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  3. ShaDoW

Posts by ShaDoW

  • 1up.com HL2 Ep.2 stuff

    • ShaDoW
    • September 16, 2006 at 7:04 AM
    Quote from SixThree

    500 mb

    Get the QT version then, its only 360mb.

    Very nice video, thanks for sharing MJ. I didn't realize attractive chicks were working on Portal. But in general, every time I see a video of Valve's offices it looks like one of those awesome places to work. Very comfortable, very talented people, nice atmosphere. And Episode 2 just looks awesome.

    Loved the offices of Insomaniac as well but it looked a bit huge. And the game they were developing looked mediocre (not in graphics but in gameplay), in the short footage of the game in that video I already saw a lot of returning elements, and the typical "clear area, gateway opens, new monsters arrive" Serious Sam gameplay.

  • Zaphod's new web project: devbump

    • ShaDoW
    • September 8, 2006 at 9:45 PM
    Quote from zaphod

    do you guys have any suggestions for communities I can go to to pitch the site? I can think of a few off the top of my head, but I want to have a large list of places to pimp this thing next week.

    http://www.interlopers.net

    http://www.hlfallout.net

    http://www.game-artist.net

    To name a few favorites.

  • Duke Nuke Em Forever release date!?

    • ShaDoW
    • September 7, 2006 at 10:41 PM
    Quote from hessi

    those screenshots are the most ugly i've seen for a while!

    That's because the shots are outdated from the older UT engine, 3D Realms has already moved on to another one I believe.

    Back in the days Duke Nukem Forever looked the tits.

  • FPS Creator

    • ShaDoW
    • August 29, 2006 at 5:05 PM

    I wouldn't rely on those programs too much. You can slightly change the environments, characters and weapons for each "game" you make with it, but it will always end up being the same bland game.

    If you want the real experience find yourself a nice free open source game engine and build on that, or mod an existing game.

  • Now playing

    • ShaDoW
    • August 23, 2006 at 11:26 PM

    I'm not British, Belgian actually.

    But your right, I considerably fail at history. I took the blog site down though recently and replaced it with a portfolio site though (woop). Huge thanks to many of you guys, I really had to look through quite some portfolio's as I personally just suck at writing these things.

    Currently playing Oblivion and San Andreas.

  • Now playing

    • ShaDoW
    • August 11, 2006 at 12:22 AM
    Quote from Mazy

    Really trying to minimize my gaming while I'm taking my drivers license, I'm sure it cant be good influence ;D

    Cope by playing racing games !

  • Dark Messiah Demo

    • ShaDoW
    • August 10, 2006 at 6:41 AM

    Yeah, the ending of the demo really kind of punched me in the face, mainly considering the fact I had just downloaded 1,5gb...

  • Dark Messiah Demo

    • ShaDoW
    • August 9, 2006 at 3:53 PM

    Personally I thought some bits could use some more polish but the combat just sold it for me. I've played that second map over ten times now just having a blast with the regular sword.

    You can google for the savegame or use noclip to fight the Ogre. I don't think he was really meant to be fought in the demo however, as he's obviously missing a few nodes (to move around).

    And being used to Half-Life 2 or Vampire: Bloodlines (sorry Zaphod ) the graphics and scenery are incredible.

  • Now playing

    • ShaDoW
    • August 8, 2006 at 9:08 PM

    I've been playing Dungeon Siege 2, trying to finish it this time. Such a huge game though sadly. Just keeps going.

  • Flat brushes in Hammer

    • ShaDoW
    • August 8, 2006 at 5:34 PM

    Planes and the like are not possible in Hammer. Visually, a displacement will be the closest you can get. That, or a one unit thick brush with nodraw on the sides.

  • Hammer 3d lighting preview WORKING

    • ShaDoW
    • August 8, 2006 at 12:27 PM
    Quote from barrakid

    I tought valve changed the way radiosity is compiled in the last update? that being the reason why map file sizes are smaller

    Valve can probably improve it and whatnot, but radiosity in general is pretty precise and complicated. Which is probably why its such a struggle to get this running properly.

