you are right, it isn't stupid. It just doesn't suit the needs of as many people as many other licenses would.
Posts by zaphod
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no, Ogre is LGPL
not many people really use GPL which requires open sourcing your entire project, since that is kind of silly and a lot of people wont use it.
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We aren't using XNA so I don't think we can get it on the XBL Community. Conceivably it could go on XBLA, but we don't really see much incentive to do that, since it would require the help of a 3rd party.
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latest out of the monkey mill:
[Blocked Image: http://myzerogear.com/monkey3.jpg]
[Blocked Image: http://myzerogear.com/monkey4.jpg]
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little more work on skull car tonight
[Blocked Image: http://myzerogear.com/skullkar2.jpg]
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the only sure way to apply for a company is to camp outside their offices with a cardboard sign that reads "will develop for soda and snacks"
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beginning of the skull car . . .
[Blocked Image: http://myzerogear.com/skullkar.jpg]
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Update!
Here is a video of the garage which we have been working on:
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Quote from Mazy
Its my firm belief that if you love doing something, nothing will prevent you from getting a job, no matter how rubbish you might start off as. I especially remember not really believing that it would get me anywhere in the beginning, and I was definitely doing it more for my own enjoyment rather than thinking it would get me anywhere.
qft!!
I first started messing around with worldcraft for Quake after I was browsing a computer store and saw a special edition of the game bundled with the editor that allowed you to create your own levels. I thought messing around with was about the coolest thing ever and I quickly became obsessed with figuring out how it worked. Very soon afterwards Half-Life came out, which I enjoyed playing with my friends, and I found out that it used worldcraft as well, so I started messing around with half-life mapping. I made some incredibly lame hldm maps, and then started playing this new mod that was just starting to circulate, called "counter-strike". It was pretty fun so I started making maps for that. This was sometime in 1999.
After another year or two during highschool I had kept mapping and had gotten a few maps into CS and one into DoD. I thought it was pretty awesome, and went off to college to study something I could do "for real". After a few months in school for Architecture I was pretty miserable. Nothing really seemed relevant to my interests which was creating interactive stuff on the computer. About half way through the year, macman (Chris Ashton) who knew me from the counter-strike mapping community got in touch with me wondering if I was interested in a job mapping for Troika Games, which was just starting on Vampire: Bloodlines. Of course I was terribly excited and went and interviewed and looking back, surprisingly decided to give me a shot. I endured my last semester with failing grades and then rushed off to start work.
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it's a dumb way to look at it.
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Valve is killing off mods!!!


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it is much faster when you are playing - it lagged a bit becuase the fps drops when I record the video.
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It has been a little while since we posted an update - Brian has been a little bogged down moving to another apartment in San Fransisco, and I have been slightly derailed doing some non game related contract work to bring in some more development funds.
But here is just a little feature we got working last weekend, a "look-back" key that you can press to check out what it going on behind you. I think it will be very useful!
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one of my levels from Vampire is in there

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updates will be slow for a little bit . . . I am doing some other contract work so I don't become destitute.

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I think the issue is not that much that it is young, it is that it is evolving at the pace of technology - similar or even faster than the music and film industry.
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Quote from Hourences
I sometimes feel that lots of people are still stuck in the mindset of a few years ago, when things were easier to redo, and less costly, and havent fully realized yet that the old more random design approach is starting to become really expensive...
It's only expensive if you have a big studio that is burning tons of cash for every moment wasted. There are still plenty of opportunities to take a much more organic and evolutionary design approach with small team projects. TF2 had a very evolutionary design, was re-started numerous times, but they didn't lose a ton of money becuase there was only a handful of people working on evolving the deign until they found something they wanted to go to full production on.
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Quote from Izuno
it means suits make mistakes like everyone else. [Blocked Image: https://migrationtest.mapcore.org/public/style_emoticons/default/mapcore_smilies/emot_shakehead.gif]
if there is one thing my time in the game industry has seared permanently into the gray tissue of my brain, it is this statement.

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