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  3. R_Yell

Posts by R_Yell

  • Fistful of Frags released!

    • R_Yell
    • January 9, 2008 at 10:13 PM
    Quote from Sentura

    the jumping part in the new version is really bad -- you can only make one jump before waiting about 5 or more seconds to regen to jump again. it's too much of a wait. my suggestion is to decrease jump stamina to what it was before, AND increase the stamina bar a bit so you can jump at least 3 times before running out (without spurs). this really keeps me from playing the mod :\

    Can I ask you why do you need to jump 3 times in 5 seconds? I suppose it'd be occasional, however there is no a big need IMO.

    I understand it can be annoying sometimes, but I find even more annoying those people jumping like frogs.

  • Fistful of Frags released!

    • R_Yell
    • January 9, 2008 at 4:08 PM

    Thanks for the suggestions m8nkey. We released beta 1.1 yesterday with many new things, including faster revolver/bow/smith carbine and fists too. Sprint only works in a realistic way, running while strafing isn't

    I know the saloon doors are a bit hard to use, however making it automatic could make then look weird. I think the spring I'm use there could be less tight, also try to use fists or a weapon to make it easier.

    And yes, desperados spawn is some sort of noob trap, but most people find the way HDR version in general is dark, I think I should try to compile the map with other env_light values.

    New beta:

    http://www.fistful-of-frags.com/view.php?indn=10

  • Black Mesa media release

    • R_Yell
    • January 6, 2008 at 11:56 PM
    Quote from Nexus

    I understand that the "burn in hell" comment could be misunderstood, but again, there is any law that prevent me to say the media wasn't impressive? Are you one of those persons that cannot take criticism? I'm not bashing the work of anybody, just PR managed mods are boring, other people before me said the same more or less, we want to see some action and BM members should be aware of it. That's all.

    Any fool can criticize, condemn and complain and most fools do.. If you have no will to change it, you have no right to criticize it

    Come one man, you're not trying to make something better, then as far as I can tell, you are just in the way.

    I actually have some experience and I know what I'm talking about, unlike you. Go away troll.

  • Black Mesa media release

    • R_Yell
    • January 6, 2008 at 11:05 PM
    Quote

    If you're going to post stuff consisting of "This shouldn't impress anybody, it's worse than the older media, mods like this should burn in hell" (that's pretty much all your post said) then perhaps you just shouldn't bother. Whether joking or not, it helps nobody and is liable to do nothing but hurt the feelings of those MapCore members who've spent months upon months working on it.

    I understand that the "burn in hell" comment could be misunderstood, but again, there is any law that prevent me to say the media wasn't impressive? Are you one of those persons that cannot take criticism? I'm not bashing the work of anybody, just PR managed mods are boring, other people before me said the same more or less, we want to see some action and BM members should be aware of it. That's all.

  • Black Mesa media release

    • R_Yell
    • January 6, 2008 at 9:47 PM

    First of all, you are clearly overreacting, I have the right to say I'm not impressed, just a few cherry picked shots. No gameplay, no any sign of a game being developed in a few years of media. That's what means PR mod. Burn in hell + smilie = no serious statement. Any problem?

  • Black Mesa media release

    • R_Yell
    • January 6, 2008 at 8:25 PM

    Some more map captures shouldn't impress anybody, especially when they don't reach the quality of previous media. I honestly think all PR driven mods should burn in hell , other than that good luck to BM.

  • hesso has a birthday !

    • R_Yell
    • January 3, 2008 at 11:54 PM

    happy birthday¡

  • Fistful of Frags released!

    • R_Yell
    • January 3, 2008 at 12:33 PM

    Thanks for the feedback Chunks. Yes I agree, you mentioned most of the issues that will be fixed in the first update (which we are about to test). Increasing information is priority, objectives will be highlighted in the player view so we'll ensure everybody knows what to do and where to go. That's the main problem concerning the actual game mode. There also will be another change, the icon over money carriers will be seen even when the carrier is hiding, up to a certain distance. So hunting carriers will be easier, and protecting them will be highly rewarded. There will be other tweaks to remove those low spots in our gameplay. The basic weapons also will be a bit faster.

    There also will be another game mode, soon I hope, which will take place in the larger maps. Bounty (temporal name ) is about asymmetric teams, objectives and weaponry. Much the opposite than the actual game mode.

    Extra gun smoke will be added as a client option, other people asked for it

  • Fistful of Frags released!

    • R_Yell
    • December 28, 2007 at 6:01 PM

    Well, I could consider making faster some reload sequences, but never up to 50%. The problem was we weren't sure about weapon efficiency during the internal beta. It isn't the same playing with 7-8 persons than 16 or more. Bow was very effective in those conditions, now seems not fast enough, I understand that.

    However the only weapon that seems to be underused is Sharps, this was supposed to be a sharpshooter weapon but cheaper rifles do the same job so Sharps isn't much needed. This will be fixed.

  • Fistful of Frags released!

    • R_Yell
    • December 28, 2007 at 3:39 PM

    Thanks for the comments Hessi, however I have to disagree.

    The weapons may look slow but the pace of the game is really high most of the times. Why? Players can equip as many weapons as they want with their notoriety.

