Talking Shop With Valve
[WHO]Them
You can call me Dave Join Date: 2002-12-11 Member: 10593Members, Constellation
in Off-Topic
<div class="IPBDescription">One of their guys to play my team's game</div> My story is short.
Mike Dussault and Jess Cliffe (yes, cliffe of Counter-Strike fame) came to DigiPen for a meeting of <a href='http://www.igda.org/seattle/' target='_blank'>Sputnik</a> to talk about making mods for the Source Engine.
It was ultra informative and I managed to glean a few tricks from their talk (these guys are mega-geniouses, I swear).
After the presentation, I managed to steal away Mike to take a look at my team's game.
The whole idea being to just get a few quotable quotes to stick on our website and/or box. But he also gave out a few little nuggets of advice on some random things in the span of 5 minutes while he was playing.
Life is good. You all should check out the newest version of <a href='http://www.0x01a4.com/nmsfiles/downloads/narbacular_drop_pre_alpha.zip' target='_blank'>Narbacular Drop</a>, currently in pre-alpha stages. New information always available at <a href='http://www.nuclearmonkeysoftware.com' target='_blank'>http://www.nuclearmonkeysoftware.com</a>
"Cool.....Awesome......That's good stuff."
"I Like the concept."
-Mike Dussault, Valve Software
On a semi-related noted, if you're a fan of Garry's mod, then you might want to check out <a href='http://www.0x01a4.com/nmsfiles/downloads/dj_jazzy_mossman_and_dawg.avi' target='_blank'>this video</a>.
Mike Dussault and Jess Cliffe (yes, cliffe of Counter-Strike fame) came to DigiPen for a meeting of <a href='http://www.igda.org/seattle/' target='_blank'>Sputnik</a> to talk about making mods for the Source Engine.
It was ultra informative and I managed to glean a few tricks from their talk (these guys are mega-geniouses, I swear).
After the presentation, I managed to steal away Mike to take a look at my team's game.
The whole idea being to just get a few quotable quotes to stick on our website and/or box. But he also gave out a few little nuggets of advice on some random things in the span of 5 minutes while he was playing.
Life is good. You all should check out the newest version of <a href='http://www.0x01a4.com/nmsfiles/downloads/narbacular_drop_pre_alpha.zip' target='_blank'>Narbacular Drop</a>, currently in pre-alpha stages. New information always available at <a href='http://www.nuclearmonkeysoftware.com' target='_blank'>http://www.nuclearmonkeysoftware.com</a>
"Cool.....Awesome......That's good stuff."
"I Like the concept."
-Mike Dussault, Valve Software
On a semi-related noted, if you're a fan of Garry's mod, then you might want to check out <a href='http://www.0x01a4.com/nmsfiles/downloads/dj_jazzy_mossman_and_dawg.avi' target='_blank'>this video</a>.
Comments
and btw that garys mod video is awsome the way he used the rope and the spinning objects to animate the player models pure genius
Mike Dussault and Jess Cliffe (yes, cliffe of Counter-Strike fame) came to DigiPen for a meeting of <a href='http://www.igda.org/seattle/' target='_blank'>Sputnik</a> to talk about making mods for the Source Engine.
It was ultra informative and I managed to glean a few tricks from their talk (these guys are mega-geniouses, I swear).
After the presentation, I managed to steal away Mike to take a look at my team's game.
The whole idea being to just get a few quotable quotes to stick on our website and/or box. But he also gave out a few little nuggets of advice on some random things in the span of 5 minutes while he was playing.
Life is good. You all should check out the newest version of <a href='http://www.0x01a4.com/nmsfiles/downloads/narbacular_drop_pre_alpha.zip' target='_blank'>Narbacular Drop</a>, currently in pre-alpha stages. New information always available at <a href='http://www.nuclearmonkeysoftware.com' target='_blank'>http://www.nuclearmonkeysoftware.com</a>
"Cool.....Awesome......That's good stuff."
"I Like the concept."
-Mike Dussault, Valve Software
On a semi-related noted, if you're a fan of Garry's mod, then you might want to check out <a href='http://www.0x01a4.com/nmsfiles/downloads/dj_jazzy_mossman_and_dawg.avi' target='_blank'>this video</a>. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Mike Dussault was either fired or let go, or nobody likes him. I can't remember. My sister's boyfriend is Kevin somethingorother from Monolith, a senior engine programmer who hangs out with the valve guys.
edit: Oh yeah, not a single line of his code was used in HL2, or AVP2.
Oh, and your game friken rocks!
It took me a few to remember wth your basic concept was, but oncE I remembered the puzles are very cool <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
oh, and placeing one mirror on top of the other = odd stuff happens <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I always wanted to reproduce the bottomless pit <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
One thing I noticed is, when you move around a bit while beginning to fall down trough a mirror you won't gain speed while falling like you would normaly do.
edit: Oh yeah, not a single line of his code was used in HL2, or AVP2. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
This is third-hand information, fun, it'd be better to take it with a few grains of salt. Mike's still listed on <a href='http://www.valvesoftware.com/people.php' target='_blank'>Valve's teampage</a>, and I can remember having him in at least two interviews preceeding HL2's release. Not the kind of treatment you offer to 'dead weight'.
We know about it. It's on purpose.
Infinite recursion is infinitely bad.
And second, about how Mike supposedly was fired/useless. Why the hell would they send him to talk about their engine if he was fired or useless?
hey them, you vs ari in a fight, who wins?
That is a really cool engine. I thought for sure those gates would just teleport people, but it's total seamless.
That is a really cool engine. I thought for sure those gates would just teleport people, but it's total seamless. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
And then it crashes.
Is that bad?
And then it crashes.
Is that bad? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Yeah, I need to make that more user friendly. It usually means that you don't have DirectX 9.0c
And then it crashes.
Is that bad? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Yeah, I need to make that more user friendly. It usually means that you don't have DirectX 9.0c <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ah. DirectX 9.0b not good enough for ya eh?
Now I have to visit Microsoft.com, every time I do that I walk away feeling that I have somehow been infected with herpies.
Oh well, I guess I get the chance to reorganize my partitions, again.
YOUR GAME KILLED MY WINDOWS! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
OH NOES WE NEED TECH SUPPORT!!!
Oh yes, his last name is Stephens. Had to ask my sister.
Now I hate you, T_h_e_m - I'm hooked. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
THIS GAME IS ADDICTING! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
The two main things I gleaned from their talk that were directly applicable to games.
1. They precache 125ms of EVERY sound in the game at all times. Apparently it only takes up like 16mb, and they can stream in the rest of the sound before the 125ms is up. So in effect it means they can instantly play any sound without keeping the whole sound in memory.
2. Their walk animations are actually a mix of "9 way blending" and inverse kinematics. They do the blending to ensure that you get a walk animation for each and every possible direction. And the IK to stop feet from going through floors and stuff. Their demo for this was the strider and it made perfect sense.
Goddamned mega-geniouses