Which Doom source port developers would you hire for a job?

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Which Doom source port developers would you hire for a job?

Postby Michi » Mon Apr 27, 2015 2:31 am

I was just thinking about it when reading how Randi reacted to OpenAL which I find somewhat disappointing.

So who would you think would make a good professional software developer and who would not?

ZDoom seems to be lucky to have two competent developers, if the abovementioned problem could be ignored.
But what about other ports?
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Re: Which Doom source port developers would you hire for a j

Postby Graf Zahl » Mon Apr 27, 2015 2:51 am

I won't list any names, but of the currently active source port developers there's precisely one I would NOT hire - and I don't think it's too hard to guess who that is... :twisted:
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Re: Which Doom source port developers would you hire for a j

Postby printz » Mon Apr 27, 2015 3:06 am

Most of them are quite competent simply for going this far with their home projects (the Doom ports). I'd hire anyone of them who isn't involved in a badly maintained port.
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Re: Which Doom source port developers would you hire for a j

Postby Tapwave » Mon Apr 27, 2015 3:21 am

Michi wrote:I was just thinking about it when reading how Randi reacted to OpenAL which I find somewhat disappointing.

You have to take into account that this feature's request has been dragging on for age before the final patch was finally made, and Randi has no professional obligation to actually work on it. I kinda understand that he must've been somewhat fed up with it, and preferred letting Graf and Blzut work on it.
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Re: Which Doom source port developers would you hire for a j

Postby Blox » Mon Apr 27, 2015 3:29 am

Graf Zahl wrote:I won't list any names, but of the currently active source port developers there's precisely one I would NOT hire - and I don't think it's too hard to guess who that is... :twisted:

Any connection to something retro?
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Re: Which Doom source port developers would you hire for a j

Postby Graf Zahl » Mon Apr 27, 2015 3:37 am

If you mean 'Doom Retro', certainly not. As I said, it shouldn't be too hard to guess who I mean, if you check the quality of source ports.
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Re: Which Doom source port developers would you hire for a j

Postby Michi » Mon Apr 27, 2015 3:40 am

There's only one source port whose legacy has been one of constant problems and poor usability, I think I know who you mean... 8-)
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Re: Which Doom source port developers would you hire for a j

Postby DaMan » Mon Apr 27, 2015 3:55 am

Who ever makes an HTML5 JavaScript framework that's scalable while leverages existing backends while allowing user generated content to be stored on the cloud to create synergy with the userbase which will allow us to double down on data mining to improve the quality of big content we serve them. Buzzwords are fun.
Michi wrote:There's only one source port whose legacy has been one of constant problems and poor usability, I think I know who you mean... 8-)
You're too late anyway Ubisoft hired that guy like a decade ago (looks at AC Unity).
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Re: Which Doom source port developers would you hire for a j

Postby GooberMan » Mon Apr 27, 2015 4:30 am

Who's gonna be the first to link to the DW Legacy thread so that people can understand Graf's cryptic-

Oh, wait, I guess I answered that question.
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Re: Which Doom source port developers would you hire for a j

Postby zZaRDoZz » Mon Apr 27, 2015 2:28 pm

The "Z" family of coders has set the bar incredibly high by the standards of all open sourced projects, not just the 3d gaming scene. While the community for said ports has provided contiueously robust levels of testing and feedback that leave us other project fans agape with jealousy.


...robust... dibs on robust.
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Re: Which Doom source port developers would you hire for a j

Postby Blzut3 » Mon Apr 27, 2015 3:09 pm

Michi wrote:ZDoom seems to be lucky to have two competent developers, if the abovementioned problem could be ignored.

Two?

I'd personally hire pretty much anyone that works on a source port. They have vastly more experience programming than most college grads.
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Re: Which Doom source port developers would you hire for a j

Postby Graf Zahl » Mon Apr 27, 2015 3:31 pm

Blzut3 wrote:They have vastly more experience programming than most college grads.


They generally have far more experience than most of the professional developers I've met over the years. I'd even say the same about some of the external contributors here.

I'd still make an exception for a certain feedback-resistant individual who should not be named. :twisted:
I've met my share of those, too, and they are always a nightmare to work with because they just do what they think is right, without listening to the people they work with.
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Re: Which Doom source port developers would you hire for a j

Postby Coraline » Mon Apr 27, 2015 3:50 pm

Yes Graf, we all know the person you are referring to. I'd have a better conversation with a brick because that way I could just smash it into a million pieces for being so stubborn (problem solved). And yes, WJ is more stubborn than a brick. Not saying I want to harm anyone or anything, but god damn...

Also, OpenAL is terrible. 3DGE used to run on that crap...thank goodness it doesn't anymore.
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Re: Which Doom source port developers would you hire for a j

Postby Graf Zahl » Mon Apr 27, 2015 3:58 pm

corynne wrote:Also, OpenAL is terrible. 3DGE used to run on that crap...thank goodness it doesn't anymore.



May I ask what you use instead? Did EDGE even use it for 3D sound?
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Re: Which Doom source port developers would you hire for a j

Postby leileilol » Mon Apr 27, 2015 4:10 pm

The dev Graf is implying also stole from the Quake 1.01 source code leak before the Quake source was GPLed. (This was proven far too late, and Carmack has pardoned this damage)

so yeah fuck that guy
Last edited by leileilol on Mon Apr 27, 2015 4:15 pm, edited 2 times in total.
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