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Posts by Defrag

  • Show you presents extravaganza 2008!

    • Defrag
    • December 4, 2008 at 9:28 PM

    Got a cardigan top thing for me dear old mother and I'm going to buy her a parking sensor for her car tomorrow because, as we all know, women need all the help they can get when it comes to driving etc. and so forth. EXCITEMENT.

  • What have you purchased recently?

    • Defrag
    • December 4, 2008 at 9:22 PM

    Bought L4D and just picked up Fallout 3 for £14.99 from Gamestation (they're doing some great deals this week with fallout and some selected [new] games, too!)

    Last week I pre-ordered and then cancelled GTA IV after I discovered it uses securom, and now I've just realised that Fallout 3 probably has it, too (not installed it yet). Grrr. Had no end of problems with GRID and securom so I'll not be best pleased if history repeats itself. Fuck DRM and fuck securom.

    Also bought a nice combined metronome & tuner for my guitar and also picked up some clothes for the Christmas party because I had nothing to wear. Should be a hoot.

  • Best mods you ever played?

    • Defrag
    • December 4, 2008 at 9:18 PM

    Everyone has mentioned the usual suspects. I'll throw in the following, too!

    Quake 3:

    Rocket arena

    CPMA

    Defrag (ho ho)

  • Originality in mods

    • Defrag
    • November 23, 2008 at 10:21 PM

    I wasn't really the leader, but I did a lot of the day to day running (resolving disputes, recruitment, discussing direction etc.) along with a few other people. As a result, I had to constantly deal with / chase up pretty much every facet of the mod. It was a pain in the arse at times, but it was worth it. I learned so much during those three years. I made mistakes that I can learn from (and hopefully not repeat in my job!) plus it is awesome creating something with other like-minded folk.

    I think the single most important thing I learned was about interactions on a team. I saw quite a few talented folk who just couldn't work as part of a team. I also learned that, from a naive perspective, the last 20% takes 80% of the time. It's a hell of a tough task to grind out the last (totally NOT fun) part of development before releasing something. I think that will stand me in good stead for when I'm in a team that is limbering up to ship a commercial game.

    Btw if anyone is reading this stuff and thinking it sounds rather negative: I also learned that some people on mods are superstars who are very nice, dedicated and very talented! They are the people who make it all worthwhile I made numerous long term friends while working on FF.

  • Chell's Legend menu map

    • Defrag
    • November 22, 2008 at 6:27 PM

    Awesome

  • Originality in mods

    • Defrag
    • November 22, 2008 at 5:36 PM

    Regarding where mods go wrong:

    The main lessons I learned from FF were fairly simple. We/I made a lot of mistakes along the way and, in hindsight, a lot of things look really obvious. Given that the vast majority of us never made a mod before and the sheer amount of stuff we had to make, I think we did well to release at all. Anyway, here we go:

    Keep your team as small as possible for as long as possible

    There are numerous reasons for this. Firstly, keeping the team small keeps expectations low. Things remain friendly and it tends to foster an attitude of "we're in this together". If you're working on something with a handful of friends or dedicated workers (who will likely wecome good friends!) then you feel inclined to pull for the team that little bit more. When FF was just starting, I felt guilty if I let the side down because there were maybe 5-10 people tops who were depending on me, nearly all of whom were working very hard themselves. I'd say we made much more progress (at least in terms of productivity per person) in the early days when our team was a tight unit. There wasn't much in the way of politics at that time, and things were much simpler to manage.

