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Forum: All Forums : General Gaming Topics
Category: General Gaming
General chat about gaming and such.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: [General] What is the most limiting factor?
rickmus~rb
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Since: Dec 23, 2006
Posts: 342
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Level 5
Category: General Gaming
Posted: Saturday, Jan. 18, 2003 01:18 am
As modders, what is the most limiting factor that you face from using one of the current generation of engines?  i.e. contention creation tools, scripting language, engine aspects not exposed, documentation, support, etc?
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Lacutis~rb
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Since: Dec 23, 2006
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Category: General Gaming
Posted: Saturday, Jan. 18, 2003 02:50 am
I would have to say API documentation is probably a big one.

It's ok to sit and figure out some stuff by the examples in the written code, but sometimes it nice to be able to just print out a nice piece of documentation with the calls spelled out.
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=>XentorMan<=~rb
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Since: Dec 23, 2006
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Category: General Gaming
Posted: Saturday, Jan. 18, 2003 11:01 am
I think it's a mixture of what you listed
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The Bag~rb
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Since: Dec 23, 2006
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Posted: Saturday, Jan. 18, 2003 11:47 am
I think one of the most limiting factors for mod teams is time.  

One of the advantages we had while working on 'Midget Wars' (beta 1) was that we worked on it full time for ten weeks - as part to the 'Dare to be Digital' competition (http://www.interactivetayside.com/dare), but now I'm back at university doing my senior honours year we've only been able to release one small update.

Another limiting factor can be peoples attitudes (I'm fairly sure this doesn't apply to anyone here) - members of the team that cannot be bothered to put the effort in, learn something new.

I think people who act like this are more of a limiting factor than lack of documentation or such, as anyone who puts the effort in can learn to work with anything, despite lack of documentation or access to engine details.  A personal example is that none of the 5 of us who made Midget Wars had never worked with Q3 before, but by a couple of weeks in we were fluent in the workings of the Q3 code.

I think all the reasons mentioned in this thread can have an effect.  For example lack of documentation can make people reluctant to learn to use the code/tools.
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FliX~rb
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Since: Dec 23, 2006
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Category: General Gaming
Posted: Saturday, Jan. 18, 2003 12:01 pm
Quote (The Bag @ Jan. 18 2003, 5:47 am)
Another limiting factor can be peoples attitudes (I'm fairly sure this doesn't apply to anyone here) - members of the team that cannot be bothered to put the effort in, learn something new.

yea this is a big problem, weve seen it in our star gate mod, thats why we have lost a lot of members allready, because some just do notin, even though they promisse to do this or that....

as main limitation i see that often the SDK get released very late... they should allways be included with the game CD like 4 instance UT
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cduke~rb
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Since: Dec 23, 2006
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Last: Dec 23, 2006
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Category: General Gaming
Posted: Saturday, Jan. 18, 2003 01:25 pm
The memory is a problem. How big can a map be, so it runs fine under a certain engine. The other thing: it needs to fit in eachother, it needs to be solid. You have to have a good and solid idea, so it runs.
Concerning other things: you can cut in something. Focus on maps for instance, and leave skinning and moddeling. Wenn you make a singleplayer game, then you could leave coding.

The other thing is: multiplayer involves sometimes more (!) than singleplayer. It isn't therefore better or anything.

You can focus on really the game you make, the content.
What besides that do you need? For instance just a piece of coding. Add a thing new.

PS: A mod needs to be finished too.
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Lacutis~rb
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Since: Dec 23, 2006
Posts: 105
Last: Dec 23, 2006
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Category: General Gaming
Posted: Saturday, Jan. 18, 2003 06:58 pm
I have another thing to add, since it's sort of been mentioned.
Map sizes! I think map sizes are currently way too small, the only engines that I know of with decent map sizes are Torque(Tribes 2) and Serious Sam.
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UniKorn~rb
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Since: Dec 23, 2006
Posts: 1291
Last: Dec 23, 2006
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Category: General Gaming
Posted: Saturday, Jan. 18, 2003 10:02 pm
I kind of disagree with that. If the map is too big, the fun factor imho disappears when you have to walk for 2 mins, get shot and walk all over again...
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FliX~rb
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Category: General Gaming
Posted: Saturday, Jan. 18, 2003 11:34 pm
Quote (UniKorn @ Jan. 18 2003, 4:02 pm)
I kind of disagree with that. If the map is too big, the fun factor imho disappears when you have to walk for 2 mins, get shot and walk all over again...

well that depends if u play EF (sorry to say this) with a small comunity big maps arnt as much fun but in BIG comunties with 32 ppl per map a nice big map can be gr8

and in SP big maps are better obviously...
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Lacutis~rb
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Since: Dec 23, 2006
Posts: 105
Last: Dec 23, 2006
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Category: General Gaming
Posted: Monday, Jan. 20, 2003 02:15 am
Quote (UniKorn @ Jan. 18 2003, 4:02 pm)
I kind of disagree with that. If the map is too big, the fun factor imho disappears when you have to walk for 2 mins, get shot and walk all over again...

I'm a big promoter of Coop single player, and in order to do really nice coop sp levels, you need the ability to have large maps.
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