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  3. ReNo

Posts by ReNo

  • Auto Assault beta weekend

    • ReNo
    • January 31, 2006 at 2:11 AM

    You see your characters quite a bit actually man - there are town areas and action areas, and I'm guessing you haven't seen a town area yet.

    I only had trouble with a couple of the quests, but maybe the area I was in had less issues than your area. I never tried pressing x to talk to people - just click on them with the mouse if they have a big huge white glow expanding into the sky from them The objective marker does a pretty good job of pointing out what you should be doing I found - so if it is pointing somewhere on the map rather than at the person who gave you the quest, you've still something to do! Only people who you are currently doing a quest for (those with a white question mark icon over them), those who can offer a quest to you / you've completed a quest for (those with the white tower over them), or those who can trade/teach you (the cog wheel icon) can be talked to - nothing happens on non-iconed characters when you try and talk to them.

    I found that you level pretty quick in the game (I reached level 17 over the weekend), so I wasn't too bothered about not switching kit every level or anything. Once you get into the towns you will probably find it easier to pick up extra weapons, armour and equipment. What pissed me off at first was the sheer amount of broken equipment I'd pick up from combat and destroying the environment, but the apparent difficulty of learning the crafting skills necessary to fix anything up. Eventually I figured the crafting system out and got quite good with mending and building power supplies, but it was far from made obvious how to go about it.

    Sounds like you suffered a whole lot more from bugs than I did to be honest. I kept all my quest completion info whenever I logged off, and I only crashed to desktop once through the whole weekend. Only a few quests seemed bugged to me - finding the "halon gas actuator", which was about a level 10 quest I think, was taking people hours of mindless slaughter against helpless scavs in order to get for very little exp/money reward, and a few missions had the title "(null)" with no description or objective - everything else seemed to work pretty much as expected.

    Bad news - the chance of it being a free game are pretty much nil, or at least everything I've heard about it point to it being a monthly fee game. I'm still interested in it, but there are definately aspects of it that could use improvement.

    How did it run for you btw curman?

    And seriously, WTF FERRET?!

  • The random model thread!

    • ReNo
    • January 29, 2006 at 7:07 PM

    I really like the pillars, but the cliffs remind me of my early HL1 rock work Try and stop it being just an arrangement of vertical faces - I know it is much harder to do, but it will be worth it.

  • Why does metal suck?

    • ReNo
    • January 29, 2006 at 5:42 PM

    I think you're being quite justified actually - there is so little point in ripping into a genre of music when people's musical tastes are so entirely personal. I don't enjoy metal myself, but I can see the talent and complexity that a lot of it features.

    I'm used to having my music tastes slagged off, considering my favourite band ever is 311, and I mostly listen to ska/pop-punk/emo bands

  • Auto Assault beta weekend

    • ReNo
    • January 29, 2006 at 3:48 PM

    Anybody else here been taking part in the Auto Assault beta weekend? If so, how you found it? I downloaded it mostly on a whim - an MMO with vehicular combat was a sufficient enough a pull for me It's not perfect but there is a whole lot I like about the game, and I may well pick it up when it hits the shops in a few months.

    I seem to recall a mapcorian is working on this at Netdevil, so whoever it was, my congratulations on making a cool game. If you guys can improve performance a bit (I've turned the LOD distances down loads, shadow detail to low, and texture detail to medium, and my computer which plays most things near full settings without trouble is struggling!) and work out some of the graphical niggles (almost every time I come across a tall ruined building, the top of the building gets rendered way earlier than the bottom of it, leading to floating parts) it will be great. Good luck getting it finished off

  • pvk_fort map WIP

    • ReNo
    • January 29, 2006 at 3:12 PM

    I love the knight in that second last shot - the shininess of the armour and the running animation (as much as you can tell from a screenshot) look freakin' fantastic. I hope there is a 1st/3rd person option put in there

    Map looks cool too, exteriors far more so than interiors though. It's probably the lighting that is harming the interiors the most - as Oski said it is possibly a bit too yellow which tends to make things look really gaudy and repulsive. You could also benefit from more architectural detail in there - how about some wooden framework up the walls and supporting the ceiling in the corridor?

    As for the exteriors, the repetition of the walls is obviously going to be somewhat necessary for the theme, but you could possibly take a few measures to break up the huge surfaces. The arrow slits you seem too few and far between to me - I know there weren't normally thousands of the things but I think having a few more would help break up the vast walls. Some large scale stain overlays may also help, or some moss overlay (bug your texture artists ) creeping up the walls from the grass and rocks? I don't know if it would necessarily look right, but it might be worth experimenting with some exterior pillars up the walls too.

    Keep it up anyway man, this is looking cool.

    Oh, and if you haven't, go buy/play ICO right now. Best castle inspiration and reference ever commited to a PS2 game

  • Some sort of...person...thing....for a contest. (update x2)

    • ReNo
    • January 27, 2006 at 2:39 AM

    Very cool - can't wait to see how you texture this puppy

  • xbox live accounts

    • ReNo
    • January 27, 2006 at 12:06 AM

    Indeed; geometry wars was about the best thing in PGR2, and that is saying a lot!

