Meh.
what Mr Howard means is you can not plan a good game exclusively, that you must get people in the trenches and play it. tweak accordingly... was "Meh" directed at the quote?
Meh.
You would find those anyway if you actually tested your own levels.
You would find those anyway if you actually tested your own levels.
Not sure if the MCP finds errors.
Once you already played your map over and over and over again, you do not act like if it was your first time playing the game. You do not react the same to the multiple game elements that unconsciously orient player, you do not use the same strategies and either the environment, you do not try stupid things like a stupid player would do and you probably don't play like 10 000 other different players.
Singleplayer or Multiplayer, I do think that Playtesting is a very important part and that technology offered by Epic Games would allow us to see where people are moving, where they interact and else. It's something every Game Dev should use and it would help a lot to avoid doing useless work.
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...such as?Originally Posted by [GU]elmur_fud
All this seems cool but the browser stuff strikes me as pure fluff. I was hoping to see them actually address some of the things about the editor that keeps alot of modders at bay.
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You're asking Epic to maintain legacy code for formats only a very few use to import old files? UE3 uses COLLADA for importing 3D objects. All industry tools that have any meaning support exporting to COLLADA, including LightWave 3D. But you could also use Maya; 3ds Max; Poser; Cinema 4D; Softimage|XSI; Side Effect's Houdini; MeshLab; SketchUp, Blender, modo and Strata 3D. That's why more 3D modeling tools than UE2 supported.[GU]elmur_fud;2272998 said:Format flexability: Native support for .psd import is a plus, no .dds support is a minus. Removeing .lwo but not adding in another filetype is a big minus. And yes I see the .t3d but that was an option available under import/export on UT2k4, it's nice that they added it to the resource browser but not new. BTW not every1 uses 3D Max or Gmax. Did autodesk pay them to exclude lightwave?
You're asking Epic to maintain legacy code for formats only a very few use to import old files? UE3 uses COLLADA for importing 3D objects. All industry tools that have any meaning support exporting to COLLADA, including LightWave 3D. But you could also use Maya; 3ds Max; Poser; Cinema 4D; Softimage|XSI; Side Effect's Houdini; MeshLab; SketchUp, Blender, modo and Strata 3D. That's why more 3D modeling tools than UE2 supported.
@elmur_fud
About the "getting into the UE3" thing. In my case i had never used any other kind of development software (dreamweaver and flash maybe) but nothing related to 3D environments, lights collision, events and so on. So for me when you say that people that are being successful now with UE3 are those that have been mapping for so long, all i can think about is BS, the first time that i EVER worked with the UE toolset was when i got my copy of UT3, and yet i managed to get the third place of the 3DBuzz contenst. And yes, when you realize that there are more then 7 different editors within the Unreal Editor of course it's intimidating, but i mean, get real, this is next generation gaming ( a term that's been so overused up to now that makes me sick) you can't expect to have a toolset similar to that of UT. And besides, you can't possibly expect from a reasonable and logical point, that a person NEW to ANYTHING is going to have the level of proficiency similar of that of a person that's been working with similar technologies for years.
To be honest, people just try to fool themselves into considering the tools to be the problem between them and the results they get
what Mr Howard means is you can not plan a good game exclusively, that you must get people in the trenches and play it. tweak accordingly... was "Meh" directed at the quote?