Smuggler Archive

Thread: A DEV playing said this-

GreenMarine
Mon Jun 14, 2004 2:31 pm
#14

GreenMarine, weren't you working for 3d Realms at one point and time?


Yes, I worked for 3DR for two years as a gameplay programmer/designer on DNF. I left 3DR about a year and a half ago to work on SWG. Those stories will have to wait for some future Fan Fest, not a forum post!
TolaGarf2
Mon Jun 14, 2004 2:43 pm
#15






GreenMarine wrote:

GreenMarine, weren't you working for 3d Realms at one point and time?


Yes, I worked for 3DR for two years as a gameplay programmer/designer on DNF. I left 3DR about a year and a half ago to work on SWG. Those stories will have to wait for some future Fan Fest, not a forum post!






Hmm didn't you work for id Software at some point as well? I seem to recall your name associated with Quake 2, or was it Doom 2? I might be remembering wrong though =)



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Ingame contact: TolaGarf / Joe-Luggie
Osuss
Mon Jun 14, 2004 2:44 pm
#16

gives GreenMarine an 80's high five





__________ Nedyat Susso _____________
Former . J E D I . K N I G H T _____________________________________________________________
dorsai78664
Mon Jun 14, 2004 2:45 pm
#17






GreenMarine wrote:

The Master box improves slicing, but the tool quality and other things do not.




I am seriously considering putting that in my signature.





COLONEL DRAEVYN TYR
Master Gunfighter : Master Smuggler : Teräs Käsi Master
The Spice Must Flow
Corbantis.Naboo.Theed.-5851.3187


GreenMarine
Mon Jun 14, 2004 2:47 pm
#18






TolaGarf2 wrote:


Hmm didn't you work for id Software at some point as well? I seem to recall your name associated with Quake 2, or was it Doom 2? I might be remembering wrong though =)





I worked for Epic Games as a gameplay programmeron Unreal Tournament. I also did tech work on porting the Unreal engine to Linux, PS2, and so forth.


I didn't work for id, but I did code for a Quake 2 mod group called "Orange Smoothie Productions" back in the day. That was about 7 years ago!


Message Edited by GreenMarine on 06-14-2004 02:48 PM

IGilligan
Mon Jun 14, 2004 2:48 pm
#19






GreenMarine wrote:

GreenMarine, weren't you working for 3d Realms at one point and time?


Yes, I worked for 3DR for two years as a gameplay programmer/designer on DNF. I left 3DR about a year and a half ago to work on SWG. Those stories will have to wait for some future Fan Fest, not a forum post!




LOL you have a guy from DNF working on your revamp... Expect your revamp some where in 2020.




i-Jedi, Tal'Daine of DS
Fear less, hope more,
eat less, chew more,
whine less, breathe more,
talk less, say more,
hate less, love more, and all good things will be yours.
GreenMarine
Mon Jun 14, 2004 2:50 pm
#20

LOL you have a guy from DNF working on your revamp... Expect your revamp some where in 2020.


Hehehee
Ragnaat
Mon Jun 14, 2004 2:51 pm
#21


GreenMarine wrote:
Why do they not? What is the reason to craft a better quality tool then, if it does not matter?
Shouldn't you redesign the crafting a bit, huh?
They don't because I didn't have time to implement it back before SWG went live. We had so much stuff to do and so little time to do it! We'll definitely be improving slicing and the smuggler's control over slicing at some point in the future. A revamp discussion thread on slicing will show up at some point, but I think that we'll probably talk about some of the general issues first.


Out of curiosity GM, if you couldn't get to this, why were the half baked loose ends left in the game? Especially the "spice experumentation" bonuses from the spice line being applied during slice tool crafting. It all makes things VERY confusing.



:: Retired... For the moment ::
-I support going slow and being careful.
focus thread (n.): there for us to focus on while they went behind our backs and did whatever they wanted to, anyway. (Source: AngusMacGregor)
raz1337
Mon Jun 14, 2004 2:52 pm
#22






GreenMarine wrote:




I didn't work for id, but I did code for a Quake 2 mod group called "Orange Smoothie Productions" back in the day. That was about 7 years ago!


http://www.orangesmoothie.org/

Message Edited by GreenMarine on 06-14-2004 02:48 PM





You worked on OSP? That's cool! It was an awesome mod! That's nice to know that we have some devs from Quake 2, hehe.



Annoka Starkep ~~~~~~ Danielle Sevi


Jedi are like ants in an ant farm, you watch them work and play, and if one is being bad, you squish them
Cafa
Mon Jun 14, 2004 3:00 pm
#23






GreenMarine wrote:

Why do they not? What is the reason to craft a better quality tool then, if it does not matter?
Shouldn't you redesign the crafting a bit, huh?


They don't because I didn't have time to implement it back before SWG went live. We had so much stuff to do and so little time to do it! We'll definitely be improving slicing and the smuggler's control over slicing at some point in the future. A revamp discussion thread on slicing will show up at some point, but I think that we'll probably talk about some of the general issues first.







God I wish you were the freaking architect dev!


Fivo Asia




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A player bodyguard can't protect you either, something agroes you, you are dead. The
only difference between a pet and the person, is you pay the person to stand there
and watch you die. -- Straker Atrella

jkray8472
Mon Jun 14, 2004 3:02 pm
#24






GreenMarine wrote:




I worked for Epic Games as a gameplay programmeron Unreal Tournament. I also did tech work on porting the Unreal engine to Linux, PS2, and so forth.


I didn't work for id, but I did code for a Quake 2 mod group called "Orange Smoothie Productions" back in the day. That was about 7 years ago!


http://www.orangesmoothie.org/

Message Edited by GreenMarine on 06-14-2004 02:48 PM



I LOVE Unreal Tournament. It's still my favorite FPS of all time. /salute GreenMarine



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PhoenixOrion
Mon Jun 14, 2004 3:09 pm
#25

GreenMarine - I didn't play the Q2 iteration, but the Q3 iteration of OSP. It did indeed rock in Q3A, one of the only reasons I played that game!


Guys - all of his past work backing him up, I'd have to say GM is our last, best hope. Don't flood him too much, we don't wanna scare him away!




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DeQuosaek
Mon Jun 14, 2004 3:25 pm
#26






GreenMarine wrote:

GreenMarine, weren't you working for 3d Realms at one point and time?


Yes, I worked for 3DR for two years as a gameplay programmer/designer on DNF.




So, there actually was some work done on DNF! As a huge fan of the original I can't wait for it to be finished. If it ever gets finished that is.


The one trailer I've seen looks pretty impressive even if it isn't bleeding edge by today's standards.


/pineFor object_DNF






Some of my pet peeve bugs:
•Armorsmith protection layers were not converted with the CU.
•Ship Details window does not close when you click "Travel" resulting in the message "You have lost the target. Closing interface."

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