#22045 posted by Spirit on 2012/08/24 00:01:42
I think that would be way too complex. even with limiting each to a reasonable 5 scale it would be even harder to get people to rate.
the user ratings are meant for random Mr Smith.
#22046 posted by metlslime on 2012/08/24 00:23:57
metacritic weights different reviewers based on how reliable they are, i think... (reliability = closeness to norm, i think?)
Also, Some review aggregators will ignore the outliers... so a bunch of 4s & 5s with a single 1, the 1 would be ignored.
Both of these require enough raw data to even have outliers and norms, of course.
#22047 posted by Spirit on 2012/08/24 14:51:10
sock: Those things exist at Quaddicted (comments, ratings and tags history of users) but they are not linked and only available for registered users. https://www.quaddicted.com/reviews/user.php?username=Spirit
I think I should probably through my privacy concerns away and link them from comment pages.
I really like the idea of user-created lists/selections so I wrote some thoughts on implementation: https://www.quaddicted.com/forum/viewtopic.php?id=84
Quakeinjector
#22048 posted by megaman on 2012/08/25 10:04:33
it would even be relatively easy to measure how long players spend with a map. But at least until oct, i have zero time to spend on it. It would really be awesome if someone could take over. I'm here to answer questions.
#22049 posted by Spirit on 2012/08/25 11:18:58
nah, that would need to be in-engine. you could not know about level changes, pauses etc from measuring the time quake was running from the outside.
full offline support and comments and ratings (and tags) would be my favourite issues.
Didn't Know Shambler Did Performance Art Too
#22050 posted by Spirit on 2012/08/29 15:56:27
After 8+ Years
#22051 posted by DaZ on 2012/09/02 15:05:47
Daz
#22052 posted by nitin on 2012/09/02 15:23:38
what is it>
Nitin
#22053 posted by negke on 2012/09/02 15:28:44
Seriously?
Ah the DNF of mods is still around eh :)
Negke
#22055 posted by nitin on 2012/09/02 16:30:23
yes. I went to the page but they dont have any screenies or info, well none that I could find.
Check This:
#22056 posted by RickyT33 on 2012/09/02 16:40:27
http://www.blackmesasource.com/404.php
Every time you refresh the 404 page it gives you a different picture, mostly just jokes, including the 'goatse grub'.
Random
#22057 posted by necros on 2012/09/02 19:20:55
i think it's the thing with the original hl maps for hl2?
Nitin
#22058 posted by DaZ on 2012/09/02 22:30:51
It is Half-Life remade in the source engine. Appears to be very high quality from the trailers and screenshots they have put out over the years.
As others already mentioned, it is the DNF of game mods, they originally posted a release date back in 2009 (heh) but after that came and went the team went quiet and the jokes started pouring in :)
Anyway, it looks very nice. I'll probably do a video series on it for the you of tubes.
Also, Soundtrack
#22059 posted by DaZ on 2012/09/02 22:36:02
http://www.blackmesasource.com/soundtrack.html
Listened to a few tracks, pretty good stuff actually.
DaZ
#22060 posted by Preach on 2012/09/02 23:50:06
Please post a 10 second video review of Black Mesa Source saying "This thing plays like a game from 1998 - thumbs down" thanks bye.
Ok Cool
#22061 posted by nitin on 2012/09/03 15:49:12
will definitely check it out.
Aha
#22063 posted by megmn on 2012/09/05 17:20:30
preach
This thing plays like a game from 1998
In the case of DNF that would have been preferable to what we got :p
Hey Necros
#22065 posted by negke on 2012/09/05 21:31:28
Care to code some simple brushwork <-> mdl converter? Cool, thanks!
#22066 posted by Spirit on 2012/09/05 21:41:08
you might be able to do that with noesis, maybe through an intermediate format.
why not just embed bsp files though? what weird stuff are you building again.
#22067 posted by necros on 2012/09/06 03:00:59
I've been thinking about that, actually, but the way brushes are defined just doesn't make sense to me. But yeah, it'd be really cool to be able to do that.
Are you trying to convert from brushes into a model or a model into brushes?
Noesis
#22068 posted by sock on 2012/09/06 10:42:55
Can convert .map files to .obj model files. It copes with detail ok, anything smaller than 1 grid brush scale is broken but otherwise it is perfect for working out the scale of things. The obj file format can be read by most modelling packages.
#22069 posted by negke on 2012/09/06 19:45:34
Model to brushwork actually. Would that even work? Some trisoup mess, and what about the skin?
Map to model is easier - I once successfully converted my SM spaceship to a model in some awkward procedure. But it was a poor job, because the touching faces were included as well.
It was just a random thought I had while playing Madfox's map, seeing the Gargoyle. Could make for some nice map objects, and help keep a map proper if Drew runs it with Quoth.
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