  • WIP in WIP, post your level screenshots!

    • ReNo
    • January 25, 2006 at 1:16 AM

    Nice video, and the map looks cool, but what the hell were you thinking with the soundtrack? Ewwww; out of place and obnoxious music for a gameplay video IMO.

  • Gir From Invader Zim

    • ReNo
    • January 25, 2006 at 12:20 AM

    Woohoo, about time Gir was immortalised in a 3D model I think his head could do with being larger though, as could his eyes (and make them taper more so they are smaller "inside" the head and grow as they come outward), and the antenna should taper more before reaching the ball on the end of it.

  • WIP in WIP, post your level screenshots!

    • ReNo
    • January 24, 2006 at 6:15 PM

    Nice enough looking room, if a little too standard as the others said. Try improving the base architecture of your rooms rather than relying on props to flesh it out. Props are great and all, but try and make the underlying structure more intriguing, varied, and structurally sound and the props will be improving on an already good thing

  • The X-Files

    • ReNo
    • January 24, 2006 at 1:02 PM

    They are currently airing the 5th series of 24 I do believe spellbinder Each one as awesome as the last...

  • totally random texture thread

    • ReNo
    • January 24, 2006 at 2:31 AM

    Wow, that was a lovely lovely! That little picture did more for making me want to get the hang of texturing than possibly any other; probably because I saw what it came from. Pity I'm far too swamped with other things to actually go about learning eh

  • Some sort of...person...thing....for a contest. (update x2)

    • ReNo
    • January 24, 2006 at 2:23 AM

    Yows, impressive stuff. I especially like the little jaw spikes/horns - the design is hardly the most original but that little touch gives him a bit of character Looking solid so far anyway, good luck in the contest!

  • The X-Files

    • ReNo
    • January 23, 2006 at 8:09 PM

    Yeah Doggett was a good character in my opinion, though Reyes or whatever her name was didn't quite match that standard. I enjoyed every series but I didn't watch it religiously enough to really differentiate one from another. I just saw episodes here and there, and most of the time they were enjoyable. Come to think of it, it was actually in the last 3 series or something that I started watching more frequently, probably because I was older and more able to dictate my own TV watching schedule

    I think the episodic nature of the show, even though there were frequent recurring storylines, stops it from reaching the pinnacles of 24 or Lost, but it was a great show nonetheless.

  • WIP in WIP, post your level screenshots!

    • ReNo
    • January 23, 2006 at 8:05 PM

    I think that the cold lighting should be more localised - play around with the falloff distances maybe to see if you can keep the light bright at the source without it saturating the scene too much. Maybe get a slightly warmer base colour in there? Use another light entity at each source with lesser brightness but a larger falloff distance, with less blue in them as koko said.

  • WIP in WIP, post your level screenshots!

    • ReNo
    • January 23, 2006 at 3:17 PM

    Well, I had a tinker and made some changes based on your suggestions. Anybody actually know what this place is? I'll be damned if I do My flatmate reckoned it looked like it might be some sort of train station so I added in some props to test that idea, but I was originally thinking just a warehouse.

    [Blocked Image: http://www.snarkpit.net/pits/reno/images/ai_testroom4.jpg]

    [Blocked Image: http://www.snarkpit.net/pits/reno/images/ai_testroom5.jpg]

    Dunno if some of the changes are for better or worse, but I think overall the room is improving.

  • WIP in WIP, post your level screenshots!

    • ReNo
    • January 22, 2006 at 10:04 PM

    Thanks for the feedback guys, I'll get onto your ideas later on

  • WIP in WIP, post your level screenshots!

    • ReNo
    • January 22, 2006 at 3:00 PM

    The towers look a little bland to me, needs some sort of visual effect to spice it up. Maybe some sort of electrical glow / bolts or something moving up and down the towers, could make them look like some sort of generator?

    I was making a simple test room for playing about with HL2's AI (I may be using HL2 as a base for my honours project on social intelligence in background characters) and as usual, I never settle for a simple box room. It's nothing remarkable, but I haven't posted anything (or done anything for that matter!) in ages so this is all I got to give you

    [Blocked Image: http://www.snarkpit.net/pits/reno/images/ai_testroom2.jpg]

    [Blocked Image: http://www.snarkpit.net/pits/reno/images/ai_testroom3.jpg]

  • totally random texture thread

    • ReNo
    • January 22, 2006 at 2:00 AM
    Quote from Nysuatro

    [Blocked Image: http://img9.imageshack.us/img9/6269/texturewall118pi.jpg]

    Looks too blurry to me, and perhaps a bit too direct a photosource? I don't know much about texture design but thats how it strikes me.

  • de_corse

    • ReNo
    • January 22, 2006 at 1:41 AM

    If you want realism, tone down the window glows definately, whereas if OTT coolness is your thing, keep it as is. Other than the stretched textures in places I really like it. Makes me think of the crazy sparkly beauty of the Otogi games for some reason. Are most of those textures from the Lost Coast church? I can't quite recall if I've seen them before or not.

    EDIT: Gah wtf?! Thought I was in the WIP thread when I posted that for some reason

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