I think it's just remote controlled.No, seriously, why is Optimus Prime in this game? I don't understand. How is he a doctor if he's a robot? Did he transplant his mind into a robot? Or are robots so advanced in the far future that they attend graduate schools for their PhDs?
Did anyone actually make anything with it?Worth noting that RAGE's editor didn't even have proper AI support for some reason,
Did anyone actually make anything with it?Worth noting that RAGE's editor didn't even have proper AI support for some reason,
And what kind of tools did it give them? Could you make maps with brushes, import models and paint megatextures on them like that one demo video they showed, or perhaps change parameters and scripts of existing levels?
Q: Recently someone posted about their experience in determining the file structure of the Doom WADfile. How did you feel when people were discovering how to modify Doom, from building new levels, to changing the executable itself(dhacked) originally without any information from id? In your opinion, is the modding community a valuable place for creating future game developers?
John Carmack Answers: The hacking that went on in Wolfenstein was unexpected, but based on that, DOOM was designed from the beginning to be modified by the user community.
The hacking that went on with the leaked alpha version was obviously not approved of, but after the official release I did start getting some specs and code out. I had sent some things out early on to a couple of the people that had done tools for Wolfenstein, but in the end it was pretty much a completely different set of people that did the major work with DOOM.
The original source I released for the bsp tool was in objective-C, which wasn't the most helpful thing in the world, but it didn't take long for people to produce different tools.
Dhacked was a bit of a surprise to me, and I always looked at it as something that maybe shouldn't have been done. I'm not very fond of binary editing an executable. It clearly showed that people were interested in more control, so it probably argued for the greater freedom given with Quake.
I still remember the first time I saw the original Star Wars DOOM mod. Seeing how someone had put the death star into our game felt so amazingly cool. I was so proud of what had been made possible, and I was completely sure that making games that could serve as a canvas for other people to work on was a valid direction.
Longer than usual Youtube reviews but it's more than worth it if you have time.
You are ignoring usability, and you should try to map in some mid 90s era editor and compare your experience to either SnapMap or modern Doom Builder before you try to make any more smug comments. Even the original Build editors with their usability and 3D view option were enormous step up from what early Doom mappers had to work with.
You are ignoring usability, and you should try to map in some mid 90s era editor and compare your experience to either SnapMap or modern Doom Builder before you try to make any more smug comments. Even the original Build editors with their usability and 3D view option were enormous step up from what early Doom mappers had to work with.
It's really not rocket science:
Good to see that his career in shitposting is working quite well for Notch.
Are you joking? Usability? Snapmap's interface is a disgrace.You are ignoring usability, and you should try to map in some mid 90s era editor and compare your experience to either SnapMap or modern Doom Builder before you try to make any more smug comments. Even the original Build editors with their usability and 3D view option were enormous step up from what early Doom mappers had to work with.
If you refer to a stupid video game as an "experience", then you are probably a waste of genes.