-06, 09:28 AM
That was me...forgot to log in :o
@Natalie pic, this is sooo old :nipple:
Thanks for the confirmation though. :o

And re the pic, it's not like they're sagging. ;) :nipple:

SyntaxN
10-17-06, 02:36 PM
BTW,

Gearbox licensed UE3 last year :)
http://www.gearboxsoftware.com/index.php?p=pr&pr=9

I wonder how does it compare to working with previous UE installments? Charlie?
DNF code FTW!!!1111 ;)
It has to be better...right?! I read that the PS3 version of it isn´t as good as the 360/PC version right now.

Theseus314
10-18-06, 11:31 AM
I'm confused. Day shift?

I thought that developers who worked around the clock were a myth.

Micki!
10-18-06, 04:33 PM
That's anice Update Charlie... good you posted on 3DR today... your sig made me check the place :D
I had some questions, but they have been answered already...

Regarding the trivia prizes... it would be fine if at least you signed it (Duke3D mousepad)... That's enough for me...
I'm looking forward to the game you participate in at Gearbox (i suppose it's the next game they release..?)

I shall hereby pretend Gearbox is working on Alien Vs. Predator III: Interspecies War. ;)


This would make me CRY out of joy...
I WANT a new AVP game... it's just needed... :nipple:

Charlie Wiederhold
10-18-06, 04:38 PM
Desktop was indeed Rainbow Six: Vegas. I think it looks wonderful. Looking forward to playing it and seeing how their version of Vegas feels to move around in.

Sorry, but no AvP3 from us. :) I hope it won't take too long until we can talk about what we're working on.

Asmo: I did get to look at UE3 (Brother's in Arms: Hell's Highway uses it) and it is taking some getting used to. Myself and a few others had put in a lot of editor features that UE3 doesn't have, so in some ways it feels like chopping off a hand but still trying to do basically the same thing. This is my first time to use Kismet and Matinee, but from what I understand Matinee is pretty similar to what they had in UE2. Kismet is pretty cool though and I really really enjoy playing with it, Matinee, and the particle system editor.

Regarding day shift. When I got to 3DR it was 100% flex hours. A few years ago we switched to a split shift where you could pick between the day shift or the evening shift. There was about 5 hours of cross time where everyone was working together. From what I understand they've switched to a total day shift with 1 hour of flex before and after (so you can get in anytime between 9-10 and then can leave the appropriate number of hours after that). I think Dave Ratti commented about this on his webpage too when it happened.

Gearbox is flex hours: So long as your lead is happy with your work, you're putting in 40 hours, it isn't disrupting anything, and you aren't missing important meetings then do whatever works best for you. The leads have the option to require certain hours depending on the situation, but I haven't seen that enacted yet.

Theseus314: They are becoming rare. :)

Charlie Wiederhold
10-18-06, 04:39 PM
This would make me CRY out of joy...
I WANT a new AVP game... it's just needed... :nipple:

Well hopefully the new Titles for the forum help you out a little. :)

Micki!
10-18-06, 04:42 PM
Well hopefully the new Titles for the forum help you out a little. :)

I'd kiss you, but you're male...

:woot: :D

I'd have prefered Xenomorph, but whatever, i have the coolest weapon atm (Smartgun)

Charlie Wiederhold
10-18-06, 04:44 PM
Haha... you've already exceeded the Xenomorph level.

I'll be impressed if anyone ever gets to see the top rank... it's a surprise. ;)

Micki!
10-18-06, 04:51 PM
Haha... you've already exceeded the Xenomorph level.

I'll be impressed if anyone ever gets to see the top rank... it's a surprise. ;)


I bet it's Queen :cool:
Damn, did i spoil it :confused: :nipple:

PS
I hope to see some more actual info of that new Gerabox Project by the end of this year, or anytime soon... i'm so damn curious, since you tell us we'll probably like it :D

Charlie Wiederhold
10-18-06, 04:53 PM
Nope... not the Queen. This person is much more of a badass than anyone else in the entire Aliens universe.

