Introduction
My name is Lennard Fonteijn (AKA LennardF1989 or SkulpingNipple[NL], whichever I feel like), I live in the Netherlands and I become 18 at the end of octobre (Driving lessons!!!! :D).
iservealot asked me if I would like to join up because he thinks my skills are quit worthy.
Skills
I'm a programmer/developer in a lot of languages (including weblanguages).
To sum up a couple:
Basic/QBasic
Casio Basic (yes, the calculator :P)
VB/VB.NET
C#.NET
Basic amount of C++/C
A little Java knowledge
PHP
HTML
PAWN (Scripting language for SAMP)
etc. etc. (To many to sum up actually...)
I learn quit fast (which was one thing iservealot liked) and can convert code from/to.
Portfolio
I created a lot of stuff already, I put some stuff for public release on lennardf1989.wordpress.com.
A list of links where you can see what I created:
Website about Normandy (Dutch, Own CMS, Content etc) - www.normandy.nl.eu.org
MP3 Player mod for Medal of Honor - http://medalofhonor.filefront.com/file/MP3_Player;30037
MyFileProxy for SaMP (never released) - http://forum.sa-mp.com/index.php?topic=4916.0
MySAMPColor - http://forum.sa-mp.com/index.php?topic=3757.0
AuctionHouseBot Extended for MaNGOS (WOW Emulator, needs a login, try www.bugmenot.com) - http://sdb.unix7.net/forums/index.php?showtopic=9875
Playa!MSN - http://www.vauntie.com/forums/func,view/id,6/catid,2/
I also got a lot of private tools I created for my own sake, if you like, I can probably show you a couple. There is probably more, but, I realy can't remember where I left it.
Preffered position
I would really like a bit of an overall function... Like, designing a menu system could be fun, but I would also like to do some ingame functions, so...
Final words
Pick me, pick me :P
Ok, a bit grown up... I would really like it. Though, my school and reallife has priority above everything. I'm in my final year at school, after that I'm going to study to become a professional programmer and system manager. Iservealot told me this wasn't a problem...
Ps. I also noticed that some guys spoke of OOP (Object-Orientated Programming), I did a couple of programs where everything depended on everything, so UCode won't really be a big problem (since it looks a lot like most common languages).
Oh, and I forget to say that I'm a big Splinter Cell fan and I would love to see this game rolling.
yay. I vote yes!
I guess you can wait for Over to come in here and ask you to make something in the runtime or something. I am too lazy to think of something. ;)
Quote from: LennardF1989 on August 11, 2007, 10:37:41 PM
Basic amount of C++/C
Why does everyone always only have a
basic understanding of C++? Does it get boring half way through? What's up with that?
Quote from: iservealot on August 11, 2007, 10:44:20 PM
I am too lazy to think of something. ;)
Yeah, me too. Getting a second programmer isn't as exciting as the first (BakerCo), I guess.
Edit: Welcome aboard! You are awesome! ;D ;D ;D
gmo. this is getting too good to be true :D
New programmers makes Tidenburg a happy person.
Quote from: Overstatement on August 12, 2007, 12:00:55 AM
Quote from: LennardF1989 on August 11, 2007, 10:37:41 PM
Basic amount of C++/C
Why does everyone always only have a basic understanding of C++? Does it get boring half way through? What's up with that?
Quote from: iservealot on August 11, 2007, 10:44:20 PM
I am too lazy to think of something. ;)
Yeah, me too. Getting a second programmer isn't as exciting as the first (BakerCo), I guess.
Edit: Welcome aboard! You are awesome! ;D ;D ;D
lol he's not in yet. Calm down. I already told Lenard on MSN, but I'll say it publicly. Instead of us giving you something to make, why don't you surprise us with something cool in RoboBlitz or UE2 runtime? It really gives you a chance to build the hype/wow factor. lol
QuoteBasic amount of C++/C
Hehe, no, it's not boring at all half way... I just mean I know how to handle it, I just have to look up some stuff sometimes but I can create working stuff with it. Like AuctuonHouseBot Extended was almost a total rewrite of hte original C++ project, and I also did some private changes to Mangos (C++) itself.
But yes, I'm thinking up something cool to do in Roboblitz/Runtime version... Just don't know what... Something will come eventually, like i told iservealot: "Why do you think I became a programmer? To let people tell me what to create!" <--- That was kinda sarcastic ofcourse :P
Though, I have to look up some stuff first on how to start a mod... Problem is I'm not really familair with Unreal Modding, so I have to learn it's structure first... But I guess when I have found a start everything gets rolling, found some quite good tutorials :) This may sound noobish, but please don't mind it.
what could be better than a programmer? acquiring another... ;D thumbsup
and i like the idea iservalot mentioned about ...roboblitz or UE2 to build the hype/wow factor, and the practicality of familiarizing yourself with UnrealScript. ;)
and re:good tutorials and resources ...
http://wiki.beyondunreal.com/wiki/
http://www.3dbuzz.com
which i'm sure you have probably already come across those, but just in case...