    The more people you have working on a mod, the more people you have to manage. As more and more people join, you tend to have to add further levels of indirection. Most leaders cannot hope to keep tabs on 40 people or understand the ins and outs of every discipline. Furthermore, if someone joins and finds that they're 1/40th of an unpaid mod team, they may be less inclined to go all out. This is especially the case if that person can look around and see that 20 people out of those 40 don't seem to be doing anything. Unless a modder is a very self-driven and conscientious worker, they will feel demotivated by being a cog in a huge, messy machine. Creating something is meant to be gratifying, not galling. This is particularly important if a person's work has dependencies. If Jim works 15 hours a week on the mod and finishes all of his work, but requires Iain and Bill to put in a combined 10 hours to complete the feature they're all working on, Jim is going to be severely fucking demotivated if Iain and Bill consistently fail to hold up their end of the bargain. Like I said, if it's a small team then this is less likely to happen. If it's a big team, then Iain and Bill might just not give a shit. After all, Henry and Mike aren't doing anything, either!

    Don't recruit just to recruit, and always know what a new guy is to be doing

    This one follows on from the previous point. If some guy asks to join and he's good but not outstanding, but you don't need to recruit because everything is going great, then don't recruit! It can be hard to pass up a good modder, but you should be very selective if you have something good going on. If you're just starting out then fine, grab anyone you can! Once you're moving and things are going well, don't disrupt things unless you have to.

    Also, before you bring on a new person, you should always know how to get them moving immediately. By this I mean they should feel included and know what they have to do from the first moment. This could simply mean that they join the mod and immediately have IRC/forum/vent/source code/bug tracker access and some suggestions on what they ought to be doing. If you leave a new guy dangling for days or weeks, then it looks bad and makes them think you're a bunch of clowns!

    Don't expect too much, but DO remove slackers

    Modding is unpaid, so you cannot and should not expect to be able to slave-drive people. It's also carried out during people's free time -- don't expect the earth. Give people a bit of slack for getting their work done. If someone drops off for a few weeks or a month due to RL commitments and they're up front about it, that's OK. Be straight with people and expect the same in return. However, once it becomes clear that someone is unreliable and/or lazy, just remove them. DO NOT recruit someone else to take their place while keeping them on board. It just bloats the mod team and complicates things when that person tries to return to being active. In three years, I think I saw a single instance where a person came back and made a telling contribution. The rest of the time the person just did the exact same thing -- worked a little for a few weeks and then flaked out. You will obviously have to make exceptions here or there, but in general you ought to have an idea of what you're willing to tolerate and stick to it. Once someone fails to hold up their end of the bargain, just remove them. It's easier for all concerned.

    An aside: The major thing that pissed me off is people who commit to reasonable goals but then stall, lie and ultimately disappear without having the good grace to simply admit that they haven't got anything done. I never had a problem if someone came to me and said "I'm sorry but I just haven't got anything done in the last few weeks" or simply quit the mod due to time constraints. Numerous people basically fucked me around, including some people from mapcore who I had thought to be dependable, responsible adults! If FF wasn't for them and they didn't want to stay for whatever reason, that's cool. Just tell someone and then leave! It's not hard.

    Incidentally, we also had FMPONE on the team for a few weeks, but I have nothing against the guy because he actually told me he was going to leave. He was there for less than a month and did very little, said "I'm leaving" and then left. He may have been useless to us, but at least he didn't give me false hope and spend months lying to me about how much work he had put in before silently quitting. Simple communication + goodbye = best for all concerned because I then knew we needed another level designer.

    Kick problem people in double quick time

    Sometimes you ought to kick someone out. It's tough to do, but you have to (or you should). I kicked a few people out of FF and God knows a few others deserved it. I wish I had been more ruthless when I had the capacity to kick.

    You ought to kick people who:

    ... have constant personality clashes with numerous people. If someone cannot get on with their team, they are actively hurting the mod. It doesn't matter if it's work or personal issues, just remove the problem and the others will thank you for the improved atmosphere.

    ... are always acting like a drama queen. If every little problem turns into a huge deal and a 40 page flame-fest which takes hours of people's time to clean up, only for it to happen again and again then just cut your losses and remove them.

