Then we should close all the other threads as well, because there's a chance that they can get out of hand.I think this thread should be closed before it all gets out of hand
I love how you completely overlooked my previous post about my poor choice of example and to use google to find an example to suit your own needs. but since some people cannot master such things, a quick scan of google gives you plenty of examples of mods done in a year too by small groups so pick your poison.Spunky said:I love how Muffin completely overlooked my posts.
True, and your right to think that. My point was relating to both of these CV's having the same amount of time spent and in the same aspect of work. I'm pretty sure sweeping changes on UT3 would be far far far more preferential than sweeping changes on HL1.KarrdeKNR said:Muff, depends on what I want as a lead developer. If I'm making a game on a pre-existing engine, and I don't plan on making major changes - IE I'm not looking to develop new systems, and basically will use prexisting engine scripts, resources, etc, I'll prolly go with the guy who's done nothing but that before. I could probably get someone like that for cheaper, too. However, if I plan to mess with the innards of an engine and make sweeping changes, then I want someone who has done that before. This kind of work requires more creativity than implementing things into a completely preexisting framework. Same goes for building an engine from the ground up. Working on HL and working on UT3 isn't that big of a difference overall. Anyone working for any game company will be up to date on modern coding. The difference is the creativity, ingenuity and experience in engine coding.
As far as night is from daySynth said:Would it be far-fetched to call jealousy?
It wont get out of hand, taking turns on a soapbox is a far cry for trading insults. i think we can hold a civil conversation even if the topic is of a fragile nature. besides this has no doubt spurred a bit of activity on the forums!Madman121 said:I think this thread should be closed before it all gets out of hand
You're also still trying to make a point of development times, so:ESF is not a professionally developed game (though some professionals may be on the team), and has never even pretended to be. These aren't people going for a quick buck, but people trying to create a completely unique expression of an idea for zero profit. Whatever their individual reasons for joining the team are, who are you (whom I presume to have absolutely no experience in game development) to criticize them for the way in which they choose to develop this mod, especially when the way in which they're choosing to do so is projected to have no effect whatsoever on your experience with it?
You're complaining senselessly about a minuscule detail.
That's why I said you overlooked my posts. After I posted, you kept trying to make a point of theses things where there isn't one to be made. I've done all I can here to help you understand the dynamics of game development. If you still don't understand, I'm giving you up as a lost cause and hope that some day you read a bit into it.I forgot to make a point about ESF's development time. Being hobbyists, it's easy to lose motivation to work on a project, which the team says has been the case numerous times where long periods of time would go by with almost no progress. A team of paid professionals wouldn't have this problem.
Paid professionals also know what they're going to do before they even begin. Sure, minor (and sometimes major, but not often) changes in the game's design can happen, but you have a really good idea of what you want to do from the word "go." During my time as a tester, the team jumped back and forth between ideas pretty often and probably still do, just because their actions aren't restricted by an employer.
It would probably only take the ESF team around three months (if that, probably less) to develop ESF if being paid 8 hours a day to work on it. With motivation and time not being a constraint on development, you'd be surprised at the difference in productivity. It's easy to lose your motivation when you're receiving absolutely nothing but the gratitude of adolescent kids in return for your hard work, believe me, and time is always a problem when you have work and/or school to worry about.
The reason i've not bothered responding to your comments is because they are of no relevance. As previously stated i'm by no means critising ESF for its work efficiency, nor am i disgruntled about the use of HL1 and I hold nothing but praise in that regard having watched its development since the alpha days so stop putting words in my mouth.TehMuffinMan said:Where have I questioned efficiency? I pointed out that the push in the past year is not unmatched as many mods have come forward just as quick. This entire discussion (in my intention) is about the flaws of the phrase "ESF>UT3" which gameplay wouldn't make a monumental difference to either
you guys have all done a brilliant job with the project and i'm by no means trying to debate that. My "beef" is with several peoples stance that pulling apart a ten year old engine is more complex and held in higher regard than pulling apart a more recent engine, that working with half life 1 is more complex than working with UT3.
I might be misreading this whole topic but from what I can tell Muffin is aruging the fact that UR engine is not easy to work with as one might think, yes it easier then the HL1 engine when it comes to bloom and so on but the reason for that is because the UR is made to handle that where HL1 isnt so if you didnt add all the extras the team is adding like the boom then the HL1 engine is in fact easier to work with therefor the team created more work for themselfs but trying to implant these things into an engine thats doing stuff it isnt ment to when they could of just moved to an engine that already has the tools to do it.Sicron, this thread was never about getting a job in the game industry.
