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Messages - SparkyMcSparks

Sorry thought it was an FX, or at least, I'm pretty sure you can have coronas there too since you can add dynamic lights into an FX. But it should be because of the dynamic light (inside an FX or not) generating the corona.

As to how it's done, I've spent an hour fiddling with lights but couldn't get it to work myself -- I figure it must be a KVP or light affecting a model in some way. It's vacation time right now so I can't contact a coworker who might know, but I can find out Monday when I return to the office.
2093 days ago
It's a light corona, added via an FX. The fx_draw dvar only affects post processing elements, which excludes a corona.
2093 days ago
Started writing some tutorial guides to share some knowledge I have gathered over the years from modding and working professionally on CoD, they're not specific tutorials on how to like do a boarded window or create a magic box, these are more high level and slightly technical.

http://steamcommunity.com/id/SparkyMcSparks/myworkshopfiles/?section=guides&appid=10090

Using Steam for centralization and I've been going back to update them when someone has questions (like I added a completely new section on overlapping nodes when someone IMed me asking after I posted the navigation tutorial).

If someone wants to copy them here that's cool, but like I said, probably better to just check them out on Steam because I may be adding / addressing / grammatically fixing things that people point out.


If anyone has ideas for tutorials let me know, something similar to stuff I've already written would be good topics. I'm thinking next few ones might be like how the A.I. animation system works, keeping your script variable counts down, tips for faster iteration, etc...
2180 days ago
Treminaor pinged me to check this out. I can pass this on at work and ask why WaW / BO1 / BO2 Zombies didn't have localized strings as I don't know myself either the thinking behind it. Can't guarantee I post back with a response though.
2263 days ago
They just released the positions on the website, and now actively searching, so the rat race gates have opened to everyone as coworkers are posting it on social media.

Updated my first post with links to the legit job descriptions.
2268 days ago
It's like a norm in the industry (from what I've heard regarding several other non-indie companies) that you won't hear back once you apply, unless they want to bring you in for interview or give you a design test.

Did you already apply?
2269 days ago
The senior positions things was addressed in the OP:
Here are some descriptions of the jobs, although they are for senior positions, you'd be applying for mid-level or associate so less on the management part than what the links detail out.


As for Gameplay Engineer, I figure maybe someone here is secretly taking / took Computer Science in school or has a solid programming background that would be interested. If you're already scripting some cool and interesting stuff you probably have a Comp Sci background to some degree. You don't need to be a great scripter for it as that's just byproduct of the work you may be doing, likely won't be scripting maps but moreso just supporting scripters.

I'll answer the rest of the questions a little shortly when I get to work today.

Post Merge: July 08, 2014, 06:35:11 pm
Updated the FAQ.
2269 days ago
We're looking for Builders and Gameplay Engineers, so if anyone here feels confident and serious enough in wanting to apply feel free to get in contact on Steam or PM.

I'd be happy to personally pass your stuff on to the hiring department with the caveat that it's completely out of my hands from there, but I know a lot of people here are hard workers and talented so it's the least I can do to give back.

Apply on the website links below, let me know, and then you can send me your coverletter / resume to aromo (at) treyarch (dot) com and let me know your username so I can put one and one together.


Level Builder


http://activision.taleo.net/careersection/jobdetail.ftl?job=GAM0000EF
Quote
What you’ll be doing:   
•    Work with design leadership, artists, and other level designers to deliver environments that embody the creative vision of the game.
•    Research subject matter related to the history and look of locations portrayed in a level.
•    Collaborate with other designers, artists, animators and engineers to create levels that are not only incredibly fun, but look great and run well.
•    Detail and polish geometry based on photo reference and concept art.
•    Prioritize and self-manage to meet deadlines.

Make sure you have your best map that you feel represents your quality of work. If you think it could have shipped in Call of Duty 4 / World at War (depending on the mod tools you use), then you're on the right track.

You may be asked to do a test map, I would take it serious and make sure it's polished and fun. Some basic rudimentary scripting knowledge might help, but you don't necessarily need to do both -- make sure you're really good at one of them.

To get some idea, check out Ravensoftware's Design Test, it's a bit more lax since it's just for an internship.


Senior Gameplay Engineer


http://activision.taleo.net/careersection/10020/jobdetail.ftl?job=PRO00012K
Quote
What you’ll be doing:     
•    Implement, debug and optimize systems in C/C++ and other languages
•    Spearheading development of innovative gameplay experiences
•    Contributing to game architecture and technical designs
•    Performing data and code analysis to identify improvement opportunities
•    Providing mentorship to less experienced engineers

Basically working on source code to create new features, some scripting work involved too. As an example from what a Gameplay Engineer did on BO2, you'd be working on general gameplay stuff like pathfinding, or a special focus on weapon systems or animations while exposing the new features to scripters.


