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Messages - Mglmstr

#1
General Discussion MVA / Re: MX Untamed ON XBOX LIve
October 30, 2007, 06:22:06 PM
I hate to kill the excitement, but tracks will not be made on a personal PC, then uploaded to LIVE. 

I can't speak for Rainbo, but I do know that MS try to keep their live service as secure as possible.  Allowing someone to upload gives them access to upload a virus, or some other security breaching file.  All content on LIVE must go through a huge certification process.

If the game does have a built in track editor, it's possible to upload those and play them.  I know we upload a customizable poker room in a game we've done and a track editor on the 360 is really no different.

Another possibility is THQ and Rainbo submitting a "track pack" that they make, kinda like a FPS map pack.  But don't count on any user created content in a "track pack" because of the legal problems associated with it.  Remember people bitching about their tracks being hosted on some sites, or Kam making the DVD for people and track creators bitching.  Amazingly this also happened with a guitar Hero hack.  Someone was nice enough to put everyone's songs on a single image of guitar hero.  Then the people that stole the music to make their songs got all bent out of shape because this guy spent time to make everyones songs accessable to the masses.     

Best luck is a track editor for the PC once its released.
#2
Using a PS2 controller on the PC has always been plug and play for me. 
Game should let you reconfigure the controller.  If not, maybe the game doesn't detect you want to use the PS2 controller.
Hope that helps.
#3
trailer is up all over the place...  Here's IGN's link.
http://media.wii.ign.com/media/949/949711/vids_1.html

Gamespot has still images and closeups of the bikes.
#5
Unfortunately I don't think I did post in the threads, just lurked. 

Its ok, don't spend any more time trying to dig them up.  It's not that big of a deal.  Plus, we can always start a new thread on that subject.  LOL 

Thanks again,
-Brent-
#6
I know it was before the PC MXVSATV was released.  It think it started shortly after the console version of MX Unleashed came out.

Unfortunately thats a pretty big time frame... :-) 

Thanks for any help.
#7
Any ideas?  I've looked and looked. 
#8
General Discussion MCM 2 / Re: We're Hiring!!!
December 06, 2005, 09:50:03 PM
I would also apply to companies where you see a fit.  It costs companies like $1,500 to view the resumes for a week.  The ads also cost a buttload on that site.  Most companies don't use their Resume Pool services.   I assume most other companies are the same.  We get tons of responses to the adds, so there's no reason for us to try and find a gem in the resume pool.

If you guys want to forward your resumes to me, feel free.  I'll pass them on to the appropriate department or view them myself if you are gunning for the Lead Game Designer position. 

brent@left.com
#9
General Discussion MCM 2 / We're Hiring!!!
December 05, 2005, 09:28:35 PM
http://www.gamasutra.com/php-bin/jobs_display.php

Hit the above link.  You may have to register, but if you're serious about getting a job in the game industry, register. 
#10
We generally don't get to choose what we work on.  :-(  I'm a huge racing fan so I'm always interested in those types of games.  But you have to be flexible and adapt to changing needs.  A good example is MTX, then Monster Garage, then MX World Tour, then World Series of Poker.  The work definitely changes depending in the contract your company has.

I think we'll be posting on Gamasutra today or shortly after the holidays for all positions.  In the mean time, I'll keep checking out Twisted Dirt.  Once the jobs are officially announced, I'll make a separate thread on it.

One of the coolest parts about being in the industry....  Once you're in, you're in.  The hardest part is breaking into it.  Well, if you suck ass, then you'll probably be bouncing around until you find out that flipping burgers actually pays more consistently. :-)

Happy Holidays!!!
#11
Congrats Mike and Robert.  Welcome to the game industry.  For those on the outside looking in, its not all glamour and glitz...  There's tons of hard work to put in.  And no, nobody plays games all day on the development team.  Trust me, its hard work.  Very rewarding work, but tough.

Since this is a nice warm thread, I'd like to give a shout out to Rainbo too.  If it weren’t for the track making tools in the first MCM, I wouldn't be where I am today.  Even though we battled it out with MTX vs. MX Unleashed, my hats off to you guys. 

And for the people that still want to get into the game industry...  KEEP MAKING LEVELS!!!  If you're more of an Artist, focus on the texture quality, if you're more of a Designer, focus on the game-play.  Every company does things differently, but being really strong at one discipline is very helpful when applying for a job.  Most companies hire Designers, Artists, or Coders.  Now days it's very rare that an Artist will also build the level. 

We will be hiring very shortly and I might look here for some employees...  Who wants in???  *#*#*ty pay, free soda and long hours???   OK, its not as bad as that, but it's not what most people think.
#12
Hit www.jamielittle.com and there's a link to the crave PR server.  This has box art along with a ton of screens.  I don't know how long this link will be there so grab it while you can if you want.


Edit - it's not a link but tells you how to gain access to craves PR FTP server.
#13
Looks like the announcement has been made.  No Online.  But for $20.00 you can't go wrong.