    Sure, I can make every weapon to reload and fire as fast as possible, but that would trash the entire gameplay. An important part of the game is selecting weapons and skills, so when a player is in a hurry it can use an alternative weapon to fight. Those alternatives make the gameplay rich and variate. That would be lost with the higher speed you suggest. Well, at least that's my point of view (and it isn't that slow ).

    Regarding fists, they aren't supposed to be a powerful weapon in first place. However I accept the suggestion of making them faster removing the time needed to wait before an animation ends. I'm not sure at all how will work that in the technical side, I guess the animation blending should work well but never tried. The stamina based fists fighting was needed to make them more interesting. The important part isn't when you use your stamina to hit other people, it's when you are punched, then your stamina lowers so you can't run or counter punch. Add to that the option to increase stamina.

    Quote

    another thing that annoys me is the time bar that counts down when you captured money

    That's an important part of the game mode. Hunting down money carriers is pretty fun, making the time needed to retrieve money shorter is out of question for me.

    Quote

    you can open boxes even when you dont look at them

    That might look silly but there is a reason. If you can't shoot in that situation then you would stop when an enemy is on sight. Result: no options. Instead that, you could try to defend yourself while opening the crate, or just stop and run away. Result: 2 options. Again is pretty funny when someone is in that situation and tries to open and shoot at the same time, most times dying in the attempt

    Well Hessi, I don't know what's your background in game design, but your suggestions tend to make the game simpler, and that's not good most of the times because there is nothing casual in FoF.

  • Fistful of Frags released!

    • R_Yell
    • December 28, 2007 at 9:34 AM

    Thank you It seems many people enjoyed the first release, no one had high expectations, probably no expectations at all So they found a little game with much more fun than they expected.

    Now I want to polish gameplay with some adjustments, fix some stuff, and then go back to create new maps, game modes, weapons, etc.

  • dod_kolsch

    • R_Yell
    • December 22, 2007 at 2:05 PM

    I liked a lot the stuff I saw 6 months ago, the finished map must be incredible

  • Fistful of Frags released!

    • R_Yell
    • December 21, 2007 at 7:01 PM

    I'm glad you liked it killertomato Thanks for the suggestions. The internal testing stage was good to fix many bugs, however the real gameplay testing starts now.

    BTW, hope there will some dedicated servers up soon. This game deserves something better than home brew servers. Our one had some issues, seems 16 players were too many for it.

  • Fistful of Frags released!

    • R_Yell
    • December 21, 2007 at 1:49 PM

    I've been working in this project since long time, and the day to get out of the cave finally came The sole fact of releasing so much work from so many people is really exciting. BTW, I'd like to express my gratitude to some mapcoreans who contributed with nice assets: Wesley, Hessi and Freak (is making a nice map), you are also a part of FoF

    Mapcore also was the first place where I showed my maps, the five ones which composes this first release.

    All of you are invited to play, please feel free to let me know whatever thing you don't like. I'm sure this first release can be improved a lot, however right now is also very fun to play and with almost no bugs, at least not outstanding ones hehe.

    http://www.fistful-of-frags.com

  • The Duke is still alive, teaser incoming

    • R_Yell
    • December 19, 2007 at 12:02 AM

    DNF reminds me to a poorly managed mod. They has been struggling all this time to release only a few screens and a teaser, crazy hype, everyone thinks they are dead, and after some time they return to make you think all is okay and the release date isn't too far away. The fact is HL2 mod community follows 3DRealms' methodology step by step.

    BTW, can't believe those bastards are going to release a teaser precisely the week we'll be releasing FoF

  • Finally i am a Spotlight Member!

    • R_Yell
    • December 17, 2007 at 2:31 PM

    I deserved it, thanks

  • [Source]Black shadowed player models in some zones.

    • R_Yell
    • December 14, 2007 at 6:20 PM

    I had to convert some func_detail into solid. Very weird, none of those had overlaps or was under something, but it's fixed and vvis will be slightly worse only. The concern was those cowboys started to act like ninjas trying to hide in the shadows

  • [Source]Black shadowed player models in some zones.

    • R_Yell
    • December 14, 2007 at 3:45 PM

    Thanks, hmm I'd say there aren't faces underneath the displacement, maybe partially, but very slightly anyway.

  • [Source]Black shadowed player models in some zones.

    • R_Yell
    • December 14, 2007 at 1:32 PM

    Would be really helpful if someone has a solution for this. I noticed this issue in 2 areas, each one in a different map. Once a player is there its model gets almost pure black, but surrounding brushes have much more residual light. Most of the surrounding geometry isn't solid in both cases and there are displacements used as ground. Lighting is light_env only in those areas, the one bounced by other surfaces, not direct.

    Could it be related to some vrad issue? I mean not using -final, or needs some special parameter?

    BTW, FoF is a week away of release

  • HL2 Displacement Mapping

    • R_Yell
    • November 20, 2007 at 9:44 AM

    Thanks, displacements have a lot of non terrarin usages, I used them succesfully in adobe like structures and they really do a great job Smoothing groups should help when you want to get rid of hard edges in brushwork.

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