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Posts by KungFuSquirrel

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • KungFuSquirrel
    • April 23, 2007 at 6:33 AM

    oof, I didn't get much done this weekend. Going to be down to the wire on this, but it's coming together finally.

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • KungFuSquirrel
    • April 22, 2007 at 6:55 PM

    Yeah, awesome stuff Reno. And Merk! Hurrah!

    Thanks for the tip, JeanPaul... I think I can tweak that setup to work just the way I intended. Hope it turns out fun

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • KungFuSquirrel
    • April 22, 2007 at 6:40 AM

    I've actually been trying to figure out how to strip the gravity gun, or perhaps even use it as a normal weapon pickup. No dice.

  • Quake 4 - Method's Hideout (WIP)

    • KungFuSquirrel
    • April 22, 2007 at 5:20 AM

    Hey Method, nice to see you in these parts.

    Said it already, but this is coming together really well. Keeps getting better with every set of shots. I think you've really nailed the visuals in the 4th shot (with the stairs and the orange-ish stripe). Shots after that are strong, too, though I'd work more on the color balance in the area with the tilted bed in shot 5 and work more on the lighting style for the last couple shots.

    Also, I think in the last two shots you should really invest some time in the particle editor and see what you can pull off. Flares coming in through the boarded windows just won't cut it... might consider making a beam effect for that, and definitely think about a subtle light cone effect for the hanging lights in the last shot. Although you might also consider keeping a flare on the hanging lights, but instead of a flat pane make a very small brush with the flare texture on all sides to simulate a light bulb. It probably won't look perfect from all angles (it'll be brighter on the corners, so you might try a 45 degree angle to line it up with the most common approach angle), but should have more volume than what's there now... maybe even one really small white flare with a larger dimmer flare to support it if you want to get really crazy. But I still think if you've gone this far some time in the effects editor would be well spent to really take it the extra mile.

    Nice to see you doing some urban stuff with properly themed content

  • h4xx0r..

    • KungFuSquirrel
    • April 19, 2007 at 5:30 PM

    It's no worse for online distribution in general than it is for online banking, online shopping, or any other service using credit card numbers that has been compromised in the past (or will be compromised in the future).

  • stalker asset thread resolution

    • KungFuSquirrel
    • April 17, 2007 at 10:58 PM

    Hey, cut the Shack a break, they've got some great guys working for them and Remo, who posted the article, is the best of those.

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • KungFuSquirrel
    • April 17, 2007 at 8:01 PM

    That's awesome, Reno, I immediately thought Rankin when I saw that, though that's really not be the best comparison as I look at it more. Did get the 2K4 vibe, though.

    Haven't had a chance to fiddle with mine since the weekend... gotta work on that.

  • stalker asset thread resolution

    • KungFuSquirrel
    • April 17, 2007 at 7:53 PM

    I backed off after posting on the Shack, but after going back over a couple things last night and talking to a few more people today, I still don't buy it. :-\

  • stalker asset thread resolution

    • KungFuSquirrel
    • April 17, 2007 at 3:33 AM

    yeah, there's no way you get 25 identically named and proportionally sized textures including specific references to d3 content (namely, impflash) without lifting the content from them, even IF id licensed it in the first place, of which the odds are slim to none.

    edit: or perhaps not, actually... but meh.

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • KungFuSquirrel
    • April 16, 2007 at 5:14 PM

    hmm, I didn't see any flags on them when I looked... Will check again, though...

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • KungFuSquirrel
    • April 16, 2007 at 3:08 PM

    I actually got quite a bit done this weekend but it's really not ready to be shown yet... still some layout kinks to work out but I'm getting fairly comfortable with hammer again which is nice.

    One unfortunate issue... ammo and health pickups float in water. Boo.

  • WIP in WIP, post your level screenshots!

    • KungFuSquirrel
    • April 14, 2007 at 7:36 PM

    That looks awesome, tomdon, great composition.

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • KungFuSquirrel
    • April 14, 2007 at 7:33 PM

    Dammit, source didn't feel this clunky coming from Radiant, but now from Unreal my brain is exploding.

    Doubt I'll be able to catch up to spacer and Bluestrike at this level of clunky unless I luck out on some brilliant gameplay. But dammit, this is fun!

  • Halo 3 Multiplayer behind the scenes

    • KungFuSquirrel
    • April 11, 2007 at 5:38 PM

    Bungie operates on the principle of "15 seconds of fun" or something similar to that - the goal being to take 15 seconds of awesome gameplay and maintain that through the game. So they're definitely gameplay first. They may have gone a bit far in that philosophy in level design, mind, but they've had fun and solid combat throughout both the games so far.

    Like Thrik was saying, Halo created its own pedigree separate from the Quake and Unreal basis that PC gamers are used to in their 3D shooters; even though I found Halo 2 enjoyable I found the character's movement speed and FOV infuriating. But for a straightforward, fun, and polished shooter, they've hit the mark both times. And as far as console FPS games go, it absolutely set the bar for all games to follow it.

  • dod_zutzendorf

    • KungFuSquirrel
    • April 10, 2007 at 3:26 PM

    I like what you've got going here... good visual vibe on the whole, and some interesting structures to look at with great height variation. Agreed that the watertower isn't the best fit, but otherwise looks like good progress so far.

  • Half-Life 2: Deathmatch 1024-unit Competition?

    • KungFuSquirrel
    • April 7, 2007 at 6:14 PM

    ooh, better try and give this a go. I'm sure I'll fail as miserably as I did on the HL1DM comp, but meh.

  • S.T.A.L.K.E.R uses Doom3 assets

    • KungFuSquirrel
    • April 7, 2007 at 12:18 AM

    Hi Shack!

    http://www.shacknews.com/onearticle.x/46449

  • Quake 4 SDK

    • KungFuSquirrel
    • April 7, 2007 at 12:05 AM

    I've played with it a bit here and there...

    Overall I find it a much more useable base than D3, at least on the level editing front, but things such as AI and weapons were moved from script to code and rely more on exposed values in def files, which has pros and cons. I think it's more efficient that way, but it's less flexible for easy changes.

    Overall the general D3 engine workflow is pretty good and while the tools are bare-bones most everything you need is there. Learning curve is steep but you can actually manage a lot with very few people.

    I apologize for the half-finished state of the iddevnet documentation, by the way... We were kinda lucky to even get that much done though. Got the really important one, at least, which was performance as it relates to levels, texturing, and lighting.

  • Insurgency Media Release

    • KungFuSquirrel
    • April 4, 2007 at 5:37 AM

    You guys definitely have your shit together. Awesome work; looking forward to the finished product.

  • S.T.A.L.K.E.R uses Doom3 assets

    • KungFuSquirrel
    • April 2, 2007 at 7:59 AM
    Quote from leileilol

    Valve aren't really a good example of anything to cite about.

    Right, except for a significant portion of what they do. Anyway.

    You'll find similarities in textures between games all the time as companies will use the same references and resources and overlap between games here and there, but rectangular-based light volumes with textures aren't exactly common outside of D3 tech. There's some rather specialty crossover of the light materials at that. Some of those are in reference to specific d3 textures if this is the case.

    Oops.

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