If you enjoyed MTX, you will enjoy this game.  No PC, Just X-Box and PS2.  PC may follow, if it does, I guarantee you will be able to make tracks for it!!!  Don't get too excited because there is nothing in the works right now.  We own 100% of MXWT so there is a possibility of it coming down the road.  The game doesn't have the multi-million dollar budget as MTX and MXU, but there are 32 levels, 24 indoors, 7 outdoors and 1 supermoto.  General bike physics are better than MTX; however, you wont find the super smooth 60FPS.  Unfortunately nobody cared about that in MTX so we decided to go Rainbo's route on this.  (30 is good enough)  No freeride, but bike customization is pretty sweet.  You earn upgrades as you go.  One of those upgrades is a holeshot device.  I almost forgot......  12 Riders!!!  Hopefully this will push MX games in the future.

$20.00  That's 4 movie rentals at Blockbuster and you'll get more than 8 hours entertainment out of it and you wont have to return it.

Check out the press release.  Jamie Little also said some stuff about it on her site.  Click news, then it's the 4th paragraph down. 
www.jamielittle.com
http://www.worthplaying.com/article.php?sid=22986
http://www.racerxill.com/main.cfm

The screens are pretty bad on worthplaying.  The game is better than the screens indicate.  (FYI, Developers always say this.)  hehe  This is very true for this game though.  Of all the games I've worked on, these screens could be soooo much better.

I've said some things not said in the press release or Jamie Littles site.  This is a semi-private forum so I trust you guys it will keep it here.  If not, I'll either stop the inside info or your TwistedDirt account will be suspended.  I assume it will be the ladder of the two since it's a privilege to have access here.  I'll post some pics of Jamie at the sound recording in the future if everyone is good ;D
#14
Quote from: DeezNutts on January 06, 2005, 10:20:42 PM
so theres no hope for a patched version of this ?  we have to wait for mtx 2 ?


Deez, you're over at XBLracing too huh? 
The chances of a MTX2 are slim to none.  The chances of LFP doing another MX game are pretty good.  It won't be called MTX2 unless Activision publishes it and I don't see that happening at this time.

As far as a patch for the PC version.  We had nothing to do with it so it's up to Aspyre, but ultimately it's Activisions decision.  The two things I see that could be patched are changing levels online and being able to race user created SX levels online.  Since both of those features were not in the X-Box version, I don't see a patch comming to fix that.  The PS2 version has the ability to change levels online.  As you've probably hear over at XBL, there was a pesky crash that happened about 10% of the time when changing levels in the X-Box version and the feature eventually got nuked since we had to hit a release date. 

 
#15
Thanks for all the comments on MTX.  I have been forwarding them to the powers that be in hopes of getting everyones wish.  A new MX game with a complete level editor and the ability to race user created levels online.  It's on the table and possible, but nothing in the near future.  Because of the posts here, the powers that be have taken notice to not just sales numbers, but what the public is begging for. 

Keep the comments coming good or bad. 

And yes, Flatout is a kick ass game.
#16
General Discussion MTX / Re: Track Creation....
December 15, 2004, 07:07:32 PM
I had very little to do with the Track Editor, so I could be wrong.  But I don't think you guys can place holeshot lines.  Holeshots are called from the AI line...  There's an AI line with every track editor piece.  This is one reason the AI for user created levels isn't the best it could be.
#17
General Discussion MTX / Re: Track editor question
December 13, 2004, 02:18:06 PM
Bruce,

3DStudio plugin is the compiler.  Again, this information is going off if the console stuff so it may not be accurate for the PC version.  I'm pretty sure the plugin referenced other files on the computer for compiling because we could also compile without exporting a level.  Example, we just got new code and needed to compile the game. 

FYI, I've been messing around with renderware lately and I love it.  No compiling, just export the level or get latest and run the game.  2 thumbs up for renderware from me.


King,
.TRK files are new to me.  I was just looking in a old MTX folder tree on my pc and the levels have no .trk files.


#18
General Discussion MTX / Re: Track editor question
December 10, 2004, 10:20:55 PM
I see changing the geometry a little easier than making and exporting a whole level.  But then again everything is compiled with a proprietary compiler.  I imagine you'd have to uncompile the file to see what's going in it .  IE. vert locations, then you would have to compile it again to make it work so it seems that it would be a real pain.  I've talked to coders about decompilers.  They say they're out there, but most of the time the information you get is jumbled.  Some stuff comes through and other stuff doesn't. 
#19
General Discussion MTX / Re: Track editor question
December 10, 2004, 09:29:40 PM
I'll take a stab at answering this.

If it's like the console, you can only select different pieces and place them on the ground.  No editing of jump or landing height.  The only way to edit height is to select a different piece.
#20
No worries TMD_MickyD.  My comments came across harsher than what was intended.  This is one thing I hate about speaking in text rather than in person.