FAQ

Question: How old do I have to be there to work?
Answer: Legal working age is 14+ in USA I think, but realistically, you need to be self-sufficient and reliable more than anything.

Question: Do I have to move to Los Angeles?
Answer: Yes.

Question: I don't have X years working or Y shipped titles of a "AAA" game, what do I do?
Answer: Don't let that turn you off. Mod experience counts a lot too and if you are able to bring value to the company, they'll want you.

Question: I just made a map in a week, will this be good enough?
Answer: Probably not, like any other job application, you'll want to show the best of you.

Question: I'm moving there all by myself, do I get any assistance?
Answer: Negotiate it, it's case-by-case basis. See if you can get relocation assistance, temporary housing, and so on.

Question: Any examples of what I can do?
Answer: This guy got a job at Ravensoftware doing their old Design Test.

Question: What do I need when I apply?
Answer: Have a website up with videos, pictures and download links of your work. Send in a cover letter and resume.

Question: What about people who aren't from the US and how well do they have to speak / write english. ( Advanced; Fluent; ... ?
Answer: Will need to sort of Visa issues with HR. As for speaking / writing, hard to say for sure as I'm sure it's illegal to discriminate, but I'd say just be able to have conversations (which will be happening often at work) and read / write your ideas down on a document (also happens a lot too) in a manner that others can understand. Basically, I wouldn't let the language thing hold you back from applying.

Question: How much does it pay?
Answer: Check here for ballpark figures, but of course like all other jobs, case-by-base basis + you negotiate it.

Question: What's a typical workday like?
Answer: Here's a straightforward overview: Start at 10:00am, clock in and resume any tasks you have. Maybe a small team meeting in the morning. Lunch at noon, lot of food trucks and restaurants nearby. Back in from lunch, resume working on tasks. Maybe some more meetings mixed in. Follow up with team mates or leads on stuff you're working on. Out at 7:00pm.

Question: I'm not ready yet, how can I get more experience?
Answer: You give yourself experience. This talk by Chet from Valve gives an invaluable presentation about getting into the game industry. Eurogamer Expo 2012: Valve Software's Chet Faliszek
2270 days ago
Guaranteed PreOrders:
  • Rainbox Six: Siege (PC)
  • Battlefield: Hardline (PC)

Would Like:
  • Playstation 4
  • Uncharted 4 (PS4)
  • Order 1886 (PS4)
  • Kingdom Hearts 3 (PS4)
2297 days ago
Sensational headlines sell. Works for the news / media.  :troll:
2301 days ago
Updated download to 1.1

Now does vehicle nodes, action nodes, textures triggers, and really does structs now.
Screenshot has been updated.

Post Merge: June 06, 2014, 11:36:24 pm
Updated to v1.2

- Dumps script_brushmodels


Technically now decompiles geo, depending on how you look at it.  :troll:
2301 days ago


Direct Link : www.alexromo.com/files/MapEntityDump.zip
^ This version I'll probably update in the future.

This is purely for educational purposes, as you can't get geo.


How It Works

It grabs all the entities, structs, and nodes in a map by script and spits them out into a .MAP that can be read by Radiant.

This does not decompile geo, nor generate script_brushmodels.


How To Use It

You'll need to be running +set developer 2, +set developer_script 1, and +set logfile 1 (or 2)

You can either just run the mod because IWD is included, or build MapEntityDump mod IWD manually.

Run any SP or Zombies map.

After a few seconds you'll see in console all the entities in the map being printed out.
NOTE: You'll be sitting at a black screen, this is intended. It stops the game from running any game mode sripts.
NOTE: Ignore any Script Runtime Errors about FX, I'll try to address this in the future.

Once it's done, go into the <root>/mods/MapEntityDump folder and look in console.log

Search for "iwmap4" as this is where the dump starts at.
Select everything down until the end where you see the success message "Map entities saved ( see console.log for info ) "

Copy and paste this into a .MAP
You may want to do some cleanup.
       Search for "dvar set cl_network_warning 0"
       Replace with empty strings.
      
Now open the .MAP in Radiant.


What Is Modified

_createmenu.gsc
_debug.gsc
     I just renamed calls of NewDebugHudElem() to NewHudElem() since the former isn't available in the public game.
     If you run the game with the developer dvars and encounter looping Script Runtime Errors in this script, it's likely because of NewDebugHudElem() calls.

_load.gsc
     Call the dump script on every map.
     
_dump.gsc
     Script that will grab everything and dump it into a .MAP format.

_utility.gsc
     Changed file prints to write to the logfile.


