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  3. Defrag

Posts by Defrag

  • My Portfolio that got me a job

    • Defrag
    • June 24, 2006 at 3:51 PM

    All I have to say is, "God damn". Amazing stuff.

  • The World Cup 2006 thread

    • Defrag
    • June 20, 2006 at 6:24 PM

    Come on Sweden!

  • DE_KERK [updated July 5th, new screens page 2 + beta d/l]

    • Defrag
    • June 20, 2006 at 6:24 PM

    The common texture on many surfaces and environment lighting are kinda swallowing up your architecture at the moment, making it appear shapeless and duller than it really is. With some tweaked lighting and more variety in the texturing I think it'll look a lot better / more interesting.

  • Drawing colourisation tutorial

    • Defrag
    • June 20, 2006 at 5:55 PM

    Cool stuff man, thanks koko!

  • got a job

    • Defrag
    • June 17, 2006 at 5:29 AM

    Congrats man

  • Digital Paint Ball seeking character modeller

    • Defrag
    • June 10, 2006 at 3:42 AM

    What makes this any different to a regular mod?

  • Real World Crysis Comparison

    • Defrag
    • June 8, 2006 at 12:31 AM

    I agree about the grass, but other than that.. Jesus. I can't wait to play it.

  • de_static *RC VERSION DL* - updated 16/02

    • Defrag
    • June 6, 2006 at 3:48 PM

    The only things I noticed that I didn't like: A few of the ramps have poor headroom when going down (so if you skip / slide even a bit you can hit your head, plus it affects visibility a lot). Moving the entrance roof up 32 units would sort that and it wouldn't affect the looks. I also noticed you've used some phys props in some places (like the girder bundles) that don't really need to move -- it gets really annoying bouncing off stuff when it could be static. You could recompile those and bundle them as statics. Lastly, you have big shutter doors that appear to go off into nothingness in a few places which I think looks a bit odd. Like, the door at B is about 3 metres tall and it just disappears into a fairly small roof. I'm not sure how these doors work in RL (like if they get rolled up in a hidden holder etc) but it looks a little odd to me.

    I haven't thought too much about the gameplay running through it (I find it a bit hard to do that alone / without an overview) but the aesthetics and theme are brilliant. It's got a very distinctive look and it's very different to other CS:S maps I've seen -- always a good sign! Ace job.

  • Ouch...

    • Defrag
    • June 3, 2006 at 11:20 AM

    I don't have a major issue with people with no experience leading mod teams. Hell, a lot of professional teams are led by people who have no direct experience of making games themselves -- guys graduate from QA and other departments to end up leading projects (whether you agree with this or not, it happens). However, I dislike seeing people who have little idea about the nitty-gritty bashing other mod teams and individuals when they haven't done anything themselves. Worse still, individuals talking down to others about their particular field when that individual's own experience relating to that field is purely anecdotal / indirect is just laughable.

    Having knowledge of one or several areas of development always comes in handy, though. I wouldn't disagree with that at all.

  • Ouch...

    • Defrag
    • June 3, 2006 at 8:21 AM

    Speaking to DaveL is like having someone ejaculate in your face for ten minutes non-stop. I initially humoured him but... now I just ignore the guy. I also found his constant name-dropping and trashing of other mods to be distasteful. His attitude is somewhat bemusing considering he talks down to people while having little editing/modding/leading experience himself.

    ND may look the shit, but I don't think he's doing himself any favours whatsoever in the way he acts. Maybe one day he will realise this and the fact that all mods aren't run in a SERIOUS BUSINESS fashion. I can't say what sort of a leader he is to ND's members; all I can comment on is the way he conducts himself when speaking to other people. My experiences mirror posty's -- I find him to be a condescending hot-air merchant.

  • de_static *RC VERSION DL* - updated 16/02

    • Defrag
    • May 31, 2006 at 10:23 PM

    There's a few screenshots that made me lean forwards, peer at the screen and go "holy shit". Ace.

  • Landing of Asatar : Phase 1 WIP : 56k Beware

    • Defrag
    • May 31, 2006 at 10:15 PM

    I'll just reiterate what I've already said: Very good job!

  • Studio 1

    • Defrag
    • May 29, 2006 at 12:58 PM

    looking very cool

  • CSS: de_coldshell - very early stages.

    • Defrag
    • May 28, 2006 at 3:53 AM
    Quote from JamesL

    Looks good so far, obviously lacking detail at this point and the fog needs some work but the direction looks good. I wrote a tutorial on level to skybox fog blending based on some stuff Steve Zonbie [sic] showed me. Makes it pretty quick and easy to get effective results. You might know this already but thought I'd bung a link in case not.

    That link is .. genius. Cheers.

  • Rockstar Vienna closed

    • Defrag
    • May 27, 2006 at 9:28 PM
    Quote from Gaz

    My lecturer told me that they will do this, especally to programmers, as they have the ability to completly screw up a project. So thats the only way they can fire them, purely on a "saftey of the project" reason.

    Is it too hard to phone the people instead of just having them turn up for work only to find out they no longer have a job?

  • a game developer's life

    • Defrag
    • May 26, 2006 at 6:08 AM

    I think it's pretty hard to say what you'll think of it until you're in the situation

  • Rockstar Vienna closed

    • Defrag
    • May 26, 2006 at 2:15 AM

    It seems to be a common way to do business (firing people without even telling them first). You know your superiors are shits when you find out that you've been fired... in the car park.. when someone texts you or the security guards won't let you in / the doors are locked. I think I'd flip if that happened to me.

    It happened to a few companies in Dundee in the last year, too.

  • totally random texture thread

    • Defrag
    • May 24, 2006 at 4:56 PM

    Cool stuff. Thanks for sharing, and keep them coming, hessi

  • dm_romanpool (Play test available)

    • Defrag
    • May 22, 2006 at 4:55 AM
    Quote from ReNo

    Isn't there a flag or property in the lightglow entity that lets you specify that the entity itself is inside the world? I seem to recall using it before when your lights have big bulbs like that.Lighting has made a big difference, but I agree with you that the dark areas look far too dark.

    Yeah, as ReNo said you can specify a maximum distance so the glow isn't occluded by geometry.

    Change the "Size of Glow Proximity" sprite field to be a value greater than the radius of the model's bulb.

  • hessi's tree thread

    • Defrag
    • May 21, 2006 at 2:01 AM

    Thanks for sharing

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