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  3. Bluestrike

Posts by Bluestrike

  • Crysis Warhead teaser site launched!

    • Bluestrike
    • June 12, 2008 at 8:01 PM
    Quote from Seldoon182

    Source?

    French store Fnac.

    A store its release date is never a trustfull source imho :)

    They just have to slap some date on it, if they don't know a date they just take a guess :P

    Quote

    Will any extra measures be taken with Warhead in order to combat piracy?

    While we are certainly very concerned about piracy and copy protection, we are also concerned about the potential opposite problem, that of inconveniencing legitimate buyers with newer measures that interfere too greatly with their enjoyment of the product. So we are carefully considering all possible options here, however we are not yet at a stage where we have made a final decision. Once we do make it, I very much doubt we would announce it publicly before Crysis Warhead releases.

    Well if he isn't going to use steamworks free service to prevent 0-day piracy or maybe try a online sell before putting a retail out, he should not come complain again next time IMHO :P

    Ofcourse I have no idea really how much EA has to say about it.

    I have no doubt Cryengine 2 can run on consoles, I thought the engine was pretty scale-able based on some screens I've seen, it will just look less good, but what do you expect from inferior hardware anyway

  • Blizzard makes odd rules for Canadians

    • Bluestrike
    • March 29, 2008 at 12:11 PM

    Why the hell are they charging 20$ in the first place, and don't tell me to filter out the skilless, don't they use statistics

  • Man, what is it with bad endings?

    • Bluestrike
    • March 29, 2008 at 12:01 PM
    Quote from Thrik

    I'm always disgusted when a game has a pathetic ending, clearly designed to leave it as open-ended as possible. Can you imagine the uproar if Hollywood started regularly doing that, never ending their stories properly until they're satisfied that they can't bleed the franchise dry any longer?

    Hollywood got the hang of it pretty good too

    Like Lost etc

    And yeah it looks like alot of developers/publishers are more woried about fitting in sequels then giving games a proper ending :/

    Even when games like Opposing Force and Blue Shift proved you don't need story sequels to make expansions/sequels

    As for the Episode 2 ending, It was nice with the rocket launch, but I already knew

    Quote

    Eli was going to die when they ancounced a character would die as he was the only charater with relatives in the game

    .

    Even tough they try to put you on the wrong foot with the Ep1 teaser

    Speaking of EP1 it had a pretty good ending too with the citadell explosion, finally closing down the citadell chapter and the ep1 teaser showing you new envoirements

    But my best endings in a game would be Legend of zelda III (snes), Secret of mana (snes) and Blue Shift (the ending I was looking for playing HL1)

  • TF2: CP Map (but not named yet)

    • Bluestrike
    • March 5, 2008 at 4:46 PM

    The wood could be standing up, that way it would be technically possible to make a round corner out of wood.

    But perhaps you should make it stick out and add some beams

    (talking about this location http://jean.cocktail-db.net/tf2/tf_wip_07.jpg)

    In TF2's official maps the wood is always 90 degrees corners and they got away with it :)

  • game devs you really hate!

    • Bluestrike
    • February 21, 2008 at 6:02 PM
    Quote from KungFuSquirrel

    Maybe Valve doesn't use Maya 8?

    As far as I know they use max (modeling) and XSI (animating)

    But there has never been a official plugin for xsi5 (only 4 and recently 6)

    Probebly for the reasons mentioned about workflow & time by others

  • My portfolio

    • Bluestrike
    • February 19, 2008 at 5:14 PM

    Thanks for pointing that out Hessi, I can probebly still learn alot for the right lingo, I always asumed skinning was texturing the unwrapped model and nobody corrected me before

    (and in source different textures on a model are marked as different skins)

  • My portfolio

    • Bluestrike
    • February 18, 2008 at 10:20 PM

    Wel sort off, I remodeled it because that was easyer to make the lods & collision and not waste spine's work skinning it, there are some differences but yeah I used yours as a reference

    Actaully I might have used those connection thingy's from yours (with lack of a better word) so I should remove it

  • Compiling models for Orange box content

    • Bluestrike
    • February 18, 2008 at 4:56 PM

    The nop4 is not nessesary with the beta sdk, you also put it in the wrong place, you had to make a shortcut to studiomdl.exe and use it at the command line there.