    ... are unable to work with people (by work, I'm talking about technical or artistic collaboration), whether it be through obtuseness, stubbornness or arrogance. If near enough any criticism of piece of design, art, sound, code implementation etc. leads to a slanging match with that person, then they are failures. It's OK for people to get heated now and then -- it's natural that people feel strongly about their work, but it's for the mod. If they don't want to collaborate with others, then that person ought to go make their own personal project where they are free to do so. Likewise, if someone cannot give constructive criticism, that person is a failure. Nobody likes working hard on something only for some jackass to trash their efforts. "It's shit" / "It's not what I wanted" (no elaboration) / "I don't like it" / "the last guy was much better" etc. are all totally pointless criticisms. If you have to criticise something, give the person some pointers. You can always point out some of the parts you liked, too. I ran into quite a few people who just didn't understand how to work with other people. These people included some tremendously talented folk. You're better off without them.

    In short, clashes are almost inevitable, but you ought to know when certain individuals are frequently instigating and causing problems. Remember that modding is meant to be enjoyable. When it becomes a chore to do (in your spare time, no less!) I'm sure you can think of numerous more appealing things you'd like to do instead. For instance: Playing games or joining another mod with a better atmosphere.

    The mod leader must be one of the most active people

    If you have a leader (or even the leads that so many people detest!), then those people have to be amongst the most active on the mod. Who wants to work hard if their leader(s) aren't doing the same? This is also a fundamental problem in a lot of mods -- leaders don't do anything but try to manage people. In some situations this is OK, but I personally feel that on a mod, you want to see your leaders getting their sleeves rolled up and doing something more tangible, otherwise it is always a danger that people will look upon them as "hay guyz I had an idea and you are going to do all the work! P.s. I don't know anything about anything but I am good at re-arranging chairs and writing PR emails!"

    Also, if a leader has technical know-how, then they will also have a much better idea of what is and is not possible when pitching / designing features, or just discussing progress with the team. It doesn't have to be a scary level of expertise -- just a coarse understanding of a few development areas will be beneficial.

    Show progress often

    This doesn't necessarily mean public progress, it just means showing off what has been achieved ASAP. Progress motivates! When someone sees what persons x, y and z have done in a month, they will feel good and try to work harder in my experience. Make sure that everyone -- from top to bottom -- regularly jumps in and plays the mod so that everyone is on the same page. Checking a forum for screenshots is a poor indicator of progress. Interacting with the mod itself is a much better barometer for progress.

    Forget going public until you have something to show

    FF had a slight problem in this respect as numerous TFC source mods were trying to form from a small-ish community, so we wanted to put the word out that we were up and running. Running the website, maintaining forums and feeling like we had to justify ourselves was a time sink we didn't need. It was always motivating when we put out a big media release, but they're just pretty pictures, really. I personally think mods should avoid going public and playing the PR/fan game until they've got something much more concrete than we did. If you need to put up some images or a blurb to aid in recruitment, that's certainly understandable, though. Just resist temptation to make a fully fledged website and do PR stuff because it's a distraction you do not need. We didn't lose a lot of time by doing this because we had a website guy who did near enough everything for it, but the forums were a big distraction. If you put up forums and then make big claims about this that and the other, you are making a rod for your own back IMO (and yes, we did this!)

    Also, if your mod goes public and you make a big song and dance about it, it makes you much more vulnerable if someone jumps ship and decides to fuck you. If it's a small project and nobody has heard of it, there's limited value in releasing source code or bitching to the masses about the mod. However, it's viewed as a 'big' mod with high coverage on community sites, you're a much more satisfying target for a disgruntled modder As far as I know it didn't happen to us, but I wouldn't have been surprised if someone had thought about it.

    I have more stuff to say but A: I can't remember it B: this post is overblown already!

    I think both Hourences & the INS guys have valid points, but I largely agree with Hourences.

  • Natural Selection 2

    • Defrag
    • November 9, 2008 at 5:22 PM

    I hope they aren't biting off more than they can chew with the new engine stuff. I was under the impression that they'd get this moving quickly by building off the source engine.

  • What have you purchased recently?

    • Defrag
    • October 17, 2008 at 10:14 PM

    Finally got around to buying BioShock for the PC Also got Casino on DVD for 3 quid (bargain).

