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And funnily enough some are good enough at complaining that the devs PAY them to get their complainings. I heard they're called QA.
Seriously though, efficiently complaining is a rare and invaluable skill...

On the one hand, you have the QA that goes "hey do you know why XXX doesn't work? *links screenshot*"
=> doesn't work HOW AND WHEN YOU ABSOLUTE DOOFUS OF A SMOOTH-BRAINED TIME-WASTER??

On the other hand, you have the QA that goes "On this version and with that configuration, I did this exact sequence of actions at those exact timestamps and I observed AAA while spec requirement n°1234 states that it should be BBB. The program did not crash. Here are the error logs, I noticed this one "blabla error at bliblu" that I don't remember ever seeing before. Also if you want to come and see the issue being reproduced, the manipulation is available right now on my machine".


Bless and thank the Omnissiah a thousand times when you get a competent one, and weep and despair when they leave...
 
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Best I can do is catia modeling.
 
Seriously though, efficiently complaining is a rare and invaluable skill...

On the one hand, you have the QA that goes "hey do you know why XXX doesn't work? *links screenshot*"
=> doesn't work HOW AND WHEN YOU ABSOLUTE DOOFUS OF A SMOOTH-BRAINED TIME-WASTER??

On the other hand, you have the QA that goes "On this version and with that configuration, I did this exact sequence of actions at those exact timestamps and I observed AAA while spec requirement n°1234 states that it should be BBB. The program did not crash. Here are the error logs, I noticed this one "blabla error at bliblu" that I don't remember ever seeing before. Also if you want to come and see the issue being reproduced, the manipulation is available right now on my machine".


Bless and thank the Omnissiah a thousand times when you get a competent one, and weep and despair when they leave...
I suspect the first one is more usually the "paying to complain" (a.k.a, user) type of QA, while the second one is the one people pay to get to test the product. But yes, different types of QA and different quality of feedback, indeed.
 
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I suspect the first one is more usually the "paying to complain" (a.k.a, user) type of QA, while the second one is the one people pay to get to test the product. But yes, different types of QA and different quality of feedback, indeed.
Oh, I was only referring to the paid ones here^^

As a former QA and current dev myself (embedded software, not video game, but still), I can sadly attest that as in any field of work, not all professional QAs are competent ;) but more importantly, the competent ones are super invaluable
 
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Still no need for 3D modelers?
 
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My coding is a tad rusty, but I'm sure I would be up to speed in no time. I even know where the office is.

Pick me Pick me... oh wait nvm I have to wait for my young un to graduate HS.


1748367196235.png
 
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Any chances you will need QAs, writers or community managers? I'm very flexible and I share Johan's bias for non-Swedish-winters. ☀️
 
Marketers are the bane of my existence. But I am retired C coder and I have no desire to work with rasterizers, codecs, x, y, -x, -y. If you get the job beware the marketing department. they tend to promise a complete game on launch day... then reality sets in....
 
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Just in theory, with no knowledge abot programming etc whats the minimun I could learn to even make some simple mods?
 
Just in theory, with no knowledge abot programming etc whats the minimun I could learn to even make some simple mods?
The bare minimum for modding a PDX game? Windows file explorer and notepad, and have a dozen spare neurons. That's literally it :p


Now if you want to do it somewhat efficiently and bug-free, you'd need:
basics:
- a text editor that, unlike notepad, is not trash (I'm personally a VSCode enjoyer, some PDX peeps have said they use notepad++, and I'm told Sublime Text is good too)
The biggest advantage of a proper text editor imo is that it can open an entire folder and search for some text anywhere within that folder; so if you know you want to modify an event that says "The start of a new k'atun", you search just that and within seconds you're at the exact place in the exact file where that localization is defined, and from there you search the localization key, and within seconds you're at the definition of the event itself.
- for working in a team or on a somewhat big project, git for source control, + a server (github, or gitlab, or bitbucket...), + a tool for managing git locally (git bash which is the default CLI, or gitlens which is the VSCode extension, or Git Extensions, or TortoiseGit...)
- for designing event or decision conditions, some basics in boolean algebra (I swear to god, the number of people who can't process de Morgan's laws :rolleyes:)
- for 2D assets and map files, paint or gimp or krita...

more advanced:
- for task automation, a scripting language (python, ruby, javascript...)
- for efficient search and replace, some knowledge of regular expressions
- for 3D assets, blender or maya (last I heard, PDX uses maya and releases their plugin for it, but it's proprietary and expensive as hell)
 
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The bare minimum for modding a PDX game? Windows file explorer and notepad, and have a dozen spare neurons. That's literally it :p


Now if you want to do it somewhat efficiently and bug-free, you'd need:
basics:
- a text editor that, unlike notepad, is not trash (I'm personally a VSCode enjoyer, some PDX peeps have said they use notepad++, and I'm told Sublime Text is good too)
The biggest advantage of a proper text editor imo is that it can open an entire folder and search for some text anywhere within that folder; so if you know you want to modify an event that says "The start of a new k'atun", you search just that and within seconds you're at the exact place in the exact file where that localization is defined, and from there you search the localization key, and within seconds you're at the definition of the event itself.
- for working in a team or on a somewhat big project, git for source control, + a server (github, or gitlab, or bitbucket...), + a tool for managing git locally (git bash which is the default CLI, or gitlens which is the VSCode extension, or Git Extensions, or TortoiseGit...)
- for designing event or decision conditions, some basics in boolean algebra (I swear to god, the number of people who can't process de Morgan's laws :rolleyes:)
- for 2D assets and map files, paint or gimp or krita...

more advanced:
- for task automation, a scripting language (python, ruby, javascript...)
- for efficient search and replace, some knowledge of regular expressions
- for 3D assets, blender or maya (last I heard, PDX uses maya and releases their plugin for it, but it's proprietary and expensive as hell)
Also for the love of all that is holy learn when to use a bloody hysteresis :D (looking at you, Imperium Universalis)