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  3. DvS

Posts by DvS

  • my maps (cs)

    • DvS
    • July 6, 2008 at 11:44 PM
    Quote from hessi

    Note: never show your old stuff, except it was top-notch when it was made!

    If I may expand on this...

    Never post a picture of something that you need to make excuses for, if you know what's wrong with it, fix it.

    When it leaves your care and enters public domain, it should be as good as you can possibly make it, then it's up to the experts to tell you what's wrong and how you can fix it.

  • Diablo 3

    • DvS
    • July 3, 2008 at 2:46 PM
    Quote from Skjalg

    because the story doesn't continue in diablo 2..

    The thing with sequals is that most people hate it if the developer changes the game, when what they should be doing is continue the story.

    So what if blizzard had made diablo 2 in the diablo 1 engine? I'm sure some hardcore fans would've loved that, but you can't evolve like that and you don't get new players that way.

    Blizzard is a company, and companies exist to profit.

  • [VALVe Hammer Editor] Subdivide Arch

    • DvS
    • July 2, 2008 at 11:24 PM
    Quote from Buddy

    VALVe is using disps for this kind of stuff.

    I thought the arch valve used was scrapped.

    Anyway, valve can have huge map sizes... everyone downloads their stuff automatically, but if a custom map is too big, players will often not bother waiting for it to download.

  • Diablo 3

    • DvS
    • June 29, 2008 at 1:22 AM

    Didn't imply anything different, just stating my opinion. I'm watching the gameplay vid again in high-res and coupled with the music and the dark creature design, the fantasy-esque backdrops kind of act like subtle contrasts instead of being all crass about it.

  • Diablo 3

    • DvS
    • June 28, 2008 at 11:31 PM

    I really don't see what the rest of you are complaining about. I've played both games to death, and even though stills look a bit washed out, the gameplay video conveys a dark and gritty atmosphere that's similar to the prequels. Whole lotta fuss about nothing I say. They could've pulled a bethesda on you and made it first person, so count your lucky stars

  • Source engine - VRAD compiles 2 times

    • DvS
    • June 28, 2008 at 11:29 PM

    Yeah, that's what HDR does. You have a LDR compile and a HDR compile.

    Untick HDR until you're ready to release.

  • totally random texture thread

    • DvS
    • June 28, 2008 at 5:24 PM

    Just for kicks I loaded the maps you posted into crazybump and checked the preview, and I've got to say, those are some awesome maps. How much work is one object, like that box?

  • totally random texture thread

    • DvS
    • June 27, 2008 at 9:41 PM

    Looks very interesting, wouldn't mind seeing a render with all maps applied.

    It's a machine you say? Define machine.

  • Ubisoft opens a new production studio... in Brazil!

    • DvS
    • June 27, 2008 at 12:33 AM

    GL minos

  • TF2 Pyro Update THIS WEEK!?!

    • DvS
    • June 25, 2008 at 7:47 PM
    Quote from Freak

    yes that's the only one I could imagine to get a little tricky...

    that was easy

    the only really hard thing will be to ignite a spy while he´s flicking a cigarette

    Just ask someone during setup to roll spy and do the taunt with the cigarette next to the door, then repay the favor next round or summink.

  • TF2 Pyro Update THIS WEEK!?!

    • DvS
    • June 17, 2008 at 6:03 PM
    Quote from Mr. Happy

    Possibly redstone fastlande broma or there's this one little gravel pit style map of I can't remember name of...But tbh I don't see any maps out now that are good enough for official release, just tbh.

    Valve probably bought the rights to those maps so they can do whatever they want with them (just guessing). This may be as simple as a polishing pass or major changes with a name change.

    Quote

    I wonder how they will reconcile the fact that many people will already have these maps, assumedly in a different version (you'd thing the author's would update them a little bit for the official relase) seeing as gcf's are overridden by foldered content...I'm probably getting ahead of my whatever...

    I don't see how this has anything to do with anything, assuming they polish the levels to release standards, they'll probably either rename the levels entirely, or remove the _b3 or whatever suffix.

