Smuggler Archive
Thread: A DEV playing said this-
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 =)
I am seriously considering putting that in my signature.
GreenMarine wrote:
The Master box improves slicing, but the tool quality and other things do not.
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 =)
Message Edited by GreenMarine on 06-14-2004 02:48 PM
LOL you have a guy from DNF working on your revamp... Expect your revamp some where in 2020.
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!
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.
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.
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
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
I LOVE Unreal Tournament. It's still my favorite FPS of all time. /salute GreenMarine
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
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! ![]()
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