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Posts by RD

  • Best soundtrack ever in a game

    • RD
    • October 20, 2004 at 11:42 AM

    Total Annihilation mp3 (3mb)

    Next person to name a game gotta post a sample!!!!!!

    Btw outcast has very orchestric music but theres no melody so its kinda boring music.

  • accounting

    • RD
    • October 20, 2004 at 10:50 AM

    i vaguely remember special numbers like 180 for private money , or maybe its somthin else... its just numbers u put in front of the textual credit and debit names

  • ns_attrition

    • RD
    • October 19, 2004 at 2:59 PM

    [Blocked Image: http://www.pitrd.com/pit/images/pitrd_pearl.jpg]

    All i can think of now, is make some bigger rooms.

  • HOLY SHIT BATMAN !!!!!!!! HL 2 GONE GOOOOOLD

    • RD
    • October 19, 2004 at 11:19 AM

  • HOLY SHIT BATMAN !!!!!!!! HL 2 GONE GOOOOOLD

    • RD
    • October 19, 2004 at 11:01 AM

    how do we know its not a scam? Its not on steampowered or vivendi.

  • Counter-Strike Source Screenshots

    • RD
    • October 15, 2004 at 10:09 PM

    watr wins

  • Counter-Strike Source Screenshots

    • RD
    • October 15, 2004 at 9:30 PM

    http://acidmedia.bfcentral.se/css/

    cool video:)

  • Your impression on CS:SOURCE

    • RD
    • October 14, 2004 at 9:54 PM

    whats wrong with the gun behaviour

  • Your impression on CS:SOURCE

    • RD
    • October 14, 2004 at 7:26 PM

    everybody loves CSS , even urban.

    Oh and post some screenz ppl, i dont have CSS yet.

  • My simulation of Debate Numero Uno

    • RD
    • October 14, 2004 at 4:32 PM

    i posted the "whoever wins we lose" poster of avp

    It were deleted

  • Your impression on CS:SOURCE

    • RD
    • October 14, 2004 at 2:46 PM
    Quote from Schmung

    No, but it's a pretty lengthy post, not like you have to register or anything, just makes it easier to ignore it if you so desire. If you really want then I'll dump it all in here.

    u mean this:

    "So, CS:Source then, our first look at the possibilities that the Source engine provides, all wrapped up in the comforting (for some) familiarity of Counter-Shite, sorry Strike.

    The initial 'Wow!' factor is certainly there, pretty much everything you've heard about things feeling more alive and real is essentially true. There's movement, clutter and a better sense of place than previously. Clearly, the better you rig, the nice it looks, but the game auto selects visual quality for you and in general does a pretty decent job of getting a compromise betwixt detail and a healthy framerate. For the most part, I've found performance to be entirely acceptable, it only really dips when 4 grenades go off at once, sending shit flying everywhere and taxing your CPU a bit. For the record, my specs are as follows : AMD Athlon XP 2000, 512mb, GF4 4400 128mb, I run at 1024x678 with most things on medium.

    Player and weapon models are both much improved, there's only one player model per team at present, but it's very nice and doubtless more will appear in due time. Weapon models are mostly good, a few slightly rubbish ones in here, but to my eye it seems to be the skin, rather than the model letting things down. They're still all rather underscaled though, giving you the impression that they're toy guns rather than death dealing lumps of metal and polymer.

    Most people will then spend the first few hours marvelling at how all the physics and pretty effects make battles more intense and stacking things before setting off a grenade and laughing. Those battles are bloody intense though, it doesn't quite hit the heights of CoD, purely due to lack of scale and the fact that the SAS aren't renowned for their reliance on field artillery, but it does look superb, dust kicks up, sparks fly, things go flying, it's pretty intense.

    Physics and graphics are great then, what about sound? Well, the sound system is excellent, the sounds effects however are mostly very similar to CS and are thus a bit rubbish in many cases. Oh well.

    The problem of course, is that it's still CS, the gun accuracy is still based around silly firing cones, only 3 weapons are ever worth using and the community are as big a bunch of fuckwits as you'll ever find. I've been lucky in that I know a passworded server where I can play with friends every evening and in these circumstances it's a fairly fun game, you'll still gnash your teeth and bitch, but at least you don't have to put up with elitists and foul mouthed children over the voice comm. Once more for emphasis, this is CS, but on a different engine, movement is near identical, gun behaviour is only slightly different and the mechanincs are exactly the same.

