yeah, you guys are right... I've spent enough time looking at the lower stuff that i wasn't focusing up there and didn't realize i left it THAT strong, heh...
I suppose I could always crank it up a bit more for a new breed of rats map ![]()
yeah, you guys are right... I've spent enough time looking at the lower stuff that i wasn't focusing up there and didn't realize i left it THAT strong, heh...
I suppose I could always crank it up a bit more for a new breed of rats map ![]()
just some fiddling i've done off and on, dunno if it'll ever get finished or not... have some other side projects i'm a little more attached to ![]()
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I'm already aware it might be dark on some monitors, mine is VERY bright. Will probably ramp all the lighting up a bit.
Quote from ErraticMy guess is they'll just split the userbase as with any expansion for a game. Only this time it has the potential to splinter the community into three groups instead of two like in the past.
I don't see this being a problem. Surely the MP game will be a constant, and if either of the later releases change it, it'll be patched into the first one.
Didn't Dawn of War handle this pretty well, too? You can play games with anyone who owns any of the expansion content but only play the new races if you own that expansion? I know they had big-time compatibility patches before each expansion came out.
(edit: jumped the gun before reading page 3, wacko already covered this. Fail is me!)
Nice job, Mino! Glad something finally worked out for you near home! ![]()
Quote from st0lveI don't know... I always hate the run and jump parts of games. Sure assassins creed is fun, but after a while it gets really, really boring. I doubt that this will get any of my money.I don't care about mechanics unless the game is fun. Fun is the first priority.
You've never enjoyed platformers, have you? ![]()
hey, about time! ![]()
Now doesn't seem like a good time for Valve to sell, if they ever will. Hopefully not. We need strong independents! ![]()
Psycho, that third shot is the real deal. Good stuff all around, but that one totally won me over.
I think something missing for the zombie-infested area is some red-splattered snow and a little more chaos. You've got bits of it here and there but I think in particular red on the white snow would give you a really cool look and help break up the natural grey that comes with a snowy concrete level.
yep, quite a few of them in fact.
My wife has like 6-7 70s, does that count?
Not to derail the thread on the game I'm working on (I figure it's another Gearbox project so it's ok), but here's Mikey (of zilla fame) and Col. Antal showing one of the levels for GameSpot that demonstrates exactly how your old concerns were addressed: http://www.gamespot.com/video/930277/61 ... -show-demo You'll be pretty accurate and the squads are pretty effective too (as you'll notice in the video).
As for Borderlands again, our effects guy deserves some mad crazy props. Randy mentions face-melting in the demo; I think people will enjoy seeing that one. ![]()
Quote from ErraticThe section of the video where whoever playing started spitting out all those randomly generated guns all over the place sold me on it.
That was about how I felt in my job interview, haha.
I haven't had a chance to play it but want to toss out a couple quick comments - there's some flashes of potential awesome in here, especially in the second and third shots.
I'd say pull back your DOF kernel size a bit; I've found in my fiddling at work and in UT3 that more subtle effects play a bit nicer.
I think a big thing missing is a strong lighting connection between the world and the sky. It looks like you've got a reddish directional light from the right, but look to the left - that's bloomed out like crazy, and there's no illumination at all. UT3 has a lot of maps lit with multiple directional lights; you might consider that here. When I see the front of the whole thing or that third shot with the pillars in front of the bright blue, I want to see that highlighted in the world too.
Quote from FrieChampFirst ingame footage of Borderlands and so many GBX folks here but no thread about it yet?
And why no threads about BIA? Some badass work being done there by quite a few members of this very forum! ![]()
Quote from skdrProject sounds good, yes.Weird that they chose this dark cave for the presentation. You really couldn't see anything interesting.
That's mostly from the video capture from the demonstration, the actual balance is closer to this screen:
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I'm pretty excited. The response from E3 has been craaaazy good.
I love, love, LOVE what some of the trailers are doing this year. Some great editing and presentation while still showing the game.
I think this looks awesome, but I wish it didn't do the outlining around the characters. I think the feel could still be there without it. I actually found myself wishing there was more 'sketchiness' to it like when it fades to the concept version at the back.
That's nitpicking, though, great trailer.
Quote from BuddyQ4 was... , I'm still not sure why ID did not handle such franchise on their own and gave it to another company... and well the results of this move are widely known.
Don't pretend they just handed it off and didn't see it again until it hit shelves.
Visually Rage is definitely the best thing cooking right now, but so far there's also no indication it'll be that much different than past id games - we're still seeing clips of D3-styled monster introduction cinematics and just environment/tech shots. It's all very well done and I want to see more, but at some point we've got to see some game ![]()
I totally agree, actually. It's like it's somewhere between Half-Life and Portal both in gameplay and visual style. Love it.
Went ahead and added my PS3 tag, but here it is anyway... it's a doozy...
KungFuSquirrel
New Trailer: http://www.shacknews.com/onearticle.x/53628
Gameplay: http://www.shacknews.com/onearticle.x/53632
WesleyTack, I know you're working on it, and anyone else here on it gets a big-time internet high-five from me. I've been watching the trailer non-stop all day. This might be the #1 thing on my list now... at least, prior to the next BG&E2 trailer... ![]()
I found the answer - in a [mapname].cfg file, setting "tf_flag_caps_per_round 0" ensures no capture limit.
Along similar lines, is there a good way to disable flag capture team points? I'm trying to set something up that only awards a team a point upon winning a round, but right now every flag cap is adding to the total. I'm hoping there's maybe a tf_flag_points_per_capture setting but not holding my breath. Trying to hack it with a game_score also didn't seem to work ![]()
Multiplayer for this looks fantastic - I immediately likened it to Crackdown with DM and a grappling hook. I'm sure the last thing you GRIN guys want to hear is your game reduced to the simplest form like that but I promise I mean that in a very good way
Well done!