  • [TF2] Cp_close

    • DvS
    • June 17, 2008 at 3:55 AM

    Check for problems to find those visualizer errors.

  • [TF2] Cp_close

    • DvS
    • June 17, 2008 at 2:19 AM

    These here are a simple case of misremembered entity names, you've got visualizers referencing blue_respawn_1 when the respawn room is called blue_respawn_01, same deal with red_spawn vs red_respawn.

    Code
    Spawnpoint at (368.00 736.00 1.00) is not clear.
    
    
    Spawnpoint at (464.00 736.00 1.00) is not clear.
    
    
    func_regenerate(func_regenerate) unable to find associated model named 'resp1'.
    
    
    Spawnpoint at (656.00 -1776.00 1.00) is not clear.
    
    
    Spawnpoint at (560.00 -1776.00 1.00) is not clear.
    
    
    func_regenerate(func_regenerate) unable to find associated model named 'resp2'.
    
    
    func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'blue_respawn_1'
    
    
    func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'blue_respawn_1'
    
    
    func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'team_blue_spawn_1'
    
    
    func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'red_spawn_1'
    
    
    func_respawnroomvisualizer(func_respawnroomvisualizer) was unable to find func_respawnroomvisualizer named 'blue_respawn_1'
    Display More

    The control point thing was similar, except this is sort of obscure:

    [Blocked Image: http://i28.tinypic.com/2vnml9u.jpg]

    This however brings another problem, whoever caps a point first wins, you don't need both points. That I'm afraid is out of my league as I haven't fiddled with custom gametypes yet.

    The resupply lockers stumped me, but I created new ones that worked.

    http://files.filefront.com/cp+closevmf/ ... einfo.html

  • [TF2] Cp_close

    • DvS
    • June 17, 2008 at 12:21 AM

    Post the vmf or something, I have no idea what you've got going on entitywise.

  • [TF2] Cp_close

    • DvS
    • June 16, 2008 at 5:27 PM

    Looks kind of like it's designed only for scouts, soldiers and demomen.

    Is the locker prop_dynamic?

    Did you set the visualizers' properties to the right team?

  • [TF2] cp_unnamed (updated)

    • DvS
    • June 16, 2008 at 2:26 AM

    [Blocked Image: http://i32.tinypic.com/35lf3g3.jpg]

    Spec map may be too bright on the new tiles, but other than that I feel like I'm approaching a finalized look.

  • totally random texture thread

    • DvS
    • June 14, 2008 at 7:34 PM

    r_drawviewmodel 0

    Looks nice, though the grass sprites obviously don't match.

  • [TF2] cp_unnamed (updated)

    • DvS
    • June 14, 2008 at 4:26 PM

    [Blocked Image: http://i27.tinypic.com/10mo0zq.jpg]

    Upper bit changed, lower stayed the same for comparison.

    Thanks for the suggestions!

    Quote from Jenn0_Bing

    I'm digging that new texture, but i will say i feel the "brush strokes" are a little too small and noisy. Valves textures have a very flat diffuse, then the detail is added with detail maps over the top and depth with normal or ss_normal maps.

    I thought about replicating valve's style exactly, and while I could do it eventually, I don't think it's artistically sound to do it the same exact way. The new texture may be too noisy due to a sharp normal map though.

    Quote from e-freak

    the new texture is ace. very tf2sh

    Thanks

    Quote from PogoP

    Those sticking-out bricks need to be pulled in by 8 units or so. As they are at the moment, they are just floating in mid-air!

    Nice catch, hadn't noticed

  • [TF2] cp_unnamed (updated)

    • DvS
    • June 14, 2008 at 6:45 AM

    [Blocked Image: http://i32.tinypic.com/sdit5k.jpg]

    Red lines mark the setup doors that open simultaniously. Feel free to make suggestions.

  • Zero Gear - an indie multiplayer kart racing game

    • DvS
    • June 14, 2008 at 2:59 AM

    That's awesome, I also like the wheels better this time around ^^

    Can't wait to try it out.

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