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How To Attract Coders To The Quake Scene
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There's little reason left for anyone to implement graphical advancements in Q1. [...] Q1 engine coding seems to be dead.

The constructive question in my comment is: How will you attract new talented engine coders?

Talented coders likes to do crazy stuff. It's a waste of their time not to do it. Programmers are fuelled more by challenges than by artistic visions. They are primarily driven to make things work, not to make things look good. Making things look good is the most boring part of their work, often being a chore because of how subjective things can get.

How do you expect programmers to feel compelled to work in Q1 engines if you keep telling them that doing crazy stuff is wrong?

Baker was one of the most amazing coders here because he did lots of crazy stuff. There's lots of stuff in his work I don't agree with, like hacking the QC code behavior to shoehorn the fish count fix through the engine. But despite not agreeing with his methods, lots of stuff can be learned from them. He contributed a lot.

People hates Darkplaces because it does lots of crazy stuff. But that's exactly why it's one of the best engines for any Quake modder who wants to make wholly new games: almost any crazy shit you throw at it will work. Engine coders doesn't think only of the mappers, they also tries to improve things to 2D artists, modelers, texture artists, musicians, gameplay programmers, and so on.

How do you expect engine programmers to enjoy working in Quake engines?

Mankrip, I'm presuming you're drunk posting with the "community rejects any graphical advances in Quake rendering these days" gibberish.

Years ago the community was more receptive. Nowadays, it isn't.

Just because some rendering things that look completely out of place with the rest of the game aesthetic are rejected doesn't mean that people reject advancements

Some maps in some map jams are very poor, yet people don't reject maps jams because of them. Nobody says "this jam is bad because of that map", but they say "this engine is bad because of that feature". It's sad to see lots of good work being ignored because of small stuff.

The quake scene on here should be mature enough to use stuff subtly... [...] And the more people do that, [...] the more the advancements can progress overall

there's so many areas that remain to be advanced harmoniously and appropriately...


Guess what, the skills to do such things comes from the same place of "pissing around with disco lights". Programming is not art direction. If you want a good programmer, you must let him exercise his programming skills, instead of forcing him to develop artistic skills.

The question remains: How to make engine coders enjoy working with the Quake engine?
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