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  3. Defrag

Posts by Defrag

  • The random model thread!

    • Defrag
    • September 8, 2006 at 3:11 PM

    Yeah I love that screenshot JonM posted, great stuff. I want to see more!

  • Zaphod's new web project: devbump

    • Defrag
    • September 8, 2006 at 3:10 PM

    Looks like a potentially great & useful resource, good job!

  • Fortress Forever Dustbowl video fun

    • Defrag
    • September 7, 2006 at 11:13 PM

    The site has been taking a hammering and went down, which is a bummer (the FF video got digged/dug/whateverit'scalled, but the site wasn't up to ride the wave of interest, grrr!). It's back up now.

    If it happens again, I will murder a stoat in the face.

  • Fortress Forever Dustbowl video fun

    • Defrag
    • September 7, 2006 at 9:55 PM
    Quote from BlisTer

    i love what the FF team accomplished. really terrific. also how you added improved things, like how a friendly spy is indicated etc.only thing i dislike is the exagerated ragdoll acrobatics. can't you increase the weigth of death bodies or something ?

    Yeah we'll be tweaking that. Most of the time it's not such a big issue as the person will generally explode instead, but we'll work on tweaking that for sure.

  • Fortress Forever Dustbowl video fun

    • Defrag
    • September 7, 2006 at 3:29 PM

    Well, there's quite a few things that still need a bit of a polish IMO the theme is more important than the details. We can always build upon a good theme, whereas a shitty theme with a lot of details is just going down a dead-end street. The ambience of the map and stuff is really cool, and the dude that made the map is aware of the problems you guys have picked up on. Thanks for the feedback!

    Quote

    What disappoints me about FF (from what I've seen) is the player models, I just can't tell the classes apart Sad

    I'm somewhat surprised by this. Play TFC with 'new' models and you'll struggle to tell the models apart. Play FF and I'm absolutely positive you will have no such troubles. FF's models are essentially overhauls of the 'old' tfc models, but with a new spin. All of the classes are instantly recognisable from pretty much any distance, or at least I've never had a problem in playtesting.

    Quote

    Is there a releasedate in mind?

    We were hoping to have a closed beta ready in August, but the SDK update derailed us somewhat. There's still some bugs to sort out (nothing major, just a lot of regular or small issues) and a few models and skins to be overhauled/completed, too. We're going flat out trying to finish this

  • Fortress Forever Dustbowl video fun

    • Defrag
    • September 7, 2006 at 2:06 AM

    Not sure where to post this, but ok. Here's a video of FF!

    Links to various quality / sizes available at the site:

    http://fortress-forever.com

    Enjoy (I hope!)

  • Cannon Fodder!

    • Defrag
    • September 7, 2006 at 12:00 AM

    Jools, Jops and.... I can never remember. All I do remember is trying (and succeeding) to get to the end of the game with those two still alive

  • WIP in WIP, post your level screenshots!

    • Defrag
    • September 3, 2006 at 7:48 PM
    Quote from von*ferret

    you can only rotate. No good scaling, or mirroring. Its sad really.

    Quoted for absolute truth. I don't understand why they don't allow scaling or mirroring props

    I know you have to renormalise the normals after scaling and also change the winding order when a model has been mirrored, but I'm sure they could've supported both. I especially hate it when I have a modular model (256, 128, 64, etc) but I can't fill in small gaps because there's no 32 and/or 16 unit models. E.g. if you have a 160 unit long section of ceiling and need to fill it with pipes, then you have a 128 unit long pipe prop and no 32 unit prop to fill the small gap left. It's great when you can plan around this, but it's hardly ideal when you have some rough bits to fill.

    Furthermore, having to to potentially create two models at different scales so you can use one in the skybox is also maddening.

  • HL2DM - down_there (still wip...)

    • Defrag
    • September 2, 2006 at 3:20 PM

    I think the volumetric light looks a bit weird, really. It's very dark outside, yet the beam is rather bright. I think it'd look better if it were more subtly done.

  • The random model thread!

    • Defrag
    • September 2, 2006 at 11:48 AM

    Not quite related to your render, but I've never understood why lens flares are so ubiquitous in games. Are we meant to be looking through a camera all the time, or experiencing the game first hand? I would've thought the latter, surely. I suppose the reasoning is that it "looks cool"...

  • Point of Existence 2

    • Defrag
    • August 31, 2006 at 3:27 AM

    My BF2 buddies are all raving about this mod, so I'd say it's a job well done

  • WIP in WIP, post your level screenshots!

