PDF can be modified too if they have professional acrobat installed. In any case I think its bs to refuse a pdf and ask for a doc. It probably has to do with doc being the standard file type for them and they don't want several types of files in their system or whatever.
Posts by Hourences
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Detailed beta review - http://www.pcper.com/article.php?aid=85 ... pert&pid=1
Conclusion is that it appears to work well for a number of games, but that any fast shooter with a lot of motion is unplayable.
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That is cool. I hope it works out for them, would hate to see them go down. First one was quite enjoyable, bit frustrating and repetitive at times but still fun.
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The Haunted owned it too, we are head to head with them. So it is going to be a very exciting grand final...
June is the target date for the full game, but first the grand finals, announced mid next month, at the DICE convention.
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The Ball Hueca has won Best FPS Mod in Phase 4 of Makesomething Unreal. We also won 4th place Best Art in Mod.
We now hold 9 top-5 places, and 5 first places. We won Best Mod in 3 out of the 4 phases.
Furthermore we have half a page large screenshot in the latest edition of Game Developer Magazine, as part of an article on Unreal Engine 3 - http://www.gdmag.com/
And the Swedish PC Gamer has given us a page in their latest edition as well - http://www.toltecstudios.com/theball/ne ... weden1.jpg
Newspost on our website - http://www.toltecstudios.com/theball/20 ... f-msu.html
More news soon! Two more interviews scheduled, grand finals results set for mid February, and trailer coming up.
You can still vote for us over at http://www.facebook.com/pages/The-Ball/ ... 313?ref=ts
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Thanks people

We reached the ModDB Top 100 of the 2009 MOTY awards - please vote for us if you enjoyed it

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We are making good progress on the full stand alone game and we recently released a new screenshot, displaying the Oztoc Mine that is currently being build. The player will travel through these mines using a small train. The Ball is transported in the back on the train, the player takes position in front of it. The ride starts easy, and then picks up the speed. Think Indiana Jones II. Along the way the player will come across a rural village, and a pyramid that never got completed.
[Blocked Image: http://www.toltecstudios.com/theball/media/trainball.jpg]
Another thing we are currently working on is the "Tractor Ball". The Ball is able to attach itself to certain objects, and pull those around. Practical example: to gain entrance to a building you use the Tractor Ball and hook it up to big tree trunks blocking the entrance, and slowly pull those away. This feature also allows us to explain how the buildings in the world have been constructed, the Ball being their tool to move these massive blocks and trunks around. For example the under-construction pyramid mentioned above, is added exactly for that reason. We are working on adding extra depth and logic to our world.
Also we have been nominated for Fileplanet Best of 2009 - Best Mod - Please vote for us if you enjoyed our work so far! - http://www.fileplanet.com/promotions/be ... /mods.aspx
And ModDB are holding their annual MOTY awards, voting is open for that as well! - http://www.moddb.com/mods/the-ball
Next up a new trailer, and we are of course also still eagerly awaiting the MSU results of both Phase 4 and the Grand Finals.
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Thats a seriously bad score for studio/pub like them. AVP brand and reception is strong enough to make them survive this though, but if that one goes wrong too...
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Awesome concept, with some better art this could be cool.
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Does it really even matter whether or not you get sick of it? It is just damn annoying, regardless of whatever physical effect it may give.
It is even more annoying if there is no ini setting, command, or menu option for it. Why can't we all let everyone decide for their own how they want to play?
Man I already get annoyed by fov 80, let alone anything below that...
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Theyll bounce back prolly. As you can read between the lines. Sucks for the employees involved of course, I believe the majority have been let go some time ago already.
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Those WC3 stats are too general I think. My own website pulls in loads of developers, and according to my stats only 7% of all my visitors have a resolution of 1024x768 or below. That means 93% of all people who visit my site use at least 1280 or above.
I don't object the sideway scrolling. I do think however that it is easy to miss the stuff on the side and that it is hard to use the horziontal scroll bar. I would look into placing big and obvious arrows/buttons on the left and right side to illustrate the fact that there is more stuff over there, and to allow you to scroll much more easily.
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The amount of money they throw out all the time is absolutely incredible. Containers full.
I really don't get how they can even make money at all.
Buying up a studio for 300 mil or so on on day one, then firing loads of people on day 2 because "we need money" also isn't exactly a sign of good timing...
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Like this: http://tutorial.toltecstudios.com/ ?
# How to set up the folders for your game.
# What to add to source control (SVN and others).
# Setting up and compiling Unrealscript.
# Creating a super basic third person game.
# How to configure the ini files.
# How to build a super basic level.
# How to make a super basic menu with a button and a label.
# How to add basic localization support.
# How to cook the game.
# How to package and distribute the game.
Ten hours work straight, an entire game from scratch to end written for people with no clue about programming.
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I think this kind of news is very important. The only way to stop idiots like this is to cause public awareness and public support, and the only way to do that is through topcs like these. This guy must be stopped, and everyone should know who he is, and why not to ever even considering speaking to him, let alone working with him.
It is because of public awareness and support that we got a fund started up against people like this. It is because of public support that the guy got removed from the IGDA leadership. It is because of public support that EA took note and stepped into the fight, along with several others of his victims. Victims who now see their opportunity to get back at him because of public opinion against him, putting him in a weakened position, ready to be tackled.
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Ok, I can do better than that quick tutorial. I will look into getting that going after my deadline on Tuesday. I will cover everything to get a really basic gametype up and running, compiled, cooked, packaged, and with menu.
Need a bit of programmer help for it though, lets see if I can hook someone.
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I only quickly looked through it is but is what you are missing:
-How to set up the dir
-How to set up the src scripts
-How to set up ini files and get rid of UT content and names
-Making basic menu that loads your level
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As the gametype they got covered I believe? But it just seems to be missing a bit of intro on how to set things up to start out with? What exactly do you miss?
I'd be interested in writing that next week if I am sure this stuff is not mentioned anywhere else yet.
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Haven't verified, but I believe the Wizzle ones should guide you through the whole process? Checked those already?
If they don't got that covered I will consider writing one, but otherwise it would just be duplicate work.
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The settings menu depends on native C++ code to handle a number of things. That native C++ support is missing, and since you only have unrealscript to work with you are stuck. What we did in The Ball is the most you can do settings wise.
Epic is aware of this, they will hopefully add support in the near future. Also I have a friend working on an engine extension that would add support for it, if his idea works anyhow

