Commented 6 years ago2017-11-03 22:19:56 UTC
in journal: #8885Comment #67932
The thing is, I'll probably be better off with (even more) future career prospects taking this path. And I'm too stubborn to just leave it for something else.
With college, I've got an abundance of free time - some days classes are ending early, downtime between lectures and/or classes, no need to study too hard. I have a lot of time for about anything, and yet I'm not even trying. Looking back, it's curious how I was much more productive when I was working my ass off for most of the day. Not only I had satisfaction for a job well done, but also I felt a strong urge to spend time on any of my projects - I wanted to spend any amount of time I had left before end of the day on my passions.
Lately I'm more like instead of letting some steam off and doing something, I let my creativity rot in procrastination.
Commented 6 years ago2017-11-03 07:45:34 UTC
in journal: #8886Comment #49784
Hitec servo's - got a few of them in a VERY old aircraft we had purchased second hand! Gorgeous servos, if I may say so, very interesting and neat video!
Commented 6 years ago2017-11-03 07:00:27 UTC
in journal: #8885Comment #67930
my mentor always told me, if your stuck in a job/school that you simply have no interest in, quit it as soon as you find an alternative job/school that you want to go into. Dont waste more time deliberating indecisively. I was stuck in a school few months back and it was terrible, I wasn't doing poorly in grades but I intensely disliked the situation for pretty much same reason as what you said. Quitting was only a matter of time.
Motivation/procrastination is another big issue floating around nowadays. I'm going to be honest and admit that the reason I'm wasnt mapping for urby's collab was because I was playing tf2. What a terrible decision.
Commented 6 years ago2017-11-02 22:06:10 UTC
in journal: #8885Comment #67931
The point is, you weren't useless and unhelpful. You actually helped me prove myself that my "lone wolf" approach to everything won't always work.
Seriously, your request for simple torch flame particles made me learn the whole particle system, create new particles, and then create whole game logic for levels. All of this in three days (SE2DevBase came much later, cause I've only recently got the idea to publish a dev base).
You still can work with me, and under much less rigid conditions, just like anyone else.
Commented 6 years ago2017-11-02 21:50:35 UTC
in journal: #8885Comment #67933
I apologise for being completely useless and unhelpful. I was unable to make myself start working on anything serious, probably because of my laziness and lack of motivation.
Really man, I'm sorry I couldn't help. I wish you good luck with your project.
This comment was made on an article that has been deleted.
This comment was made on an article that has been deleted.
Commented 6 years ago2017-10-20 15:35:58 UTC
in journal: #8879Comment #67928
As Windawz said, it's Storm Engine 2 - modified idTech4. You may also know it as Doom 3 BFG engine.
It is similar to Quake based engine and not that hard to work with - it's just less explained than Goldsource and other engines. Really cool engine, advanced and powerful. It just takes more time to figure out what does what, but when you deal with this problem, it works like a charm.
Configuration for mapping is extremely easy, just like compiling your levels. You'll spend more time polishing your assets than configuring things to work. It's volumetric based, fully dynamic lighting engine, so it puts a lot of emphasis on optimizing lights.
Commented 6 years ago2017-10-20 12:27:26 UTC
in journal: #8879Comment #67927
Neat! Looking through the files I'm seeing a few familiar constructs and file types - is this engine Quake-based, or are you coding it from scratch and just emulating a few of Goldsource's entity and mapping setups for convenience purposes?
So, I got an F yesterday.
With college, I've got an abundance of free time - some days classes are ending early, downtime between lectures and/or classes, no need to study too hard. I have a lot of time for about anything, and yet I'm not even trying. Looking back, it's curious how I was much more productive when I was working my ass off for most of the day. Not only I had satisfaction for a job well done, but also I felt a strong urge to spend time on any of my projects - I wanted to spend any amount of time I had left before end of the day on my passions.
Lately I'm more like instead of letting some steam off and doing something, I let my creativity rot in procrastination.
Motivation/procrastination is another big issue floating around nowadays. I'm going to be honest and admit that the reason I'm wasnt mapping for urby's collab was because I was playing tf2. What a terrible decision.
Seriously, your request for simple torch flame particles made me learn the whole particle system, create new particles, and then create whole game logic for levels. All of this in three days (SE2DevBase came much later, cause I've only recently got the idea to publish a dev base).
You still can work with me, and under much less rigid conditions, just like anyone else.
Really man, I'm sorry I couldn't help.
I wish you good luck with your project.
@Jessie
Lol. That's just what I thought.
Looks pretty!
the car to the right is the white one and no ones in it?
I am confused!
Remember to take it easy and until the engine's broken in.
It is similar to Quake based engine and not that hard to work with - it's just less explained than Goldsource and other engines. Really cool engine, advanced and powerful. It just takes more time to figure out what does what, but when you deal with this problem, it works like a charm.
Configuration for mapping is extremely easy, just like compiling your levels. You'll spend more time polishing your assets than configuring things to work. It's volumetric based, fully dynamic lighting engine, so it puts a lot of emphasis on optimizing lights.
I might write a review on this one later.
Congratulations on finishihg the map. I knew you'd make it.
Looking through the files I'm seeing a few familiar constructs and file types - is this engine Quake-based, or are you coding it from scratch and just emulating a few of Goldsource's entity and mapping setups for convenience purposes?
Thanks 4 post.
Happy birthday!