You've reached the end of the Alien titles I wanted to use (Eggpod -> FaceHugger -> Chest Burster -> Xenomorph). Those were all made just for you. :)

Micki!
10-18-06, 05:06 PM
You've reached the end of the Alien titles I wanted to use (Eggpod -> FaceHugger -> Chest Burster -> Xenomorph). Those were all made just for you. :)

I feel like registering a new account just for that :D

Also, i have a feeling to who the last stage is... but i won't spoil it just now :cool:

btw, do you in any way work together with any of the other earlier 3DR employees at Gearbox now..? :confused:

Kalki
10-19-06, 12:45 AM
I feel like registering a new account just for that :D

Finally, an excuse to flaunt a puny post count! :D Can you picture me, as a chestburster, all bloody when I rip out from a hapless colonist's chest? :p Bet it's a female colonist. :nipple: ;) :nipple:

Sucks about AvP3 though. Don't worry Micki!, we shall hunt down the ones responsible for it and worship them.

Kalki
10-19-06, 01:22 AM
Regarding the trivia prizes... it would be fine if at least you signed it (Duke3D mousepad)... That's enough for me...
Oh forgot about this. Yeah I'm cool with that too Charlie, it would be great!

Micki!
10-19-06, 03:59 AM
Sucks about AvP3 though. Don't worry Micki!, we shall hunt down the ones responsible for it and worship them.

I want a tallented team to do it though...
It would be beyond amazing if Monolith would want to create the 3'rd game, with an improved FEAR engine or something (heck, the current one would be more than enough)

I vote Monolith because they practically aren't able to make a bad game, and they rock if it's about adding the right mood for a game (NOLF's humor, FEAR's scaryness etc)

Would have been cool if Gearbox did the game, but too bad it's not...:nipple:

Reminds me, besides this missing-to-make-my-life-complete game, i also want Carmageddon 4... I remember when someone from 3DR asked in an E-mail if they were even making it, and got a very amusing response which was neither a "No" or "Yes"... :D

PS
Haha, Titty-burster :P
Why not Titty-hugger..?

Asmodeusz
10-19-06, 04:11 AM
AvP3 could come from Monolith. The most important thing, as Micki! mentioned is the people, they have to be passionate, talented and full of ideas.

Kismet and Matinee,
Ok, I'm illiterate, tried wikepedia with no luck. What are those?

Micki!
10-19-06, 04:27 AM
those names (?!?) confuse me...

Asmodeusz
10-19-06, 05:00 AM
Well it seems they are tools of the UE3 engine, but I have no idea what are they? :confused:

Kalki
10-19-06, 07:39 AM
I want a tallented team to do it though...
It would be beyond amazing if Monolith would want to create the 3'rd game, with an improved FEAR engine or something (heck, the current one would be more than enough)I read somewhere ages ago that Monolith won't be doing it. Don't know who is or if their stance is changed.

Reminds me, besides this missing-to-make-my-life-complete game, i also want Carmageddon 4... I remember when someone from 3DR asked in an E-mail if they were even making it, and got a very amusing response which was neither a "No" or "Yes"... :D
Someone from 3DR asked about the game? What happened?

PS
Haha, Titty-burster :P
Why not Titty-hugger..?No, it would still be a face-hugger because the tentacle has to go through the oral cavity. It could be called Deep-throater though. :p

Kismet is UE 3.0's scripting language & visual scripting interface iirc while Matinee is a tool for creating cinematics on a timeline-based interface. I'd have to dig up the early UE3 tech videos to be sure.

Micki!
10-19-06, 08:14 AM
Someone from 3DR asked about the game? What happened?



Just found it via 3DR search function... It's Orochi Avlis who sent the mail:

I sent an e-mail to Stainless' CEO Patrick Buckland asking about C4.

Now be honest, are you guys working on Carmageddon 4? Or maybe do you know if another team is working on it? I'm curious because it's been years since the last one and people are really itching for a new one. I tried looking up information on it, but to no avail nothing recent. Every tidbit I found said Fall of 2005.

So please say it isn't true, please tell me that Carmageddon 4 isn't cancelled.
Thanks for you time in reading my letter.


response

I wish I could tell you, but if I did, I’d have to kill you. Twice. And then run over your body.

Funny response. Fitting, really.
I don't mean to jump to conclusions, but things could be looking up.......
Of course it could be nothing.

Well, he's responding in a Carmageddon-ish way (run over him :D) so it's a hint i guess

Kristian Joensen
10-19-06, 10:48 AM
Well it seems they are tools of the UE3 engine, but I have no idea what are they? :confused:

Well Kalki already answered this question but I think the Unrealtechnology page explains it relatively well:

# “UnrealKismet”, our visual scripting system:

* Gives artists and level designers virtually limitless control over how a level will play without touching a single line of code.
* By connecting together simple events and actions created by programmers, everything from simple behaviours to complete gameplay prototypes can be assembled quickly.
* UnrealKismet supports hierarchies of scripts for organizing very complex sequences into manageable units.

