12-01-2010, 03:02 PM | #1 |
Join Date: Jan 2010
Location: Switzerland
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How to become a dev...
I really appreciate and respect the effort you guys have put into FF. being able to create a game has always interested me.
I used to program a bit at school and the very old qbasic at home. although I have forgotten pretty much everything by now, I'm wondering what does it take to be capable of coding/creating a mod like FF for example. What does it take? C++ and the engine (source/udk)? How many hours have you invested? I assume it's learning by doing, but somewhere I need to get to know the basics (web/book). I know this is a stupid question, but what do you reckon how long does it take a n00b till he's ready to use the mighty UDK tools for example?
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12-01-2010, 03:39 PM | #2 |
Nade Whore
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Jack,
here's a link that might help you understand what type of programmers they need for the dev team: http://www.fortress-forever.com/jobs/ |
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12-01-2010, 09:18 PM | #3 | |
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Quote:
I'm not a windows developer or os x or linux, but a web developer, so I know those languages better, and if I had to suggest on what language to start learning first, i'd say PHP for non-compiled and AS3 for compiled. AS3 is data-strict so it's good to learn that.
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12-01-2010, 10:27 PM | #4 |
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You have to be fluent in whatever language or technology the engine uses. For example, source is C++. But with UDK (or any unreal engine) for example, you can make a total conversion using only their built in scripting language Uscript. I actually started with making mods for UT. There are other examples like Torque 3D scripting too. But for source you would need really strong C++ skills, being familiar with shaders and directx would help too. This is entirely from a programming perspective of course, that leaves out all the artwork like textures unwrapping modelling rigging animating mapping props oh jesus all that shit.
edit: the biggest thing isn't the language, its just figuring out how to do things (even more so correctly) with the engine APIs
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9:17 PM - DEXTER: can you teach me how to play o 9:17 PM - squeek.: you jump a lot 9:18 PM - squeek.: and do sweet moves 8:55 PM - FDA: fart in you fridge and blame it on wild animals Last edited by Dexter; 12-01-2010 at 10:34 PM. |
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12-01-2010, 10:35 PM | #5 |
internet user
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also dont learn PHP that shit is terrible ugh learn something else fun and not web based to start with
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9:17 PM - DEXTER: can you teach me how to play o 9:17 PM - squeek.: you jump a lot 9:18 PM - squeek.: and do sweet moves 8:55 PM - FDA: fart in you fridge and blame it on wild animals |
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12-01-2010, 10:53 PM | #6 |
if(0>1){printf("broked");}
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I found php to be a good learning language. Of course, I have never done anything major.
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12-01-2010, 11:42 PM | #7 |
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thanks guys for the input.
so you reckon learning C++ would be a good first step?
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12-02-2010, 12:06 AM | #8 |
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Yes, if that interests you. Or you can pick up Hammer, or a graphics program, or a modeling program and make some art.
If you don't know any C++, you'd better learn it first from a book or class before trying any modding. Once you are comfortable enough to read and understant the code you see in books, then open the SDK code and poke around in there. |
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12-02-2010, 02:46 AM | #9 |
AKA LittleAndroidMan
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In order to be a developer, you have to develop.
*caruso shades engage*
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12-02-2010, 03:28 AM | #10 |
sKeeD
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Out of curiosity, what would be a good starting point for getting into animation?
Specifically weapon anims/reloading, but it wouldnt hurt to learn a broad spectrum. Honestly, id like to contribute to FFs development, even if its minor touch ups for the overall polish, but i have some learning to do first Last edited by reaper18; 12-02-2010 at 03:29 AM. |
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12-02-2010, 04:59 AM | #11 |
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Get one of the major modeling tools (Maya, Softimage, 3DS, Blender) and fool around with the interface until you are comfortable. If possible, try out several until you find one that suits you. Then follow tutorials.
Animation itself it pretty simple. You just move bones around and set keyframes on a timeline. The hard part is getting a model all set up for animation. This guy's tutorials helped me immensely: http://www.youtube.com/user/thejazzman9475 |
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12-02-2010, 07:44 AM | #12 |
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If you can afford it, http://www.lynda.com .
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12-03-2010, 10:33 AM | #13 |
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How long have you guys been doing your stuff?
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12-03-2010, 11:12 AM | #14 | |
Gets tickled by FF
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I've been doing programming of varying kinds for 7 years. Starting with web based stuff then going to college n doing C, C#, Ladder Logic (for controlling PLCs - industrial machines). Then Uni doing C, C#, C++, Java, ASP.Net (C#).
Stepping into game code was pretty confusing despite being very familiar with coding. You have no idea what the last person was thinking when writing it and figuring out how to use the API for source is horrible due to lack of real documentation. Intellisense in visual studio helps a lot but it can be a headfuck trying to figure out how to do what you want to do. Most of the time you copy other bits of code and figure it out commenting on the way. I've not done much committed into the game on the coding front. Still got a shitload on my machine that I've been working on, from time to time, till I get time to finish it. On the mapping front... taken from a website I was making for myself (covering all random shit I do) and will finish some day.... Quote:
Basically I forced myself to understand how the engine worked to figure out what could be seen or couldnt be seen and work on my maps with that in mind. Though you can get away without knowing shit all.... |
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12-03-2010, 11:55 AM | #15 | |||
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As Dexter hinted at, game dev is a monumental task. If C++ is a mountain, then all of the things that make up game dev is like getting a team to land on the moon. On top of all the technical BS, you have to learn how to work well with others in a team atmosphere, and know when to shut up or put in your two cents. Making a great game almost always requires great teamwork. Last edited by Majesty; 12-03-2010 at 11:56 AM. |
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12-03-2010, 12:00 PM | #16 | |
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Quote:
Your face is terrible, go take a shower! RoR/CFML>PHP>ASP
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12-03-2010, 12:56 PM | #17 |
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Using PHP now-a-days is a lot like wiping your ass with leaves in a toilet paper factory.
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12-10-2010, 11:21 AM | #18 |
sKeeD
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I have a few questions if anyone can help me out regarding FFs animations:
Who did the current animations? What program/software was used? I have the models decompiled into smd's for use with maya. Is it possible to view/edit the current animations doing this? The smds that are obv animations are unable to open in maya unless im doing something wrong. Is there a list of times so that in the event i cant tweak the current ones(animations), i will know how many key frames to use so that all is in sync? The bones are there when i load up the weapons but the anims are not. Google and bing and other search engines leave me scratching my head and the vast majority of tutorials Majesty directed me too just touch the topics that i need to know about weapon animating. Still got a lot to learn and its actually been fun but i have a way of learning by just plain old fiddling with shit |
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12-10-2010, 11:45 PM | #19 | ||
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Darkknight, Rebo, Innes, and maybe some other people who are now long gone.
Max and Maya, I believe. I use Max. Quote:
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I have access to most of the original smd and qc files, so if decompiling isn't working right, I might be able to get them to you. |
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12-11-2010, 12:46 AM | #20 | |
sKeeD
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Quote:
Maya only seems to recognize the reference smd's that are there with each decompile. The rest are animation smd's, but when i try to load them in maya, it gives me an "unrecognizable file" type error. I wasn't sure if you would be willing to send the original source files, but if that is possible it would save a shit load of trouble and time. So, would it be possible to send me the source smd and qc files? If it makes things easier, just add me on steam thru my account name destroya18 |
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