Saying Goodbye To Zhlt Development
Cagey Ex-Unknown Worlds ProgrammerMembers, Retired Developer, NS1 Playtester, Constellation Join Date: 2002-11-15 Member: 8829Posts: 1,751
Took a job in the game industry todayI took a job with Eletronic Arts today, and will joining the programming team for Medal of Honor: Pacific Assult. While I'm really excited about being paid to work on games--something I've been trying to do for quite a while now--it unfortunately will require some changes to my involvement with both ZHLT and NS.
I'm going to be wrapping up my work on ZHLT this week, attempting to work out the currently reported bugs with entity shadowing and improving HLRAD performance. I'm also going to publish the full source of ZHLT p16 (once it's finished) for download since I'm no longer going to be maintaining it myself. I'd like to leave the tools without any known issues, but unfortunately I think that the intermittant HLBSP clipping problems are going to be a task for the next coder who decides to work on ZHLT.
I'm going to be having lunch with Flayra tomorrow and talking with him about the level of my future involvement with NS. If EA asks me to sign a no compete clause including work on community game projects, I'll no longer be a member of the NS dev team; either way I'll still check in on the forums every once in a while to see what's going on. Flay is going to be interviewing programmers to take over my work on the mod; if everything works out I'll be sitting in on the interviews as well.
I've enjoyed working on both NS and ZHLT, and enjoyed playing the maps that this community has turned out. I'm sad that I won't be able to continue slaying the dragons of Half-Life mapping, but this job is something I've been dreaming about for a decade--I'm very, very excited to have the opportunity.
I'll be watching (and playing) NS, and look forward to seeing more quality maps from you guys.