Also they have two (http://www.unrealtechnology.com/screens/kismet_1.jpg) pictures (http://www.unrealtechnology.com/clean/images/ue3_kismet2-s.jpg).

As for Matinee:

# “UnrealMatinee”, for keyframing properties over time and creating in-game cinematics:

* Track based system, with support for controlling movement, modifying properties, playing animation and sound, making camera-cuts, changing FOV, fading etc.
* Preview and scrubbing of sequence completely in-editor for instant feedback.
* Curve editor, for getting fine control of movements or properties over time.
* Ability to connect multiple actors to an UnrealMatinee group (e.g. for dimming 10 lights at once).
* UnrealMatinee data can be shared across multiple instances (e.g. using the same animation for every door in a level).
* Any property can trivially be exposed for UnrealMatinee to control. New track types can also be easily added.

# UnrealMatinee and UnrealKismet are tightly integrated. Arbitrary gameplay events can be triggered at specific points in a sequence, and level designers have complete control over playing, stopping and reversing sequence playback.

A picture of Matinee. (http://www.unrealtechnology.com/screens/matinee.jpg)

Charlie Wiederhold
10-19-06, 02:08 PM
Hey guys... I'm in LA again so I'll respond to the interesting questions/points tonight when I get back to the hotel. Provided I can stay awake. 5am pickup means I just pull an all-nighter. ;)

Micki!
10-19-06, 03:08 PM
Cool... :woot: (We need this guy :nipple:)

Asmodeusz
10-19-06, 03:16 PM
Kalki, KJ

Thanks for the answers :) I should've checked the UE site :o
I wonder if the systems are very complex to learn. I know nothing about scripting, so I wonder if I will be able to use Matinee only :confused:
On the other side I've learnt UE2004 editor preety quick, with basically no tutorials. Anyway, UT2k7 is one thing, what I'm really looking forward to is Unreal 3 :)

Micki!
10-19-06, 03:21 PM
Kalki, KJ

Thanks for the answers :) I should've checked the UE site :o
I wonder if the systems are very complex to learn. I know nothing about scripting, so I wonder if I will be able to use Matinee only :confused:
On the other side I've learnt UE2004 editor preety quick, with basically no tutorials. Anyway, UT2k7 is one thing, what I'm really looking forward to is Unreal 3 :)

i hope that there'll someday be an editor for a game engine that is so simple, and easy to understand/get into that even beginners will be able to take part of making something...
I still haven't understood all basics of the Doom3 editor... (Preditor actually)


I want something as simple as:

"put the object you want here, tell what it can do, and what restrictions it should have etc... make a wall here, stretch it, bend it, make a pipe, same features etc..."

Charlie Wiederhold
10-20-06, 12:10 AM
I found Kismet and Matinee very easy to pickup and learn. There is a minor amount of ramp up time on them, but they are pretty intuitive. Once you get to the uber complex systems you should understand them well enough to break them down in your mind into smaller chunks. The tools also provide you with the ability to organize them into small chunks.

They are very visual and have a lot of power built into them.

The biggest drawback is just that the features in it don't always work 100% consistently or the way you would expect. For example: You can change the brightness and radius of a light in Matinee, but not the color. It's not hard to add it, but it is just strange to me to not have that work by default.

Matinee, btw isn't just for cinematics. It's how you make anything move around in the world, change properties on things, etc. Doors for example are more easily setup with Matinee tracks than the old school stuff... with the ability to have much more powerful control of what happens to the door.

As for easy to use editors: There is always a tradeoff on this. Programming languages experience this all the time. The more abstract and wysiwyg you make something, the more you have to sacrifice on power and customization. So for example: Oblivion/Morrowind is actually pretty easy to edit for (other than some poor interface choices). That's because you have a list of items you can put out there and really you just combine them. However you can't build custom stuff right there in the editor... so you sacrifice that for ease of use.

Same for editing geometry such as "bending". There are infinite ways to bend something. So you either give someone exclusive control over every vert, or you make some basic assumptions on how people will want to bend things "most of the time" and accept the limitations.

Very few AAA games can be made without the sort of power and flexibility that comes with tools that require some practice to get good at.

Charlie Wiederhold
10-20-06, 12:35 AM
btw, do you in any way work together with any of the other earlier 3DR employees at Gearbox now..? :confused:

Forgot to respond to this. Yes, we're all on the same team.

