Posts by PS_Mouse
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Disturbed
Nine Inch Nails
The Ataris
The Dandy Worhols
Velvet Revolver
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It'd make for a good skybox for a map in that setting.
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Personally I think your choice of genre is a poor one. While there is indeed precedent for FPS WW2 games being successful, the scope of genre itself is rather limited. At this point in time, the only way I can envisage a game within the genre being successful is if it's either backed by a big name or if it blatently brings something new to the table. When I say blatently, I'm not referring to the actual in-game expirience; I mean the customer can look at the front of the box or an advert and notice that it has something special going for it.
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We've got a coder now

More coders would be cool though
Additionally, we're in the market for some content minions; namely Modellers and Texture Artists.
Send any applications to [email protected]
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Quote from KungFuSquirrel
First thing I thought of looking at that was the grimier bits of the x-men legends games, and not in a bad way. Looks like something that might fit well into a similar type of game, especially as a level prop for an isometric sort of thing... Maybe not what you're aiming for, though :X
I made it as a background piece for a bit of art that I'm going to do. So it's a bit unsuited to be a game prop (~500 polys, 1024x1024 skin). But yeah, I can see a more optimised version as a level prop (my sister thought it looked very morrowind).
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dabbling in max + working on my texturing skillz (yo)
[Blocked Image: http://www.terminus-discord.com/~mouse/gear.jpg]
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Quote from insta
Haha, that strikes me as funny for some reason.

We switched to episodic single player for a few reasons
[*:21fnjuqa]We can impliment features/content as we need them; this means the team has less of a workload straight up
[*:21fnjuqa]It'll give the mod longevity; if we're putting out episodes every few months as opposed to one major release, we have a greater chance of pulling in new players well after the initial release.
[*:21fnjuqa]It gets progressively easier for us to develop new episodes; after we have a few episodes under our belt, the team will be familiar with the gameplay and we'll have a half decent content library, putting out a new episode will for the most part be as simple as putting together and playtesting a few maps.
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Yeah Skjalg, there's a bit of a sob story there. We had the misfortune of being one of the mods that formed in anticipation for the September 2003 HL2 release.
We had a coder for a while, but then lost him to WoW.
Intially, we were planning on making Terminus Discord a multiplayer mod and there was a lot of discussion on the dev forums about it. However, the guy who was hosting our forums just recently disappeared from the face of the earth, taking the forums with him. While we were running damage control to see how much work we'd lost, we noticed that most recent surviving version of the design doc mentioned nothing about whether Terminus Discord was multiplayer or singleplayer. So, we switched to singleplayer.
On the upside, most of the core team has stuck with the mod throughout the whole two years.
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Terminus Discord is an episodic single player mod for HL2. We're looking at releasing a new episode (~2 hours gameplay) every 2-3 months.
We need a coder.
Applications for other positions are welcome.
Send applications to [email protected]
QuoteSet in a medieval world, you find yourself in the role of the greatest warrior of the time; known simply as 'The Gargoyle'. He is trained in the use of a wide range of medieval weaponry including swords, mauls, polearms, axes, bows and crossbows.One thing that's unique about Terminus Discord is the combat system, you're controlling a highly trained warrior and we want the controls to reflect this. Combat isn't a click-fest; while you're in combat, the movement of your mouse controls the movement of your weapon. You can attack whoever you want, however you want; you don't even have to be facing them.
Think of Terminus Discord as your opportunity to unleash your inner killing machine.
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Building levels to support this new HDR technology was a lot of work. Skyboxes (the extremely large 3D shapes, texture-mapped on the inside, that simulate the sky when in an outdoor level) had to be hand-painted in both normal and HDR-enhanced modes, as well as HDR versions of the standard Source engine cube maps (cube maps are special texture maps, six per object in the shape of a cube, that can be used to accurately simulate reflection on a shiny object). The biggest difficulty Valve found in creating these images was the lack of an HDR-equipped Photoshop. Even the most recent version, CS2, does not support HDR technology. Instead, Photoshop had to be used in conjunction with a third-party image editor called HDR Shop. This was the single biggest gripe that Valve engineers and artists had in the development of HDR content. As Gabe said, 3D video cards already support this in hardware, so why hasn't Adobe gotten around to supporting it in software?
/me cries
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As far as information retention goes, I suck. But I am rather good at deduction/understanding. I do most of my studying in the minutes before the exam, the rest I figure out during the exam itself.
Although I still have fond memories of the exam where I had the Mario theme stuck in my head.
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Quote from Minotauro
wow, a dick.
So that's what they look like.
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Mine I think, but that was more than two days ago
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HDD crashes and mappers seem to run into each other a lot.
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