sparhawk on 30/8/2006 at 07:27
Quote Posted by str8g8
I think Ziemanskye hit the nail on the head when he said that the problem is people expect a T2 sized mission, BUT with a T3 level of detail.
Why is that a problem? We have a brand new engine which requires a heavy machine to play it and then people should expect T2 missions?
Judith on 30/8/2006 at 08:57
Quote:
I doubt that mappers wont try it just because they read it doesn't work. Simple fact is that it is not done because it doesn't work. Not because somebody read it doesn't work.
But that's exactly what happened when T3ed got out. First thing: general disappointment due to huge amount of knowledge needed to make make an FM (actually if for someone this was the first unreal editor, he had a quite a hard start). Then T3ed required a drastic change in perceiving 3d level creation, which is based on totally diffrent premises. I bet long-time dromeders had a problem with this, and simply didn't want to change their habits. Then was this entity limit tread, and overall panic here (and in several other thief forums). Now I'd like to see all those who've read it and quit doing anything in T3ed
because they checked it on their own.
But it's easier to curse "this bloody engine", for it's difficult to master, and quit doing anything, than to make an effort and "outsmart" the editor, and force it to do things our way, which is possible. That's why I'm suprised and saddened by way how fast the majority of FM creators here abandoned T3ed, without at least trying to get a full potential out of it. :nono:
str8g8 on 30/8/2006 at 11:56
Quote:
Why is that a problem?
You misunderstand me. I meant a problem for the T3 engine.
sparhawk on 30/8/2006 at 12:33
Quote Posted by Judith
But it's easier to curse "this bloody engine", for it's difficult to master, and quit doing anything, than to make an effort and "outsmart" the editor, and force it to do things our way, which is possible.
When I was younger I also reverse engineered programs and tried to find out how they worked because of lack of documentation. Today I curse when I have to work with such programs and almost never do any reverse engineering. The reason is simply - it gets tiresome if you constantly have to do it. When I write some program I want to concentrate on MY code and not have to fight an uphill battle where 90% of the time is not spent on my program, but on the other one. This is quite similar. If I want to create an FM, I want to concentrate on my content, and not spend my time on figuring out how the software works, that is supposed to aid me in my contentcreation. You can spend a lot of time with doing all kind of things which have nothing to do with your level and you must decide for yourself if it is worth the time or not. Forcing the editor to do what you want may be nice and cool, but if this is all what you have to do all the time, then the time is better spent in writing tools, that do what YOU want instead of the other way around. My perception of computers is that they should do what the user needs, and not force the user to fight 'em every step along the way.