sorry dronk posting again tough I enjoy it this time nowhere nearly as hammered as the last time
sorry dronk posting again tough I enjoy it this time nowhere nearly as hammered as the last time
Too bad we all know the more likely result: no modular interpreter will be made.
Good thing, too, in my opinion. They need to focus on making the actual game as good as possible, and using brushes like in Doom3's editor is all that is needed for beginner mappers. There is absolutely nothing difficult about using them.
Have you tried distributing a Rage map yet lol
It's not just about streamlining the creation process, but also the finding and installing them, that's why Steam Workshop integration has been so successful.
The Rage tool kit is an absolute mess, in its current state it's impossible to actually even finish a map because you can't use the the AI pathing system compiler (AAS), mod installs are all over the place because it's really hard to know what files are overwritten with each mod, you pretty much have to reinstall the giant tool kit every time you change project and on top of that the 64bit version of the game (the only one mods support) is by far the most unstable and buggy of the two (and 32 bit Rage was never the most stable application in the first place). They might all seem like little annoyances but bundled together they'll pretty much ensure it never sees a decent modding community regardless of how appealing the underlying engine is.
Letting a couple of programmers loose on the tool kit for a month or two could be the difference between Doom 4 being another $60 finished in 8 hours, throw away fps and being a practically endless supply of free original content for the gamer which does drive sales. Developers do profit from mods, look at something like Dayz, Counter-Strike or even DOTA, people will buy your game just to play the awesome free mods if you mange to kick up a vibrant modding community.
Just look at CS:GO or Skyrim and see how many people are interested in custom maps and mods when it's integrated correctly
Stalker is very much alive. That is a lot of of it's attraction to many of us. It's a killer game, somewhat buggy at first but no one has ever implemented an AI even in the same ballpark.
The mods just build on what's there and because the game is wide open we can do a lot with it.
Was busy playing CoP. So nice to get back to Stalker again. Bought a used DVD of Shadow to mesh with some of the mods better than the Steam version does. $10 with shipping.
You clearly missed the fact that I was talking about Doom3's editor, not Rage's.
They made the Doom3 editor perfect and enough to get mods up and running in seconds.
No need for fancy modular tools and other things that will never make something that actually looks great. Brushes are all you need, and brushes have made amazing Doom3 maps.
I know, and I'm not criticizing you for it; but your have been saying to me what my point is ~and I'm saying to you, 'that was not my point'.
Painkiller was a great shooter ~but it's maps and model detail did not at all impress [me].
Doom 2 was a better game? Doom 2 had been around longer than Doom3? The temerity of the earlier fanbase?
You mention complexity, but I don't think it's the complexity itself; but rather the diminishing returns due to the complexity.
Bethesda has made the same game for 18 years; incrementally refining it's look as the technology improves, and reshaping it to suit the modern consumer.
Their recent titles ship with access to the toolset online. IIRC Morrowind shipped with the toolset on the disk; [however since my copy is a re-release, I don't know if the first release shipped with the tools].
Rage is an ambition exception. In general RPGs are harder to create than shoo any other style of game. The content needed is vast. Baldur's Gate 2 (2000) was 2? gigs [compressed install file], and the Witcher [2008] was nearly 14? [compressed].
This is patently false except where it's expected... RPG games do use archetypal characters in same way shooters do; but they have far more need for it.
**EDIT: I see what you mean about the post count. I was about to make a second thread just now, but... Should it really be a 2nd "What makes Doom Doom?" I think the conversation has changed. So I'll let either/any of you (who wish to continue the discussion) make [and title] the next thread for this.
Post limit reached, time for a lock. See for yourself how you want to continue this.