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  3. Steppenwolf

Posts by Steppenwolf

  • Texture artist blog

    • Steppenwolf
    • August 17, 2007 at 1:04 AM

    Good stuff. interesting blog so far.

  • The random model thread!

    • Steppenwolf
    • August 13, 2007 at 11:48 PM

    its realistic tho

  • The random model thread!

    • Steppenwolf
    • August 13, 2007 at 11:35 PM

    more airplane

    [Blocked Image: http://aycu25.webshots.com/image/24744/2000445165557576879_rs.jpg]

  • Value-Games

    • Steppenwolf
    • August 13, 2007 at 9:52 PM

    Medieval 2

  • 3d Skybox Problem in Source Engine

    • Steppenwolf
    • August 13, 2007 at 12:49 AM

    In source everything gets color and light info from the surrounding stuff. And unfortunately 3dsky and actual map seem to be seperated. Thats my experience.

  • 3d Skybox Problem in Source Engine

    • Steppenwolf
    • August 13, 2007 at 12:00 AM

    the problem is the stuff in the 3dsky doesnt get the same lighting as the stuff in the actual map. I had a similar problem in one of my ins maps and couldnt fix it, so i had to remove parts of it

  • The random model thread!

    • Steppenwolf
    • August 9, 2007 at 11:26 AM

    model him some shorts. its obviously very cold there

  • Character designs from Assassin's Creed

    • Steppenwolf
    • August 7, 2007 at 8:58 AM

    Assasins Creed is definately my most anticipated game in 2007.

  • Treasure Chest - WIP

    • Steppenwolf
    • July 30, 2007 at 8:16 PM

    you can make the woods behind the detail stuff one plane and you can weld some vertices in the center of the crate where its mirrored. would save you around 75 tris.

  • Awesome piece of realtime 3d art

    • Steppenwolf
    • July 29, 2007 at 10:03 PM

    I think my favourite 64k intro evr is FR-019:poem to a horse. it was just so awesome when it came out (2002) and the music still rocks.

    http://%7boption%7d

    And my favourite from last year Conspiracy - Chaos Theory:

    http://%7boption%7d

  • Awesome piece of realtime 3d art

    • Steppenwolf
    • July 28, 2007 at 4:21 PM

    You gotta check this out. It's unbelievable, considering the filesize (180Kb).

    http://%7boption%7d

    http://%7boption%7d

    (youtube for people who dont want to install it on their PC's but its definately even more impressing in real)

  • PHOTOEDIT

    • Steppenwolf
    • July 28, 2007 at 1:19 PM

    [Blocked Image: http://lava.nationalgeographic.com/pod/pictures/sm_wallpaper/April2002ThenAndNow.jpg]

  • I need an MMORPG

    • Steppenwolf
    • July 28, 2007 at 12:03 PM

    You could play on a Ultima Online Freeshard.

  • Interview with Garry on Shacknews

    • Steppenwolf
    • July 26, 2007 at 3:59 PM
    Quote from Sentura

    wow... just wow. fmpone really needs to sit the fuck down and relax a bit. the whole thing about what to do and what not to do with a mod has apparently been elevated since insurgency came out, and ins people have really started fortifying themselves to barricade away any and all critique. i discussed this a few days ago with ginger_lord: if you cannot handle criticism the way you get it handed here, then why are you even here at all? you sit and whine about your damn mod all day long every time someone says something bad about it. here's a pointer: maybe people criticize it because it's not worth their time. i'd rather see that you would invest time in shaping the mod rather than sitting here endlessly babbeling about it; it gets you nowhere. in fact, the only ins member who has actually taken this maturely is minotaur0. suck it up, learn from your mistakes, stop whining and move along. if one of you can, why can't the rest?

    Why dont you leave your polemic attitude at home? We had a decent discussion here about mod releasing strategys.

    Its this arrogance and ignorance that is pissing me off not your so called "critiques".

  • Interview with Garry on Shacknews

    • Steppenwolf
    • July 26, 2007 at 1:16 PM
    Quote from Fletch

    I never disagreed with Step's comment that Garry doesn't lead a big mod team. I just thought it was fucking hilarious to come up with that position coming from Insurgency. I guess you just don't appreciate my sense of humor. My utmost fake apologies.

    Dude i wouldnt make such a comment in his direction if he wasnt such a known prick.

    Then again why is it hilarious? Who else knows better what it takes to release a mod of this size? We've gone trough a rollercoaster ride the last 3 years and we are the only bigger mod for hl2 that managed to release yet (with the exception of Dystopia maybe which also has a shitload of own content and code). You sound just as arrogant as garry because you have no idea what it takes.

    If it was so easy why arnt there many many more TC's or bigger mods? When hl2 came out there was like 200 mods announced, half of them acting as if they want to become the new big thing. See what is left?

  • Interview with Garry on Shacknews

    • Steppenwolf
    • July 25, 2007 at 11:14 PM

    http://%7boption%7d

    click "View detailed statistics by game"

  • Interview with Garry on Shacknews

    • Steppenwolf
    • July 25, 2007 at 11:09 PM
    Quote from MrBaracuda

    objectives that can be pushed in both directions

    Play ins_baghdad. Its currently the only map with the 'Battle' gametype (which allows pushing in both directions).

  • Interview with Garry on Shacknews

    • Steppenwolf
    • July 25, 2007 at 10:37 PM

    Mrbaracuda the atmosphere in ins is top notch imo but i agree that the gameplay feels a bit awkward in the current version. But im pretty sure we can fix this. All what the game needs to be really enjoyable gameplay wise is easier feature access, better hints of what to do (like on screen objective indicators) and firefights that last longer before you die.

    I enjoyed ins more in the internal beta tests because people knew what to do and the firefights were longer and more immersive due to a bug that fucked with the weapon accuracy . Now on public people play it like tdm and that just costs most of the fun + the fact that guns are more deadly then they ever were in betas. So im pretty positive we can make the game more enjoyable because it was before.

  • Interview with Garry on Shacknews

    • Steppenwolf
    • July 25, 2007 at 10:20 PM

    I wrote "mod" because Total Conversions like BMS, ND, Insurgency etc are more then just mods imo. They are basicaly new games from scratch without their own engine license.

    And yea its a bit sad that it took so long and so many promising projects never saw the light of day.

    Insurgency really was on the limits of what is doable with a amateur team. All people who worked/work on similar complex mods will agree with me.

    I dont see a future for Total Conversions personaly with the next generation of engines being even more complex then source. At least we will see no TC's anymore that can compete with commercial games quality wise.

  • Interview with Garry on Shacknews

    • Steppenwolf
    • July 25, 2007 at 9:30 PM

    fmp is absolutely right. look how succesfull the mods are that released early.

    ins would be in this list if we had released 1-2 years ago. Sure it took a long time but now we have a mod that we can build up on. Its still flawed in many aspects (bugs, missing stuff, balancing issues, annoyances etc) but its good enough that a shitload of people will download and play 1.2 when its out.

    you gotta see that valve guys come from hl1 modding and this just wasnt the same. you could map a complete map in a month back in the days. Nowadays it takes 6 to 12 months or even more for someone who does it in his free time. And thats only one of many aspect for a complete mod.

    The mod i worked on before Insurgency took 2 years to release. Many people thought it would be too late but still when it was released it was the most played mp mod for Call of Duty for a long time.

    So from my personal experience with now two succesfull released projects i have to disagree strongly with the early release strategy.

    It may work for just "mods". But nowadays it doesn't work anymore for more ambitious projects. A good thing takes his time.

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