Misc

This was written and tested in Call of Duty: World at War, but may work in other Call of Duty titles if you take the _dump.gsc

Triggers == 64x64x64 Brushes.
Script_Brusmodels == 32x32x32 Brushes. Default to Brown Case texture unless it's part of a specified system.

Triggers + Script_Brushmodels are temp and not reflective of actual size as you can't get that information from script side.


Log

v1.2 (6/6/2014 3:24:07 PM): Dump Script_Brushmodels

v1.1 (6/6/2014 1:42:25 AM): Dump Action Nodes + Vehicle Nodes + Structs + Texture Triggers Appropriately

v1.0 (6/5/2014 7:55:21 PM): Dump Entities + Nodes + Triggers
2302 days ago
What is Zombie History?
Every time a Zombie is instructed to do something it is logged in the Zombie History for each individual zombie. Normally this is seen through a debugger, but I made a function to print it out in-game.

How Do I View Zombie History?
You'll want to add this line somewhere in your scripts, even the map script is fine:
array_thread( GetSpawnerArray(), ::add_spawn_function, ::zombie_history_print );

Here is the function I wrote that you'll need to copy and paste, I put it in _zombiemode_utility.gsc since almost every script includes it:
zombie_history_print()
{
/#
self endon( "death" );

if ( !IsDefined( self.zombie_history ) )
{
self.zombie_history = [];
}

last_zombie_history_size = 0;

while ( true )
{
max_prints = GetDvarInt( "zombie_history_debug" );

if ( self.zombie_history.size != last_zombie_history_size )
{
last_zombie_history_size = self.zombie_history.size;
prints = 0;

for ( x = self.zombie_history.size; x > 0; x-- )
{
if ( IsDefined( self.zombie_history[ x ] ) && prints < max_prints )
{
thread print3d_at_pos( self.zombie_history[ x ], undefined, "update_zombie_history_" + prints, ( 0, 0, 64 + prints * 10 ) );
prints++;
}
}
}

wait ( 0.05 );
}
#/
}

Then after, you'll want to toggle the DVAR "zombie_history_debug" to any number of history events you want to see. It'll print the most recent at the bottom, like the console.





How Can I Log My Own Events?
Stock scripts already log events for you, but if you want to log your own you'd want to do something like:
self zombie_history( "zombie_assure_node -> failed to find a good entrance point" );

Call it on a Zombie AI and the first and only parameter is a message (usually is the function name the log is in and some helpful description about what is happening).
2304 days ago
Thought I'd finally post this since people see me on Steam using the mod tools and have been asking a lot, figured it'd be good to have some transparency to see if anyone has ideas or feedback for the mod while it's being worked on.

What It Is
A linear experience that is more about getting from point A to point B with Nazi Zombies slowing you down. Think of Extinction, but instead of forcefully making players stop every couple feet to defend it'll all be randomly generated in real-time by script constantly polling to see how players are doing and what to throw at them in terms of Zombies.

What It Isn't
This isn't a game type like Objectives game mode that is layered on top of the regular Classic game type, this mod is fully catered to bringing a similar experience you get from Call of Duty singleplayer levels but with a Zombie twist.

Who's Working On It
Just me and DidUKnowIPwn are scripting. We have a map donated by Zeroy (MP_Argentan_Night) that we are using. Currently this seems to be a good size team since we're just focusing on getting the mod to a playable state.

Features
We don't want to lock ourselves into features that don't work or aren't fun, this is an iterative process and will take time to see what works and doesn't work. But for now...

* Zombies spawn dynamically at random spots as you play every time.
* Intensity ramps up dynamically depending on how bad or good you are doing.
* Vignettes to help tell a story for each level.

How Can I Get Updates?
Either this thread or visit / subscribe to my Twitch where I'll regularly try to stream development (although most of the time it may be uneventful until we get something more playable up and running): http://www.twitch.tv/sparkymcsparks

I have ideas / suggestions, where can I get them to you guys?
Please post ideas here with your username for tracking: https://docs.google.com/document/d/1H9fMLZXcnrqGrBEBjDQIBhCLb4zejD8RFZsj4Iggcro/edit?usp=sharing

Can You Make A Map For It?
Yes! While the mod isn't currently released, you can still start working on a map for it if you like.

Design a map that is linear, don't worry about doors / gates / scripted events as those are influx -- it shouldn't be stopping you from laying out a map.

Right now we're trying to keep it very modular. At the very least, to get the mod working in your map all you'd have to do is add a line of script_structs from beginning to end. The mod takes care of the rest in populating your map based on players getting from beginning to the end, and using path nodes to dynamically drop in zombies.

Here is the layout for ZM Argentan:
Green Lines == Various routes to take
Red Lines == Script_Structs which allow the mod to run on your map.
2306 days ago

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