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Insurgency Trailer Release & Website Launch

  • DelaZ
  • May 23, 2007 at 1:28 AM
  • Ginger Lord
    • July 24, 2007 at 3:51 PM
    • #241

    Thats fine, we expect people to complain till the cows come home about HaJ and thats fine.

    However getting your pants in a twist about it helps no one

  • Minos
    • July 24, 2007 at 4:33 PM
    • #242
    Quote from ginger_lord

    Could see that one coming. :roll: Anyway, had a quick butchers through your models and whilst some of the models are lod'ed (?) theres a fair few which arnt. Stuff like 900 poly couches and chairs, 1000 odd polie minaret (theres even one thats nearly 3000), 4000 odd poly mosque tops that have no LoD levels. Some of the high poly vehicles like the Humvee are well done, 6k down to 1.5k but the tanks seem to have been ignored with 2-3k bases and 3k odd turrets with no LoD.

    The view models are also pretty high poly, some nearly hitting 10k which is pretty high but still usable so thats probably not too much of a problem, the textures are fairly reasonable, one or two have more than one texture but again nothing major.

    Quite alot of the map props have 1024 maps when 512 would probably be good enough.

    Yeah I hate to admit it but a few devs paid little attention to optimization. As for texture sizes I avoid using 1024x1024 (unless it's needed) and I encourage my INS fellas to do it (I even rescaled down some props textures to 512).

    We are working hard on polishing and optimizing the mod at the moment and I can tell you that it's a lot easier and faster now. I hate to admit it (again) but our tester team pretty much sucked (with a few exceptions of course). Just keep in mind that the mod will get A LOT better now that we are getting GOOD feedback instead of the bland feedback most testers used to give, stuff like: "hehe mod looks nice but I don't like the *insert random weapon here* anims".

    I can understand why stepp got so emotional, he completely killed his social life for 3 years, just to work his ass off on INS. He even rebuilt large parts of his map several times.

    I also hate it when people only see the flaws and go around saying INS sucks because bla bla bla (I'm looking at you jynxxx ). People forget that this is a COMMUNITY project made during our free times. We are not making any money out of it, so supporting your arguments on just "this feature is better in *insert random commercial game here*" is just a weak and lazy way to do it.

    I don't expect everyone to enjoy playing our mod but I do expect some respect for our work. We never bullshitted about our community overhyping our mod with non-existent features. Yeah I agree that lots of stuff needs polishing but when CS came out it was totaly rubbish. INS will get better guys. Just keep in mind that it's a beta, it's not a final product.

    Keep pumping CONSTRUCTIVE feedback and I can assure you that this mod will only get better.

  • Sentura
    • July 24, 2007 at 4:38 PM
    • #243

    i will wait for the better days then, mino. i wish you guys good luck with pushing the mod to as good as it should be.

  • Supernorn
    • July 26, 2007 at 8:54 PM
    • #244

    The initial release was a total rush-job, which is what should have been avoided at all costs. After years of development there was some insane rush to polish up something that wasn't ready and throw it out of the door before deadline.

    Thankfully the mod still has actual potential, and the issues can be resolved with future patches. Fingers crossed they come early and often, although I'm going to take a big guess here and say that's exactly the opposite of what's going to happen. Sad to see it.

  • ⌐■_■
    • July 26, 2007 at 9:32 PM
    • #245

    I think when INS will be optimized it might be much more fun to play for lots of people (including myself). I also think INs is a project any dev could be proud of, regardless of other peoples opinions.

    I also think Ginger's critics are extremely valuable, as are Thrik's posts. IMO these guys keep mapcore's heart pumping.

  • JakeParlay
    • July 26, 2007 at 11:47 PM
    • #246

    i've really enjoyed the time spent playing so far. super immersive, and I can't wait to see what direction you devs take this thing as it progresses

  • Rick_D
    • July 27, 2007 at 8:57 AM
    • #247
    Quote

    Some of the high poly vehicles like the Humvee are well done, 6k down to 1.5k

    and if I had more time the tanks woulda been done too.

    the problem I noticed with the models, hummer in particular, is the texture usage, instead of a single (or even two or three) 1024's it's got dozens of small textures and they add up to something really stupid like 10mb. Now you have a few dozen models with that kind of waste and you'll eventually end up with a laggy mod :S

  • dissonance
    • August 2, 2007 at 11:59 PM
    • #248

    Well, lemmie know when you get a stable release out.

    The two days of it I got to play were simply amazing, but even after a fresh install of windows, the game is unplayable.

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