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Old 04-23-2006, 07:27 PM   #61
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hl2 runs on html correct? ive been successful with html in the past, ive even used the marquee function a few times. ill send you an email
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Old 04-26-2006, 07:48 AM   #62
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They normally announce this sort of thing a dev jernal or news update right after the fact, but even so I'm curious as to who they've got to fill the, say for example, mapper position. Or what kind of applicants they've got.





Ha ha ha! I'm being a little bit fascetious!
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Old 04-27-2006, 02:09 AM   #63
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Ha, you applied? Awesome. (If you did, in fact, apply. I'd be surprised if more people didn't, there are some damn fine mappers in that board...)
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Old 04-27-2006, 10:46 AM   #64
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I applied, even though I pretty much knew I wouldn't have much time to do it. So unsurprisingly it got rejected.
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Old 04-28-2006, 04:06 AM   #65
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Quote:
Originally Posted by wunder
hl2 runs on html correct? ive been successful with html in the past, ive even used the marquee function a few times. ill send you an email
That's a joke, right?
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Old 04-28-2006, 09:44 AM   #66
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No, he's not joking. FF is powered by cascading marquee functions.
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Old 04-28-2006, 09:52 AM   #67
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Quote:
Originally Posted by Defrag
No, he's not joking. FF is powered by cascading marquee functions.

Whoooah. That's soooooooooo cool.
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Old 04-28-2006, 09:18 PM   #68
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Quote:
Originally Posted by Defrag
No, he's not joking. FF is powered by cascading marquee functions.
Damn. I thought it was going to be in forum coding.

I've even coded [img]s and [b]!
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Old 04-30-2006, 06:49 AM   #69
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there have been some games made with forum code, but theyre few and far between. html's "href" and "src" commands provide an efficient way of assumption rendering polygons and textures rather than the [img] tag's pixelated paintbrush renderings. as mentioned before, the marquee in html allows extremly efficient renderings of multiple light sources, something that forum code cant compare to, even with their [u] function which is similar, but is less efficient and can only render up to three different light sources (six if theyre all the same color and pixel flavor)

anyway, id get more into it but its a jargon mess of dashes, carrots, and of course, gazelle herds. ive read a dozen or so books on html theory and really consider myself an expert (though a rusty one, i havent done any serious html in a year or two)

anyway, i havent sent my email in yet, i should get on that.
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Old 04-30-2006, 06:07 PM   #70
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Good to know you were not serious. Lol.
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Old 04-30-2006, 10:17 PM   #71
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Old 05-01-2006, 05:20 PM   #72
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I sent my application yesterday, sorry for the little delay. I attach a sample I hope it will please the reviewers

Send me a reply even if it is negative
Cheers, JJ
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Old 05-04-2006, 11:38 PM   #73
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ted_maul
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Position filled or am I wrong? Who's that?
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Old 05-04-2006, 11:41 PM   #74
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No, he joined before this was posted. I believe he's handling a lot of FF's special effects.
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Old 05-05-2006, 12:08 AM   #75
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we need BUGSQUASHERS!!
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Old 05-05-2006, 12:32 AM   #76
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As a computer science student, I'm often given pre-written code to modify/use to complete some sort of project, and more often than not I find it a pain to figure out what the other programmer's code means. Comments only help so much. I can only imagine what it must be like to be a new programmer joining FF, and being asked to find and address bugs when you don't have the slightest clue of what's going on...I would bet that's very frustrating! Or maybe it gets easier as you get l33ter, I dunno.
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Old 05-05-2006, 04:28 AM   #77
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id just like to play it before anyone else

email sent.
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Old 05-06-2006, 12:16 AM   #78
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Quote:
being asked to find and address bugs when you don't have the slightest clue of what's going on...I would bet that's very frustrating! Or maybe it gets easier as you get l33ter, I dunno.
It's actually not that bad if you have experience in the source SDK, since 90% of the code in the mod will be from the SDK. Anyone applying for this position should definitely have a lot of experience in the source SDK.

Sometimes fixing bugs can be a PITA, but its rewarding in the sense that a few hours later, the bug is fixed and you can pat yourself on the back.

On the other hand, implementing a new feature can be a PITA too, sometimes it can take a week or two to get it implemented only to find yourself disatistified with the performance or flexibility of the hundreds/thousands of lines of code you've written.

Programming is for problem-solvers, if you don't enjoy challenge/mild frustration then you won't enjoy programming.

GL to the FF team finding someone.
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Old 05-08-2006, 05:07 AM   #79
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Quote:
Originally Posted by zero
GL to the FF team finding someone.
no luck needed, i sent them an email. done and done.
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Old 05-09-2006, 03:02 AM   #80
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Quote:
Originally Posted by wunder
no luck needed, i sent them an email. done and done.
Nice

Now they need a Prop Artist, Level Designer, and a map texture artist

http://www.fortress-forever.com/?a=openings
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