  • Zero Gear - an indie multiplayer kart racing game

    • Defrag
    • October 16, 2008 at 6:23 AM

    NVPerfHUD kicks ass

  • What have you purchased recently?

    • Defrag
    • October 15, 2008 at 12:15 PM
    Quote from Defrag

    Bought Mafia, Hitman Contracts and Thief Deadly Shadows for £10 all in (circa ~2002-2004 called and wanted its games back, before anyone says anything ) Started playing Mafia and just reached "the race."

    Finished Mafia, and I have to say I thoroughly enjoyed it. It had its flaws (overly strict police, really slow/sluggish cars for the first half, the race and some really unforgiving missions), but it also had an involving story and good acting After I finished it, I immediately watched Donnie Brasco & The Godfather then ordered a few mafia books. Badda bing! Can't wait for Mafia II now.

    I then tried to play Thief Deadly Shadows. I was a huge fan of Thief I & II, but technical problems / bugs stopped TDS before I could even get going. The mouse input was horribly over-sensitive and laggy/jerky to the point that it made me feel slightly nauseous. Even changing some .ini settings to make the mouse polling faster & reduce the sensitivity didn't help much. Also, I couldn't get the dim-witted fucker to climb a ladder in the tutorial mode for love nor money. He went up it once then got stuck. I took on the mob and won, and now I can't beat a ladder in a tutorial? Forget about it!

    Hitman contracts next. Also, does anyone else see the utter futility in putting CD/DVD detection on 4-5 year old games? It's not like they're going to stop any piracy or increase sales by doing this; it's just an annoyance. You've got my £3.33, now let me enjoy the game without this irritant . I remember when id released a patch that removed the cd requirement for Quake 3 -- it's something all developers should do imo.

  • Consolevania returns for series 4

    • Defrag
    • October 15, 2008 at 12:23 AM

    Rab actually wrote for "Chewin' the Fat", which was created by the guys behind Still Game

    As far as I know, the big man was one of Rab's credits

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  • Calling those in the Industry

    • Defrag
    • October 15, 2008 at 12:20 AM
    Quote from kleinluka

    Unless your name is Mino..then you're just a natural....pro.....guy.

    You can't legislate for teh minos, tbh!

  • Calling those in the Industry

    • Defrag
    • October 14, 2008 at 9:31 PM

    You have to be pragmatic IMO. It's one thing to chase a dream when you have a strong portfolio for your chosen vocation (or are at least 'nearly there'), but it's a totally different thing to do it when you realistically can't apply for those jobs until you have gained skills and built up an impressive portfolio. Do you have the time, energy and money to build up a portfolio in the interim period if you drop out? Most people don't. This may sound harsh, but it doesn't sound like you are anywhere near ready to start pitching for level design jobs. I went through exactly the same thing about ~5 years ago when I quit my first university course. I thought, "I want to be a level designer", but the truth is that I didn't have the time or money to get to the level where I could start applying for jobs in the short term. As a result, I went back to university and did another programming degree shortly thereafter. Ultimately, I grew to love programming and now that's what I do.

    Frie hit the nail on the head regarding your ideas sounding vague and unfocussed. Your situation sounds awfully familiar to me, so be careful not to end up in the same mess I did!

    Regarding programming: At some companies, you do not need a degree to be a programmer. However, if you don't have a degree, what you definitely DO need is a demo that sets you apart from the competition. Coursework from your school projects will not impress unless it is really top drawer stuff (in hindsight, this is a mistake I made with my portfolio, but I also had the degree to help secure a job). A small, polished game demo is enough to show your mettle, but again it takes time to do this stuff. If you want to compromise, you could possible switch university courses to take up programming full time (I don't know how far you are through your degree, so it's hard to offer any concrete advice). The best advice I can give is not to make any rash decisions. If you drop out and then find yourself in a bad situation, it can take a year or more to recover from it, or maybe not at all depending on how the funding system works (I had to pay two years of my tuition fees due to dropping out the first time).