Asmodeusz
10-20-06, 04:42 AM
i hope that there'll someday be an editor for a game engine that is so simple, and easy to understand/get into that even beginners will be able to take part of making something...
I still haven't understood all basics of the Doom3 editor... (Preditor actually)


I want something as simple as:

"put the object you want here, tell what it can do, and what restrictions it should have etc... make a wall here, stretch it, bend it, make a pipe, same features etc..."

What Charlie said, I agree 100%
The Elder Scrolls Construction Set, was really easy to use, and I enjoyed it a lot. Unfortunately, after some time the lacking possibilities were growing, and I became bored, since I didn't want to use any external stuff (since I'm no good at modelling).

Regarding the Preditor and Doom editor: In my case, I need to have some kind of "good feel" of the editor. I've learnt how to use Build for DN3D in no time back in the day (of course, hail Ken Silverman for making it so user friendly). I had a try at the Quake Editor and Doom 3 one, but they were uncompatible with me! So naturally I tried the UE one. The beggining was hard, but in like 20 hours of messing around and restarting I could make a very basic level. Step by step I figured out the rest of the stuff. Later, I had to check some tutorials for more complex things, but well, it's a favorite for me in terms of possibilities. On the other hand TES:CS is my favorite in terms of ease of use . :) So Micki!, maybe you should check out some tutorials for the Preditor?

Micki!
10-20-06, 04:52 AM
That's some cool and interesting stuff there...
It bugs me that, like you said, that Matinee can edit light radius, but not light color... it would seem logical to me if they put all options for lights together, instead of making them a seperate option...

As for limitations etc, i meant more like you had complete control of anything... Meaning that you could go the "Radiant editor" way, and make geometry fit perfectly together, or you could perhaps make it so, that geometry could be merged somehow... so pipes/walls/etc wouldn't colide on each other...

And instead of writing in some entities and stuff for an object/NPC or something, you could simply select an existing entity from a list of features, fitting to whatever object you have selected within the editor...

I hated it in Doom3 Editor/Preditor that some stuff really had it necessary for me to write in some entities... sometimes even from scratch... i didn't get what the heck i had to write... if it had to be a number, or if a line should be added etc... it was just confusing to my n00b mind... :(
So something user friendly, that simply makes you select it, instead of doing it all by yourself would be nice... of course, this should be a feature, and the ability to write it all yourself should also be there...

PS
it's cool that you all work together... 8)

[EDIT:]
Damn Asmo, your post appeared after i wrote this :D

I have tried to look at some tutorials for Preditor... it's very confusing still both to do all of that, and remember it too...
I guess it needs practice... but perhaps i should also try UnrealEd..? i have UT2004, so perhaps i should go mess with it some day... it might also be helpfull for the day DNF is released... since it's likely they'll have some similarity to it... :nipple:

Hudson
11-20-06, 06:19 PM
Nice update, glad to hear you're transition to Gearbox has been pretty painless. How do you like it?

Kalki
12-11-06, 11:49 PM
I shall hereby pretend Gearbox is working on Alien Vs. Predator III: Interspecies War. ;)

I was joking and this was completely non-serious b:nipple::nipple:bery but just how close did I get (http://www.shacknews.com/onearticle.x/44985)?

I'll have to accept that I might be psionically gifted. :p

crunchysuperman
12-12-06, 07:19 AM
^ Ya beat me to it.

Micki!
12-12-06, 08:34 AM
I'd like to comment, but i'm waiting for a real announcement before doing so :D

Kalki
12-12-06, 10:33 AM
Lol @ :nipple::nipple: edit. :)

Micki!
12-12-06, 12:54 PM
Hahaha :D :nipple:
(i added a nipple to not make the message too short... however, be telling you so by writing this, i automaticly lengthen the message to an appropriate length... so the nipple is actually totally uneeded... but this note wouldn't make sense if i removed it, so i'll just let it be)

aasyranth
01-01-07, 06:23 PM
Sorry to be reviving an older part of the thread, but has anyone played around with the RoboBlitz (Unreal engine 3) editor? I bought the game the day it came out, but I haven't had much time to mess with its editor, as I've been working consistently on an UT2004 mod.

Micki!
01-03-07, 12:27 PM
Hmm, i haven't...
in fact, i've never heard of it... sorry... i didn't seem to help you out, but it's now clear that the place isn't dead :D

aasyranth
01-04-07, 01:05 PM
Not surprising that you haven't heard of it. I pretty much watch sites like shacknews.com like a hawk, otherwise, I probably wouldn't have heard of it, either.