  • Hammer 3d lighting preview WORKING

    • ShaDoW
    • August 7, 2006 at 11:11 PM
    Quote from Sa74n

    who said that valve is working on it? or did i just miss that part?

    Because the option to enable lighting preview and the whole purple checkerboard viewport was added since last Source SDK update. I believe lighting preview was a viewport option at the first release of the Source SDK but was quickly taken out again because it didn't do anything.

    I just assumed the folks at Valve in charge of the SDK and Hammer are working on it because of this, but its just the first step. The guy who managed to get it running must have based it on Valve's work.

    Quote from dissonance

    doesn't brazil do realtime radiosity?

    I'm not sure, I never used brazil or anything before. After google'ing it appears to me its a renderer for modelling apps though. I think the way radiosity is calculated for a game engine and a renderer would be different though, at least in some form.

  • Hammer 3d lighting preview WORKING

    • ShaDoW
    • August 7, 2006 at 7:43 PM
    Quote from barrakid

    I read on other forums that this is fake, so i'll believe it when i see it on my computer Plus if his computer can hardlly handle it, i wouldnt call this a sucess.

    Your missing the point Barra, many thought this would be impossible because of the way the radiosity is calculated in Source. This is a huge step forward, and its very cool to see Valve is working on it.

  • Rubbish Peripherals

    • ShaDoW
    • August 7, 2006 at 5:53 PM

    When I was many years younger I bought a steering wheel for the PC at a local supermarket, it was cheap as hell but it also broke after a day...

    Then the next day I went out and got a Microsoft steering wheel.

    [Blocked Image: http://img426.imageshack.us/img426/2023/b00000jdg901aa280sclzzzzzzzgifro7.jpg]

    That one in particular. It was pretty cool actually, for a few weeks anyway. Race games tend to bore me pretty quickly. In the end its too much work setting it up each time as well as opposed to just firing the game up and playing with the keyboard. Rubbish.

  • Rubbish Peripherals

    • ShaDoW
    • August 7, 2006 at 3:32 PM

    I think he just posted that as a picture for Wacom, I doubt he actually made that.

  • WIP in WIP, post your level screenshots!

    • ShaDoW
    • July 31, 2006 at 8:37 PM
    Quote from FMPONE

    Good difference between opening an SDK map and fooling around with it, and opening an SDK map and putting your name on it as a multiplayer map in my opinion.

    http://www.mapcore.net/forums/viewtopic ... ght=#94466

    And? I wasn't talking about that map. The train station had parts that looked in my eyes copy pasted directly from an SDK map. Which happens quite a lot on level design forums that people just take an HL2 SDK map and place some multiplayer spawn entities in it. It was only after, that he said he re-created it all himself.

  • WIP in WIP, post your level screenshots!

    • ShaDoW
    • July 29, 2006 at 8:56 PM
    Quote from dissonance

    in his defense, though, ripping things is a good way to learn the tools and how to operate hammer in general.

    Good difference between opening an SDK map and fooling around with it, and opening an SDK map and putting your name on it as a multiplayer map in my opinion.

  • Oblivion sounds

    • ShaDoW
    • July 27, 2006 at 11:52 PM

    Sounds like an old lady having a good time.

    Yeah you should really get the English version of the game. It has voices from Patrick Stewart (Captain Picard from Star-Trek), and Sean Bean (Boromir from Lord of The Rings) and a couple more famous actors.

  • [D3 SP] Lost Facility

    • ShaDoW
    • July 27, 2006 at 10:44 PM

    I love how different it is from Doom 3, looks really neat.

    Wish I still had the game so I could get in there.

  • Have we really got that far?

    • ShaDoW
    • July 25, 2006 at 11:14 PM

    I don't think those are real physics. It seems like smoke & mirrors really, scripted sequences. The guy made his little test map so obviously he knew where to shoot as he scripted a few brushes on train tracks like we've all seen in HL1 and such back in the days.

    When he's going through the multiplayer map and the reporter asks about dynamically being able to shoot it all down like in that test map, all he could say was "Uh, sure, yeah sure! Look at how big these maps are as well!"...

    Portals on the other hand isn't quite as advanced as real physics, but it was pretty impressive of them back in the days.

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