I don't know why it is missing in the first place. It looks to me that they started out with a xbox360 UT3 build, and worked on that so that could be a reason.
So yeah, that is a weak point right now but I am sure they will fix it.
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I did a major update to my website, all UDK Development related:
UDK Tutorials
http://%7boption%7d - How to make meshes that can be shot into pieces using the Fracture Mesh system.
http://%7boption%7d - Introduction to using the LightMass system.
http://%7boption%7d - How to use soft physics in UE3.
UDK Jobs
I launched a new Jobs page, and it aims entirely at UDK jobs - http://%7boption%7d
Anyone can send me their "job" openings for their UDK projects, and I will get them posted. The only requirement is that your project must either have something finished already (demonstrate it is not just a dream), or you must be able to pay the person for the work he does. This to ensure a minimum qlevel of uality.
An example - The Haunted is looking for a programmer - http://%7boption%7d
Snippets
This is brand new. So what it basically is, is Unreal Kismet scripts or a bunch of actors, converted to text, and pasted on my website. You can then look through my library, and find what you need, copy it, and paste it directly into editor.
It allows you to quickly paste in a setup, or learn from how the examples have been made.
For example:
[*:2rv931yn]Two Rooms And A Corridor - http://%7boption%7d
[*:2rv931yn]Elevator With Doors - http://%7boption%7d
[*:2rv931yn]Mesh Takes Damage And Changes Material - http://%7boption%7d
[*:2rv931yn]Orbiting Camera - http://%7boption%7d
[*:2rv931yn]Animated Light Color And Radius - http://%7boption%7d
[*:2rv931yn]No Weapons And No Hud - http://%7boption%7d
Education/
And lastly, I am open to giving workshops to people, educations, and studios who want to get into Unreal. Provided it is within Europe - http://%7boption%7d
The Ball
Also we have released a stand alone UDK Demo build of The Ball - http://%7boption%7d - yesterday along with the UDK launch. The full game will follow in a few months. Follow our progress on our website http://%7boption%7d and on Facebook http://%7boption%7d
http://download.udk.com/UDKInstall-TheBallDemo.exe
The demo has about 30 to 40 minutes of gameplay.
[Blocked Image: http://www.nijnka.com/hourences/theball/images/udk.jpg]
Minimum
# 3GHz single core CPU
# 1024MB System memory
# Geforce 6800 or similar
# 650 MB Diskspace
# Windows XP, Vista, Windows 7
Recommended
# Dual Core CPU
# 2048MB System memory
# Geforce 8800 or above
# 650 MB Diskspace
# Windows XP, Vista, Windows 7