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

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Re: Which Doom source port developers would you hire for a j

Postby Caligari87 » Thu Apr 30, 2015 12:57 pm

Possible suggestion Graf, if you had the inkling to try. What about running Steam through a VPN or proxy to get the U.S. version? Granted, that probably violates the spirit and maybe even letter of the law, but I guess it depends on how far you're willing to go.

For what it's worth, I'm pretty sure you can set the language to English even in the localized version, if the translation sucks too badly. You'd still have to deal with the "low-violence" mode though:
The German version of The Orange Box is set to a low violence mode in order to comply with German laws regulating the sale of violent video games. Blood effects are replaced by sparks and bullet wounds are replaced with dents as if the characters were metal robots. [...] In the Half-Life games, bodies fade away after the death of non-player characters and the blood has been altered to a gray color.
All in all it could probably be worse; those changes don't really affect the integrity of the game too badly.

8-)
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Re: Which Doom source port developers would you hire for a j

Postby leileilol » Thu Apr 30, 2015 1:21 pm

Probably why Germany has a big FOSS gaming community as some of the FOSS shooters don't fall under their regulations. Medieval fantasy games are usually exempt from the changes


I'll make a killerspiele mode replacing blood with sparks if they act on them in the future anyway. Japan's also very similar with violent content believe it or not, most of our M games are rated on the same tier as Illusion's H games and are still censored anyway.
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Re: Which Doom source port developers would you hire for a j

Postby Graf Zahl » Thu Apr 30, 2015 2:06 pm

Caligari_87 wrote:All in all it could probably be worse; those changes don't really affect the integrity of the game too badly.

8-)




You forget the localization issue. As I said, I refuse to buy any game that doesn't come with the original language because the localized versions are often so bad.
I still cringe when I think about Far Cry, With that one I got screwed because I didn't think about this issue and it only had the dismally bad German localization on the disc.
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Re: Which Doom source port developers would you hire for a j

Postby leileilol » Thu Apr 30, 2015 2:09 pm

I thought FarCry's english localization was bad. Every enemy is a shouting macho wrestler WWE Superstar, not very immersive
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Re: Which Doom source port developers would you hire for a j

Postby Graf Zahl » Thu Apr 30, 2015 2:14 pm

Interesting, that was also one of the problems in the German version. And all dialogue was mixed annoyingly loud. Aside from the typical problem - cheap untalented voice actors and bad dialogue script - this game managed to get everything wrong that could have been done wrong.
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Re: Which Doom source port developers would you hire for a j

Postby Caligari87 » Thu Apr 30, 2015 2:24 pm

Graf Zahl wrote:You forget the localization issue. As I said, I refuse to buy any game that doesn't come with the original language because the localized versions are often so bad.
If I'm not mistaken, you can set your preferred language in Steam and it'll download the original VO. Dunno if that changes anything for you, but at least it's an option :D

8-)
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Re: Which Doom source port developers would you hire for a j

Postby Big C » Thu Apr 30, 2015 10:33 pm

It appears I spoke too soon about Black Mesa Source:

http://www.bmrf.us/?

Happy to be wrong, I suppose. I'm still worried about where Valve's brainpower is going after the recent paid mods debacle, though. Normally they NEVER do anything THAT ill-advised.

More on topic: I think the hippy/food gore from Serious Sam remains the best censorship in a video game ever. LOLLIPOPS!
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Re: Which Doom source port developers would you hire for a j

Postby GooberMan » Mon May 04, 2015 5:00 am

Xaser wrote:
GooberMan wrote:ITT: Modern games with good gameplay discussed without even mentioning Demon's Souls, Dark Souls, or Bloodborne once.

Posting simply to help fill in this grievous omission somewhat. Hell yeah Soulses (...and that other one that needs a friggin' PS4). :P

When I get a chance (yay overtime), I'll pick up Scholar of the First Sin for the PS4. I expect it to feel slow compared to Bloodborne. So good.

I don't ever recommend picking up a console for one game... but if you're a Souls junkie, it's hard to say "You shouldn't get a PS4 for it."
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Re: Which Doom source port developers would you hire for a j

Postby Ghastly » Mon May 04, 2015 6:08 am

Blzut3 wrote:I'd personally hire pretty much anyone that works on a source port. They have vastly more experience programming than most college grads.
If there's anything my current CS courses have taught me, it's that working with others and the ability to design a program are just as important as being able to program, and that's something that just working on existing code doesn't quite teach you.

That said, most source-port devs I know have proven their design ability by being able to work within and expand on an existing design.
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Re: Which Doom source port developers would you hire for a j

Postby Blzut3 » Mon May 04, 2015 9:56 am

I don't know about your CS program, but in mine group projects were mostly trying to figure out what the person that can barely write "hello world" can do on a project that really could be finished by one person in 30 minutes. There were a few people that actually put any effort into programming, but they were clearly the exception. We actually had someone in CS write on a screen in the computer lab with a pencil.
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Re: Which Doom source port developers would you hire for a j

Postby ibm5155 » Mon May 04, 2015 10:46 am

There's only one thing that linux fails over windows.
His badass complete terminal.
255 full ascii chars and with direct terminal buffer acess and 25 LINES (not that derpy 24 lines limit)...

But, at least with the power of SDL, I'm making a proper terminal for linux *__* so I can port MT2D without headache of having a 127 limited char screen or that for making a getch will need alot of code (I know, it's windows only, but I already made my linux version of getch).

Well,I kinda like two areas, gzdoom and zandronum devs.
Zan are cool guys and are really nice to interact, they really want their product to be well made.
Gzdoom is nice,for me, the only thing missing that Graf always relies to do is something like Vavoom did, some shadows over 3D models, but looking about how bad Vavoom runs, it would require a nasa computer to actually run some actuall mod. (ok, just a full md3 format support would be nice)
Zdoom dev is nice but, for me, it stoped in the time.

I wish someday I could be abbel to make a new acs function :(
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