    • Defrag
    • August 30, 2006 at 9:11 AM

    Some more FF stuff:

    http://fortress-forever.com/?a=media&id=ff_push_4

    http://fortress-forever.com/?a=media&id=ff_push_5

    http://fortress-forever.com/?a=media&id=ff_push_6

    http://fortress-forever.com/?a=media&id=ff_push_7

    http://fortress-forever.com/?a=media&id=ff_push_8

    http://fortress-forever.com/?a=media&id=ff_push_9

    http://fortress-forever.com/?a=media&id=ff_push_10

    http://fortress-forever.com/?a=media&id=ff_push_11

    Push and hunted are by far the two most 'realistic' maps in the mod, and it was nice to create push as a distraction from my other stuff instead of just making 100% superfluous / unrealistic stuff all the time. I wouldn't say push is 100% realistic either, it's somewhere in between --the theme is two competing companies-- and I had to fit the theme around the existing TFC layout, so there wasn't much leeway, really. Beefy came up with the idea of two competing companies and also gave me some sketches for the cap point (which isn't shown other than a few hard-to-make-out-the-context pics), but it's a big loading bay and turned out pretty well. Still tweaking and stuff, but yeah.

    We were playtesting and I was spamming F5 looking for interesting shots. I've changed the lighting a lot since the last time I showed the map and I just realised that it needs a little more contrast to make it pop, so I'll likely reduce the ambient brightness a little. I've made quite a few props too (windows, boxes & cans, palettes) for the map and decs textured them as he's a sexy beast.

    I will post more stuff soon, as I've been working on shutdown2 (kerm was working on it but had to quit due to a lack of time due to RL stuff) and given it a bit of love in the last month or so. I'm fairly pleased with the way that is going too, just need to really hammer down the last bits and pieces. Ever feel like you're spending forever on a map and spinning your wheels? That's me for the last month.

  • Post Your Pic Extravaganza 2006 ~~!

    • Defrag
    • August 29, 2006 at 10:17 PM
    Quote from MrH2o

    I'm the one to the right[Blocked Image: http://img85.imageshack.us/img85/5848/camelub3.jpg]

    Needs reposted just because it's so fucking good

  • Point of Existence 2

    • Defrag
    • August 27, 2006 at 1:40 PM

    ^ what he said.

    The mod looks good but I'm afraid the stats situation may well rob you of a lot of the players you may deserve People are generally unwilling to play unranked stuff due to a lack of stats

  • totally random texture thread

    • Defrag
    • August 25, 2006 at 7:57 PM

    ~needs ~more ~tilde!

  • steam.dll not working for me on lots of my stuff

    • Defrag
    • August 25, 2006 at 4:40 PM

    If you're making a mod, you need to change your paths in Hammer for the shortcut to work, I think. Mine works nicely now.

    My shortcut:

    D:\Games\Valve\Steam\Steam.exe -applaunch 211 -runhammer

    Example:

    Game executable dir:

    $SteamUserDir\source sdk base

    Game directory:

    $SteamDir\SteamApps\SourceMods\FortressForever

    Game executable:

    $SteamUserDir\source sdk base\hl2.exe

    Before I changed the game executable dir it wouldn't load any mod content when the shortcut was used. I'd have HL2 assets but no mod assets.

  • Team Fortress 2 still alive :o

    • Defrag
    • August 24, 2006 at 10:54 PM

    I laughed when I heard a "moo" on the video

  • HL2DM - down_there (still wip...)

    • Defrag
    • August 24, 2006 at 7:39 PM

    Looks nice so far, but it's a bit one-colour-ish, as if all colours are tending towards that reddish-brown tone. Some areas of visual contrast and subtle changes in the lighting would help make it a bit more interesting I think.

    I realise you may be going for the reddish-brown colour, but it's a bit overwhelming right now.

  • Team Fortress 2 still alive :o

    • Defrag
    • August 24, 2006 at 7:35 PM

    The rocket jumping animation made me laugh, it looks like fun to me. They really nailed the style. Whether I will actually get fed up of the style after a few weeks is another matter, I guess.

    Cool stuff!

  • steam.dll not working for me on lots of my stuff

    • Defrag
    • August 24, 2006 at 7:33 PM

    Get someone to send you the missing .dll. That's what I do when my steam/SDK is fucking up.

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