!njoy
Do you know the link of the website about RoboBlitz modding? It was some kind Wiki I believe, because, I wanna try to make a mod (by using the -mod=MyMod command line) for Roboblitz, but the strucutre is all different from Unreal 2 Engine (like System = Binaries, and everything is in other places).
I also noticed that for some reason, I can't get that command-line to work with the runtime version (and etaher roboblitz).
Do you know how the *mod.ini should be called for the Runtime version?
Ps. With 'you' I actually mean 'someone' ;)
My idea was to 'make-a-start'... Like, using the commandline, then a simple menu where you cna load a level, and in that level I will do something (don't know what)... But I want to make a start of a Total Conversion. From the start, you can go and expand it...
This is why I love modeling...nothing of those
{{fghfdg=4359sda}
{if}ê;C
{on theother hand{{{
{ }
{
%%%
=Tada}
:-*
True, but it kinda gives you a kick/adrenaline if something you coded works... And without coders, your models are nothing (ofcourse, also other way around).
Oh and:
{{fghfdg=4359sda}
{if}ê;C
{on theother hand{{{
{ }
{
%%%
=Tada}
looks like you randomly typed something, you didnt even took the time to make it something lookworthy :P But I like the Tada, I have to keep that in my comments :P
But ehhmmm... My question in my previous post still remains :P
Quote from: LennardF1989 on August 12, 2007, 04:23:04 PM
And without coders, your models are nothing (ofcourse, also other way around).
So what about kkrieger? 96KB game - http://212.202.219.162/kkrieger
what about it?
It models the objects itself based on some crazy algorythms and stuff.
Please stay ontopic...
Though, I admit that that may be cool, but the intro clearly tells you there were Modellers working on the game... Anyway, please stop the discussion about kkrieger here...
Quote from: Kok4f4n on August 12, 2007, 04:33:25 PM
It models the objects itself based on some crazy algorythms and stuff.
no. modellers made the models. stored the actions they used to get them of which the game uses to rebuild the model on startup. (like maya MEL)
same with the textures.
Quote from: Bionic-Blob on August 12, 2007, 05:12:45 PM
Quote from: Kok4f4n on August 12, 2007, 04:33:25 PM
It models the objects itself based on some crazy algorythms and stuff.
no. modellers made the models. stored the actions they used to get them of which the game uses to rebuild the model on startup. (like maya MEL)
same with the textures.
Agreed, now quit about it... Pretty please with creame sucre on top :-*
Quote from: LennardF1989 on August 12, 2007, 02:30:52 PM
Do you know the link of the website about RoboBlitz modding? It was some kind Wiki I believe,
http://www.roboblitz.com/RoboBlitzEditorWiki/index.php/Main_Page is the site. Though, it's not really THAT helpful, it can help beginners.
because, I wanna try to make a mod (by using the -mod=MyMod command line) for Roboblitz, but the strucutre is all different from Unreal 2 Engine (like System = Binaries, and everything is in other places).
I am not sure if the -mod=blah command will still work with UE3. But you might be able to get away with changing the INI to look at whatever base classes you changed.
I also noticed that for some reason, I can't get that command-line to work with the runtime version (and etaher roboblitz).
Command line where? If you are refering to "UCC" type command like, you have to update your Robo game to 1.1. Then make a shortcut to .exe and add -make to the startup shortcut. It will open a "UCC" type command then and rebuild scripts. Also, when you start the game whenever you change the scripts, it should ask you "scripts have been changed, do you wish to recompile?"
Do you know how the *mod.ini should be called for the Runtime version?
IDK, but I am assuming you refer to it in your scripts. Might wanna ask BakerCo or search google.
Ps. With 'you' I actually mean 'someone' ;)
My idea was to 'make-a-start'... Like, using the commandline, then a simple menu where you cna load a level, and in that level I will do something (don't know what)... But I want to make a start of a Total Conversion. From the start, you can go and expand it...
Just keep in mind that the majority of the menu is done by level designers in UE3 Editor. It has significantly changed from UE2.
Another website you might want to use for reference is UDN. google it.
Ok...
Anyway, I would like some time to explore the posibilities a bit (of the engine, how the structure is, how to make starts, etc.)... Since I'm totally unfamilair with it.
Quote from: LennardF1989 on August 12, 2007, 02:30:52 PM
Do you know how the *mod.ini should be called for the Runtime version?
They should be persistent variables/classes that are binded to a .ini file by using config(Type) in your class definition. Like:
class MyClass
config(game);
N o, I mean, I readed somewhere that if you want to make a TC, Unreal 2 Engine (I use this as learning base) uses a Utk2mod.ini (in Unreal Tournament 2002) file which is used to display the mod in the Mods-list. I was wondering if it was possible to do a smae thing for the Runtime version, since I couldn't get the game to run a mod of the commandline (with this I mean a -mod=MyMod entry in your shortcut to the game's exectuable).
I don't know about that but the game chooses which mod to play by (in order):
LevelInfo's GameInfo(not actual name) variable,
Some ini somewhere (when above is not set).
but who knows? My info is not UT2k specific.