    I think the most important thing to realise is that "passion" is bandied about a lot. Talking about your passion doesn't really help when applying for jobs -- you have to be able to demonstrate your love for games through doing, and that means building a good portfolio. I'm not trying to kill your dreams or anything here, but I think you need to look at your situation in the cold light of day and then decide whether it is viable. If not, then you need to work on your skills and build a portfolio while studying, or figure out whether you have the time and commitment to make it happen if you drop out.

    I would definitely recommend doing mod work because it helps you become a team player and understand the commitment required in creating and releasing a project. You may find that you work as a level designer on a mod and can't be bothered, but you really enjoy the programming side of it (or vice versa). As klein said, it is also a great help when it comes to building up industry contacts.

    I also pretty much fully agree with Hessi's opinion on a degree. The average games industry career lasts ~6 years, so you need to be prepared for life after games

    *edit -- Also regarding technical artists: Where I am, it's a senior position. They have to make a lot of big decisions about workflow and asset creation / technology, so it's a position that is not open to juniors -- you have to work up to it

  • Quake Live Beta

    • Defrag
    • October 14, 2008 at 8:50 PM

    Just put the picmip up really high (r_picmip iirc)

  • Consolevania returns for series 4

    • Defrag
    • October 14, 2008 at 8:50 PM

    They're apparently moving away from 'full' episodes for the moment and, instead, are posting shorter clips more frequently.

    Consolevania

    For those who have never sampled CV's delights: It's an internet based games show that features a blend of reviews and comedy. There is nothing else remotely like it.

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  • Congrats Mino!!!!

    • Defrag
    • October 11, 2008 at 11:01 PM

    Congrats

  • What have you purchased recently?

    • Defrag
    • October 7, 2008 at 7:38 PM

    Is that because you're already fat?

  • What have you purchased recently?

    • Defrag
    • October 7, 2008 at 12:25 PM

    Bought Mafia, Hitman Contracts and Thief Deadly Shadows for £10 all in (circa ~2002-2004 called and wanted its games back, before anyone says anything ) Started playing Mafia and just reached "the race."

    Now I realise why everyone fucking hated that mission and banged on about it. I've got the patch which allows you to select the difficulty and, after having a go on normal and getting raped by 12 rabid drivers, I put it on very easy. I then got to the last corner and tipped my car and had to redo the whole thing, so I quit in disgust. I really don't understand how their designers got so much right but got that section so badly wrong. The driving mechanics feel/are poor, the camera makes me nauseous and the mission lasts for about 10 minutes. Grrr.

  • VTF and light bounce

    • Defrag
    • September 27, 2008 at 5:15 PM

    I was under the impression that it's just done via the actual colour values in the texture. I.e. brighter textures reflect more light during RAD. I could be wrong, though.

  • Serious Thread: My new better portfolio!

    • Defrag
    • September 21, 2008 at 9:07 PM

    Looks good, but I'll trot out the things I always say after reading Your portfolio repels jobs.


    • [*:31z1yjf1]You need a career goal / mission statement. E.g. "I am looking for a level design position / entry-level level design position / level design contracting work including x responsibilities" (delete as applicable).
      [*:31z1yjf1]Brand your images to include your name and website url so that, without context, people can find your website if they stumble upon your work or forget where an image originally came from.
      [*:31z1yjf1]Add more information to your information page and/or make a full CV document that is downloadable. You should definitely include your location and email on the information page (I know it's implied by the .co.uk that you're in the UK somewhere, but it's still better to state it explicitly).
      [*:31z1yjf1]Make the images ~1024 x 768 minimum. IMO there's no real reason to have smaller images these days.
      [*:31z1yjf1]Add download links for all standalone maps; add mod links to all mod maps.

    You could also elaborate a bit more on what your responsibilities were for the projects you've worked on and how you worked with the people etc.

    That's all I can think of. GL!

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