    It's a bit of WIP as well, there are plenty of rough edges and the maps are a very mixed bag. One big niggle at present is that your interaction with physics based objects is very limited. You can shoot them all over the shop, but running into a barrel just stops you dead with some sort of invisible hitbox.

    Actually, another word about the maps is probably pertinent, some are pretty much direct conversions, with the ground made a bit bumpier in places and new textures on the wall. Others, such as the new Dusts (1 is more polished than 2) have the same layout and floorplan, but very different and altogether nicer brushwork. The maps are probably the area in which the slightly rushed nature of the game is most in evidence. A lot of them have quite poorly done textures, with totally inapropriate textures given tons of specular highlighting, making it look like the walls and floor sit below a thin layer of ice. I fully expect this sort of thing to be tidied up and sorted, but it's a bit of a niggle at present, moreso because it's probably 10 minutes to fix it. The absolute killer though, is Havana. In the original version, there was a ramp, crudely textured to look like stairs, presumably because of r_speed constraints. It's still bloody well there in an engine that could easily hurl around a few tens of thousand more polys in that scene without breaking a sweat. It's really sloppy and smacks of laziness if you ask me.

    So, there we have it, it's CS, with nicer graphics and thus it will remain, regardless of whatever new maps and things they may make for it. Amusing, because of the source engine, but if you truly despised CS, then you won't be able to play it for more than a few hours."

  • Your impression on CS:SOURCE

    • RD
    • October 12, 2004 at 6:02 PM

    the nubs have defeated u

  • PC Gamer Exclusive! : Insurgency (Article + New Media)

    • RD
    • October 12, 2004 at 5:47 PM

    theyre nubs zilla.

    Real combat never gets boring, thas an advantage over unrealistic scifi fantasy stuff. Most of those "unrealistic" mods also try to get combat and physics as realistic as possible to make it fun.

  • Your impression on CS:SOURCE

    • RD
    • October 10, 2004 at 9:22 PM

    dont we already have the assault mapfile somewhere

  • the iceworld mapcore ploy

    • RD
    • October 10, 2004 at 8:13 PM

    We will also have to spread it like rabbits incase someone else will beat us to it. Wiv the hundreds of nubs that visit mapcore and all the contacts we shuld be able to crush any competing RD wannabees :wink:

    Also on second thought we gonna have to use textures from the original CSS maps to keep the download size small, and the stuff about shaders and partially transparent ice sounds good idea. The mapcore logo shuldnt be too obvious or else it wont feel like the original iceworld anymore, but it shuld be obvious this is iceworld for the new engine and not just a 2 minute port

  • the iceworld mapcore ploy

    • RD
    • October 10, 2004 at 6:44 PM

    normal maps for iceworld?

  • the iceworld mapcore ploy

    • RD
    • October 10, 2004 at 6:29 PM
    Quote from curman

    No offense since you made the original map, but really I think we should just let the whole fy_iceworld remakes and such go away.

    Its never gonna go away. If we dont make it, thousands of others will!!

    The map has to be very small in size (like 100kb, dunno whats small for source yet), so i dunno about adding too much geometry changes and models and stuff.

    So where are these mapping tools? Can the mapfile be ported over easily? And who gonna make the new textures!!!

    Doesnt Zaphod have an editor............... dotdotdot

  • the iceworld mapcore ploy

    • RD
    • October 10, 2004 at 5:21 PM

    I were just wondering, we gotta make the first iceworld for css and put a mapcore logo in it. Ill give the mapfile to anyone from mapcore who has the mapping toolz before me so we can get it on servers instantly and beat the thousands of nubs who will try to do the same!!

    Also we will needz 3 new high quality textures but they have to look the same as the originals!! Ofcourse this is gonna be useless if valve makes fy_rockworld like i heard somewhere.

    And Zaphod i still cant stay logged in on the forums, i have to log in 5 times an hour:(

  • Art Challenge for October! Make your input count!

    • RD
    • October 9, 2004 at 10:35 PM
    Quote from Dranore

    Only one comment on my texture? :single tear: -Dranore

    [Blocked Image: http://www.pitrd.com/pit/images/pitrd_pearl.jpg]

  • Kakariko Village

    • RD
    • October 9, 2004 at 10:21 PM

    [Blocked Image: http://www.vgmaps.com/Atlas/SuperNES/LegendOfZelda-ALinkToThePast-LightWorld-KakarikoVillage.png]

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