Posts by Steppenwolf
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Lod's didn't work anymore when we switched to cs:go engine with Insurgency 2. I'm no coder so don't know if its a bug or intentional.
My guess is they just didn't care and figured it looks better without them because cs:go isn't exactly the most graphicaly detailed game ever.
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It's true in a sense. I learned pretty much everything about my job via internet ressources and communication.
But he was maybe too optimistic to believe that it would motivate people who don't give a shit about education. For all the smart stuff on the internet there is ten times as much bullshit. And ignorant stupid people use the internet to reinforce each others stupid ideas and opinions.
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I don't really get it tbh but then i don't find empty canvases daunting and i'm usualy quite good in implementing the ideas that i have in my head and make them work.
QuoteSo you end up spending less time planning the end result, but more working on the challenge of making the best out of what you have to start with.
I don't know man but that sounds like the opposite of what i would recommend to anyone. It's a recipe to throw work down the drain. People need to learn to spent more time in a proper planning phase not the other way around.
For instance i'm currently working on an armored car for my work. Before i even open max for the first time i spent a whole day collecting refs, reading about the subject of my work, analyzing where best i split the mesh in pieces etc.
Your idea for a work flow sounds like your program creates a completely messed up random mesh and then i spent the next couple weeks trying to making it look somewhat like an armoured car that was designed by Homer Simpson.
If anything i think your procedural software should be aimed at creating success not failure. Think of a level design equivalent to dDo.
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I will call indie games selfie games till the word selfie becomes uncool. Then i will call them freewheelie games. And after that unconstrie games.
That said Stealer looks pretty cool and i love the music.
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I never noticed any of this. But of course i'm not a women so might be less aware of subtle things. All the women that i've worked with in this industry were super cool and i respect them like i respect male coworkers. There are also some pretty good female players in the games that i like (Trackmania for instance). Never felt my manly feelings hurt losing against them.
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Nice improvement over the last year! Now that you got the whole normal/spec thing down your work really starts to shine.
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Only thing i'm willing to pay money for or would people charge for are really well produced tutorials that actualy teach some new tricks/tools. Other then that i believe in a more open source approach to learning and teaching art & design in this profession. I've learned so much from free ressources and advice and still do, i would feel filthy asking for money to share the wisdom.
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Quote from Chimeray
About that "megaserver"... Does that mean every time I log in I will just have random people around me? Cos that's a dealbreaker for me. I usually don't join a guild, sometimes I play with friends but I love being part of the world I'm in, meaning... If I level up somewhere I see the same people around me. "Oh yeah that guy was leveling here yesterday with me, he healed me when I had a big group of mobs behind me..." That sorta stuff. Being in random instances all the time sucks.
Doesn't sound like there are instances. More like Eve where all players are on the same server at the same time.
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Been following this occasionaly over the years. I wish them the best of luck but it's gonna be hard. FPS + Kickstarter doesn't mix well unfortunately.
Perhaps also a bit of bad luck with timing now that Dust 514 is just around the corner and is most likely there to stay for many years and covering much of the niche IM is aiming for imo. -
It makes a lot of sense imo. Let's face it Star Wars is a franchise for kids nowadays and has been for years. My little nephews utterly love everything Star Wars: movies, cartoons, toys, video games. The name Disney is the first thing that comes to mind when i think of entertainment for kids. It's a perfect fit.
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Quote from NeilJones313
I guess what I'm asking is how does everyone feel about how crazy it can be sometimes to find any kind of work with-in games and why isn't there and industry standard for students. when I say standard I mean a model or concept art that every student can look at and say if I can model that or draw that within this amount of time then I will be o.k.
Well there kinda is. Look at some AAA games assets and environments. When you can do something similar in similar quality then you're good. Wouldn't worry so much about how long it takes you. As a beginner you are slow. Speed comes with experience. Focuss on the quality, get acquainted with your tools and workflow to a degree that you actualy know what you're doing.
Thing is when you can make quality stuff the job offers will come to you. The hard part is not to land a job but to become good enough for a job. For some that's easier then for others. But when you're talented it is only a matter of determination and perseverence to get there.
The mapcore community is a very good example for that. This community has been around for a while and i remember the humble beginnings of some of the guys who now work at big studios. What you got on your portfolio is actualy better then that but you need to stay focussed, work hard and steadily improve over the next couple years if you want to get there yourself.
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Giraffes on the roof tops!

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Quote from FMPONE
Unduly harsh video imo. Everything he says is true, it's his tone I take issue with... his comparisons go towards games with millions of dollar budgets, which is fine for learning, but if you're that much of a douche that you can't see this is in actuality a mod, then you shouldn't be reviewing it in the first place. Not to mention, it's conceivable that as a mod the flaws could all improve, and his joyless/dismissive tone gets a bit annoying as the video drags on for that reason.
That's how i felt about this review. Criticism stops to be constructive when you go on and on rubbing in the shortcomings that are to be expected exactly because the game wasn't made by a huge team of professionals. At that point it's just douchyness^10.
Looks like the community tore him a new one tho so time to move on

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It's an interesting article especialy in regard to the modding stuff.
Two things tho. I wouldn't lump in any other first person games with fps'es. Fps is a very distinct genre where people shoot you know. It's in the name.
There are some overlaps with other genres that's true but considering say adventure games, rpg's and fps's all the same genre just because of the camera perspective i think that's wrong. It's like arguing that hip hop and techno are the same kind of music just because they losely had some common roots and involve electronic equipment in the making.
Second thing there were plenty of first person games before Doom and Myst. So in this sense the article is a bit like "History of human civilization" but no mentioning of anything before the Italian Rennaisance.
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3Dnj do you know this tutorial? It's an absolute must see when you start with hp modelling. Really eye opening stuff.
But yea it's not easy. Doing this for like a year now but with every new model ther's at least one shape where i have to think really really hard how to do it. And sometimes have to ask on polycount for advice.
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Quote from dux
I've just started Mad Men....
Ahmahgads its good.
The whole show is just people sitting around drinking and smoking as you listen to a cool soundtrack

My favourite show

Think you will love the whole thing when you like it right from the start. And the show actualy gets even better in the later seasons.
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Am i the only one still using a dumbphone?

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Actualy i've never finished HL1 & 2 either :embarrassed:
I've played HL1 but i don't remember much of it tbh. I think the reason why it never had such a big impact on me was that i played Deus Ex directly prior which spoiled me big time.
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Quote from D3ads
Since that's alpha, I'm guessing you still have to detail some areas of the map? There were a lot of flat looking corridors and blocky brushwork (like the angled hole in the floor) which are very distracting considering the original Insurgency maps were very detailed. Looks pretty cool so far though, now post some Chechnya media so I can tell you how everything's wrong

Yea the maps is where we trail behind the most right now. We only have two level designers. A lot of time was spent prototyping gameplay layouts, encountering some dead ends with that. So we only really started a few weeks ago to polish some of the maps that we intend to release in the end.