What I Mean Is
#276 posted by ijed on 2011/01/11 21:23:31
It's a fluke when my levels look good.
Mindcrime
#277 posted by negke on 2011/01/11 21:41:56
How much work is left to do anyway? Only item placement on a few maps (how many exactly)? Is the code base done? Any additional content?
#278 posted by gb on 2011/01/11 23:12:41
I'd be willing to help - monster placement is what I do fastest. I hope you didn't use Valve 220 map format or anything obscure like that.
Resist Jonas!
#279 posted by rj on 2011/01/11 23:19:21
i'd love to see negke take them on though...
Agree
#280 posted by Drew on 2011/01/12 01:31:18
Negke please. That would make me very happy.
Hehe...
#281 posted by bal on 2011/01/12 08:06:09
ZealousQuakeFan, well as it turns out, yes I'm an environment artist (actually character artist now). It's playtesting that killed it for me, I don't really play quake anymore, so can't find the patience to play these maps over and over until the gameplay works (they are fairly long maps too).
There are 2 pretty big maps, 2 smaller ones, also some unfinished ones but does are probably better left aside.
Mindcrime, I don't mind if you want to get help from another mapper, he shouldn't sign anything until he's actually seen the maps though, as we both know by now it's not a trivial task to finish them up. :)
I Say Unleash
#282 posted by nitin on 2011/01/12 08:12:50
gb and negke on those. That way there can be some variation in gameplay styles too amongst the 4 maps.
#283 posted by anonymous user on 2011/01/12 08:39:20
is this the bal3dm5 debacle again?
Negkhara!
#284 posted by generic on 2011/01/12 12:43:05
Yes!
Yeah
let neggers do it.
#286 posted by Mindcrime on 2011/01/12 15:55:41
Given that the mapfiles are a mess with a zillion versions (the last couple finalized/sealed by Bengt as a favor, and where are the base files now? I don't know) ... and that all the work I have done doing placement in the maps has been through manually adding them (longhand) and compiling TXQBSP -onlyents... I honestly wouldn't know where to begin involving anyone else.
#287 posted by Mindcrime on 2011/01/12 16:16:57
Note that I'm not against the idea of involving other people (if they're really *that* masochistic to want to become involved), I'm just not sure how that would work given the present clusterfuck.
#277 : Code base is done, although there's a few kinks to work out for the final boss monsters and, well, I kept adding new features .. and more new features ... and more new features ... as I was working on the maps, so not everything (that's new) is perfectly tested.
Of course, to put "new" in context. I mean "new" to me & Bal, recent additions to Neh. There have been hundreds of additions/features added to Neh since the release in 2000, much of which would be fresh, new, maybe even exciting to someone who has only been exposed to the Neh from 10 years ago.
As I said, I'm not against the idea of bringing new people in at all.
#288 posted by Spirit on 2011/01/12 17:19:18
negke
noun (plural negkeke, verb to negk)
someone who enjoys crazy ideas, or who derives pleasure from enduring the pain of expressionistic quake mappery or from being forced to do dumb monotone work for others
#289 posted by Spirit on 2011/01/12 17:21:51
And if NahkahiiR does play testing one could call it Nehkhara.
#290 posted by gb on 2011/01/12 17:31:50
A mapper needs a complete .def or .fgd file, the texture wad(s), and the .map files. They also need a working version of the mod to test with.
Next step is to get them to compile reliably.
Once that is sorted out, find several good playtesters (onetruepurple, ijed and negke might fit the job). Their feedback can be condensed into a bullet point list of possible / desirable changes.
For getting stuff back and forth between people (every playtester needs the mod), an SVN repository has proven beneficial. Where you host it depends how big the whole thing is and if it's open source or not. RMQ does this and the team uses things like TortoiseSVN to upload and download stuff.
A team is invaluable. One person who ends up in a clusterfuck is a pretty bad scenario compared to a network of playtesters and contributors. The latter lets you actually finish stuff.
A central repository also acts as a backup and version control system. It's pretty nifty.
I'd Gladly Host
an SVN or git repository for this regardless of the size. I'd also playtest.
#292 posted by Mindcrime on 2011/01/12 18:25:11
I'll give this thought and next week, when I have time (between a scriptwriting phase and a production phase, oh and between podcast mastering phases for other projects) I will go through the Nehahra files, try to bring some order to it (mostly by trashing the gazillion junk files cluttering the folders), and oh document *all* the features properly in a devkit txt (rather than scribbled notes on paper.. which I'd done for a time, as I was the only one who needed the info any more...) One way or the other, I would have to do all this anyway for a devkit w/ a release.
The reason I'll give this thought is because it may be that this never will be finished unless there's a group of people on it, and I'm left in the position which I function best (coding, getting error reports from mappers/playtesters, fixing shit, tweaking models and other things). Basically, the position I was in 10 years ago with the Nehahra team where there was a good functioning feedback mechanism.
I can be many things, but I can't be everything ... not on a sane, normal mortal timetable.
I'll keep an eye on this thread for any additional thoughts and etcetera through the week.
#293 posted by gb on 2011/01/12 19:14:41
Consider zipping everything you have now and archiving it, you never know what you might wish you hadn't deleted.
#294 posted by Mindcrime on 2011/01/12 20:38:17
I learned my backing up lessons many moons ago and have since amassed untold of terrabytes of digital pack-rat goodness. Don't worry. I back up everything.
Spirit Is Right.
#295 posted by negke on 2011/01/18 12:43:59
Oh, how I hate him for that...
#296 posted by Yhe1 on 2011/02/06 06:47:21
Is the new Nehahra episode going to have more custom monsters and weapons?
#297 posted by Yhe1 on 2011/02/26 05:16:18
Just wanted to ask how is that devkit coming along?
#298 posted by Mindcrime on 2011/03/07 04:49:40
I am definitely going to come back to this and address it seriously in May, which is the end of the first season of "Edict Zero - FIS" and the beginning of a 3-4 month vacation during which I'll have nothing else to do except writing (no production, releases, etcetera). Nothing else on my plate, and I won't put anything else on my plate during that time frame. I think I'll have spent enough time away from Q & Nehahra to come back to it freshly and w/ enthusiasm. Plus I can set my subconscious to the task of working out exactly what I want to do with it now.
Yhe1: yes, many more custom monsters.
Very sorry that I didn't move as quickly as I would have liked, but that I haven't abandoned it should be of solace. Most anyone else in my position probably would have, but most anyone else is not as neurotic as yours truly.
Thanks.
#299 posted by Yhe1 on 2011/03/07 06:28:08
You should check out negke's SPing DM maps, clearly monster placement is his strong suit
No Need To Apology
#300 posted by jakub on 2011/03/07 13:43:52
hi mindcrime, i'm glad to see you here again. i can't even say how much i'm looking forward to this nehahra sequel. don't apologize, good things take time and real life tends to intervine all the time.
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jakub
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