    I haven't compiled a model with the orangebox sdk since the beta is availeble, before I just used EP1 for a portal model as M8nkey mentioned.

  • My portfolio

    • Bluestrike
    • February 18, 2008 at 4:51 PM

    Thanks for the feedback guys

  • My portfolio

    • Bluestrike
    • February 17, 2008 at 11:33 AM

    Maybe I put too much on it like the wireframes of the battleship map.

    Spine can probebly use half of this as his portfolio too

    I wanted to apply at Valve with it (doesn't hurt to aim high does it?)

    Instead I might accept a job in Seoul unless I totally chicken out ;)

    http://www.bluestrike.be/portfolio

    update 17 aug, new version:

    http://www.bluestrike.be/portfolio/p_index.html

  • A crashed C-130 Hercules transport plane

    • Bluestrike
    • February 1, 2008 at 5:13 PM

    Isn't that a Royal Air Force sign on the wing?

    While the side sais US Air Force

  • Free steam support for other developers.

    • Bluestrike
    • January 30, 2008 at 6:16 PM

    Looks like nobody posted this yet.

    [email protected]

  • Dream office

    • Bluestrike
    • January 28, 2008 at 5:33 PM

    lol hmm I had the same comment from someone standing behind me I guess I should have used the breakable glass texture so it doesn;t look like bars.

    As for to small, the rooms are 6x4 meter or so but it translates bad to a game ;-P

  • WIP in WIP, post your level screenshots!

    • Bluestrike
    • January 27, 2008 at 10:23 AM

    Yep its underwater and its bigger as it looks, its pretty much the whole hammer grid.

    The water shaders are killing the fps tough

  • Heath Ledger is Dead

    • Bluestrike
    • January 26, 2008 at 10:38 PM

    I think I only saw A Knights Tale but loved it.

  • Dream office

    • Bluestrike
    • January 26, 2008 at 8:46 PM

    I was bored so how would my dream office look like

    Ground level, 40 people working on a source powered game

    1st floor 60 people working on a mmorts

    Basement, Gym and a relax room

    [Blocked Image: http://www.bluestrike.be/tempspul/bluetainment0000.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/bluetainment0001.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/bluetainment0002.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/bluetainment0003.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/bluetainment0004.jpg]

  • WIP in WIP, post your level screenshots!

    • Bluestrike
    • January 26, 2008 at 7:23 PM

    WIP map for a game thats in limbo or probebly dead, I only made the level (not the content) based on a concept floorplan.

    [Blocked Image: http://www.bluestrike.be/tempspul/cm_ingame1s.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cm_ingame2s.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cm_ingame3s.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cm_ingame4s.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cm_ingame5s.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cm_ingame6s.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/cm_overview.jpg]

  • Valve to acquire Turtle Rock Studios

    • Bluestrike
    • January 15, 2008 at 7:21 PM

    I looked it up because I remember it since I found it weird for them to switch from rts to shooters getting a deal with Valve right away

    Quote

    Turtle Rock Studios is an independent game developer in the business of creating original entertainment titles and providing consulting services to the digital entertainment industry.

    Turtle Rock Studios was founded in March of 2002 by Michael Booth.

    Mr. Booth has over 16 years of professional software engineering experience, including 9 years of experience in the video game industry, and 7 years experience in the real-time simulation industry.

    Mr. Booth's gaming credentials include the creation of the award-winning game titles "Nox" and

    "Nox Quest", published in 2000 by Westwood Studios/Electronic Arts, as well as Technical Direction

    for Red Alert II: Yuri's Revenge (2001), and Command & Conquer: Generals (2003), also from Westwood/EA.

    Display More
  • Mapcore Trojan

    • Bluestrike
    • January 15, 2008 at 5:23 PM

    I'm having a browser crash every time I hit the save button (as wel as first load) probem is that I see the save button usually as a ' post' button my record is writing the same message 5 times so far

  • Crysis Character Facial Detail

    • Bluestrike
    • January 15, 2008 at 5:20 PM

    The faces look great but as far as animation goes it could have been better.

    The asian woman in the school felt like a WIP for example.

    And now for taste, the special forces were a bit too buffed to my taste, Special forces are atlethic people not bodybuilders but I guess thats why I never like unreal games

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