Muffin, I'll reiterate once again. Unreal Engine was designed for easy third-party development. I've already said that's not really something you can argue, it's an undeniable fact stated many times by Epic Games. Are you going to argue with them about it? Unreal Engine was designed to be ridiculously easy to develop for. With the UDK, it's really not as difficult to develop a mod as with other game development tools. It is less complicated to work with. I'm not saying the same holds true for other engines.
The fact that some UT3 mod teams have made progress at the same rate as the ESF team doesn't say much of anything about either side. Comparing the rate of progress of hobbyist game development teams is pointless, that's just another dynamic of game development because everyone has different amounts of free time on their hands between work, school, and whatever else they have going on.
I can understand trying to defend your swollen pride, but really, what the ****? Nothing bad has been said about Unreal Engine. All anybody has said is that it's not as complicated to work with, which is undeniably true. What's your problem?
As far as I understood, this thread is about how efficient the choice was to choose for 'hacking' the HL1 engine, or moving to a different engine. I merely spoke in the perspective, that for personal growth in skills (and in time, a real job in the gaming industry), the choice for the HL1 engine might have been unefficient compared to moving to a more advanced engine. Which means less time would have to be spend on adding bloom and such ('reinventing the wheel' if you will) and more time could have been spend on other, perhaps more unique(previously unseen), features.Sicron, this thread was never about getting a job in the game industry.
Muffin, I'll reiterate once again. Unreal Engine was designed for easy third-party development. I've already said that's not really something you can argue, it's an undeniable fact stated many times by Epic Games. Are you going to argue with them about it? Unreal Engine was designed to be ridiculously easy to develop for. With the UDK, it's really not as difficult to develop a mod as with other game development tools. It is less complicated to work with. I'm not saying the same holds true for other engines.
The fact that some UT3 mod teams have made progress at the same rate as the ESF team doesn't say much of anything about either side. Comparing the rate of progress of hobbyist game development teams is pointless, that's just another dynamic of game development because everyone has different amounts of free time on their hands between work, school, and whatever else they have going on.
I can understand trying to defend your swollen pride, but really, what the ****? Nothing bad has been said about Unreal Engine. All anybody has said is that it's not as complicated to work with, which is undeniably true. What's your problem?
That depends, you would have to spend a lot less time building already implemented features such as bloom. But you would have to spend extra time learning how to use new mapping techniques for example, that were previously not needed because HL1 simply didn't support them. Which in case would make it a lot more efficient in terms of personal growth, to learn to work with Unreal, as it will be a lot more likely you will need those skills if you were to continue working in the gaming industry as a full-time job rather than a hobby.I might be misreading this whole topic but from what I can tell Muffin is aruging the fact that UR engine is not easy to work with as one might think, yes it easier then the HL1 engine when it comes to bloom and so on but the reason for that is because the UR is made to handle that where HL1 isnt so if you didnt add all the extras the team is adding like the boom then the HL1 engine is in fact easier to work with therefor the team created more work for themselfs but trying to implant these things into an engine thats doing stuff it isnt ment to when they could of just moved to an engine that already has the tools to do it.
Ok that might not make any sense or be related in anyway but thats what i can make from this topic.
So UDK is easier to produce mods with than HL1? your correct in terms of the engine, since it gives you greater control over what you import, but your point is a bit strange here. You do realise that the a potential modder has to produce MUCH more complex and higher quality work to import in the first place? Did you have to create a high poly zbrush sculpt to get Goku on-par with the competition? i'm at a loss how you could argue that Next gen engines are easier to work with outside of features that have existed in moddable engines for the past 3 years, look at the big picture, 1.3 hasnt seen only code updates now has it?Spunky said:Unreal Engine was designed to be ridiculously easy to develop for. With the UDK, it's really not as difficult to develop a mod as with other game development tools. It is less complicated to work with. I'm not saying the same holds true for other engines.
Right, so you get in a hissy about me using Borderlands as a reference, and so I apologise and give you some community mod examples, and you still have your knickers in a twist? you say that its pointless comparing? why have you been rabbiting on about it and not just drop it?Spunky said:The fact that some UT3 mod teams have made progress at the same rate as the ESF team doesn't say much of anything about either side. Comparing the rate of progress of hobbyist game development teams is pointless, that's just another dynamic of game development because everyone has different amounts of free time on their hands between work, school, and whatever else they have going on.
Again i ask you to please stop the personal attacks as its really starting to get annoying, its only trolling me which would only serve to steer this thread further off the rails with warnings being thrown around.Spunky said:I can understand trying to defend your swollen pride, but really, what the ****? Nothing bad has been said about Unreal Engine. All anybody has said is that it's not as complicated to work with, which is undeniably true. What's your problem?