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  3. R_Yell

Posts by R_Yell

  • Sharps rifle

    • R_Yell
    • August 10, 2007 at 1:25 PM

    We are working with it right now, this is an in-game shot, hope you like it

    [Blocked Image: http://img103.imagevenue.com/loc636/th_48492_fof_tramonto_b40023_122_636lo.jpg]

  • Mapping - A Process

    • R_Yell
    • August 6, 2007 at 4:01 PM

    Do you draw sketches and that stuff? I mean not only 2D but 3D too, that has helped me in a current project.

  • Crysis release date announced

    • R_Yell
    • August 2, 2007 at 7:12 PM

    No demo planned for this one? Would be nice to know how is going to perform, specially for people like me, interested in a new graphic board.

  • First "Lost - The Videogame" trailer

    • R_Yell
    • July 27, 2007 at 11:09 PM

    Don't know if you are aware Taylor, but you are describing just what makes Lost a great show. There aren't people blown up in every episode, and yes, lots of questions, and some answers from time to time. Do you prefer more action and more answers? Then I guess you won't have problems finding them.

  • First "Lost - The Videogame" trailer

    • R_Yell
    • July 27, 2007 at 10:11 PM

    It's so cool when you go against the masses... I bet the show would be much better if only a few weirdos watched it.

  • First "Lost - The Videogame" trailer

    • R_Yell
    • July 27, 2007 at 12:35 PM

    I'm a Lost fan and this is a game I really want to play. The trailer looks like Ubisoft is doing an effort to capture the Lost atmosphere, at least graphics are really good. Seems like CE1 on steroids is enough in there days, but no idea how this one will play. I'm sure it's about making missions like go somewhere and find whatever, etc

  • Interview with Garry on Shacknews

    • R_Yell
    • July 27, 2007 at 12:15 AM
    Quote

    Another important issue for the succes of mods is its user friendlyness

    Completely agreed on that, that issue alone can kill a mod in extreme cases. Empires mod suffered a lot from general noobiness, that mod has a lot of peculiarities, one of them is the commander vehicle (a team loses when it gets destroyed). Now imagine new players, with no idea about the game, looking at that vehicle, getting inside it, and driving to the other base... Silly? Yes, a lot, but it happened many times.

  • Interview with Garry on Shacknews

    • R_Yell
    • July 26, 2007 at 7:59 PM
    Quote

    -fun-easy learning curve

    -some deep and well thought out content

    Please point me to a HL2 mod that has all of the above.

    Mine FTW Hehe, we'll see when time comes.

    Quote

    I know they've normally got a handful more than we tend to with The Ship.

    Oh I love the ship, spent my money on it and feel really sorry for its fate. I think you killed it when DM modes where released, now is hard to find a game with the main game mode because remaining players go for DM. On the other side, probably it's the most original and fun DM I know.

  • Interview with Garry on Shacknews

    • R_Yell
    • July 26, 2007 at 11:05 AM
    Quote

    Having just read everything in the universe, it has become apparent to me that the "release a shit first build and then iterate quickly" strategy is no longer as effective as it was in HL1. Back then there were few expectations as far as the mod scene went, so when some that provided drastically new gameplay came out everyone jumped on them.

    Well, many things have changed since then, you have a good point saying that there is a much bigger multiplayer FPS offer now, and also must be remarked that the whole HL1 mod scene is still competing against HL2. But the main point is still the same and that never'll change: if you make an original game and people like it, they'll play no matter what's the art quality and how much custom content it has.

    Back in the CS days (I played beta 2), there was nothing like CS. Now let's take a look, err Insurgency, I could play DOD:S if I wanted a lighter version of it, I could play RO if I like a similar gameplay but WWII themed, I could play AA if I wanted similar or more realism. Well, the offer is much bigger now, even taking in consideration they aren't exactly the same thing, every game has its own personality, but nothing compared to CS and rest of multiplayer stuff by that time.

  • Interview with Garry on Shacknews

    • R_Yell
    • July 25, 2007 at 11:04 PM
    Quote

    I'd actually disagree R_Yell, on the point of the TC's not releasing or possibly not being able to release.

    Yes, probably most of them will be able to release, but well, the point isn't really the release stage. In the end I don't even care if they are able to attract lot of people at the beginning. The success factor isn't decided by player number, at least for me, the question here is if they are able to grow or they'll follow the path of commercial games: from high to low. Mod are supposed to be the opposite.

    BTW don't forget that mod with halo stuff and dinosaurs I suppose that could be released too, but who is going to care after so much time (except if they come with something killer).

  • Interview with Garry on Shacknews

    • R_Yell
    • July 25, 2007 at 10:42 PM
    Quote

    If you want to develop a game that will make people not only pop in for the looks but also stay in for the fun, then go for the iterative approach. That is my last word on this...for tonight at least

    I Agree The interactive approach is very valid to me, and as a mod autor is my reference. However "release soon" doesn't mean "release full of bugs", I remark that because one thing doesn't involve the other. In fact Valve's wiki strongly recommend to test again and again until there aren't serious bugs at least.

    This is the right approach to me because of many reasons: mod teams usually changes members continuously, if development takes too much time that is going to be like a snow ball: more and more delays. Internal testing is good for bug catching, but I don't think it can tell you anything about acceptance between players. There is also the problem of ideas getting old or copied by other people, well, I think there are much more.

    Some people can say, hey look at Insurgency, they took 5 years to release but now are on the top. Yes sure, but take a look at other similar mods, some of them probably never'll release.

    I think Zombie Master got the old HL1 mod spirit, simple and innovative, focused in gameplay rather than graphics (there is some really ugly shit, I must say), the released relatively soon AFAIK. The key for me is: if you release soon, don't release with broken features, crashes and that stuff that makes players run away and don't return, and of course, don't release clones of other games.

    HL2 mod scene could be summarized like this: one of the biggest mods (or the biggest) is a remake of an old game, and it's not the only.

  • Interview with Garry on Shacknews

    • R_Yell
    • July 25, 2007 at 12:38 PM

    Making friends

    Quote

    You've got these big-ass mods like Black Mesa that have awesome graphics, but they've been in development for three years and all they've given us is 64 highly sharpened screenshots.

    He mentions Insect Infestation like a misunderstood mod, but hey, they released with a ton of bugs. That's not exactly "doing everything right", make some internal testing, for god's sake. Empires suffered similar issues and they had to change the approach completely, now they are doing lots of internal test to release a much improved and bug free version.

    But I'm with Garry at 100%, gameplay is more important than graphics, let's return to the roots.

  • Ubisoft announces FarCry 2

    • R_Yell
    • July 19, 2007 at 7:45 PM

    Such a great story needed a sequel for sure he he, well, the concepts are very promising for the moment.

    BTW, is Lost (the game) also using CE1?

  • Tutorial - Producing Level Design Ideas

    • R_Yell
    • July 16, 2007 at 6:06 PM

    Thx for the tutorial. BTW, are there any tutorials about sketching in pseudo 3d? I need something to improve my sketching.

  • Insurgency Trailer Release & Website Launch

    • R_Yell
    • July 3, 2007 at 9:53 PM

    That nade bug happened to me too, take note plz

    After some more time playing, the game is much more enjoyable, mainly because now I have a clear picture of what I must do. I'm used to this degree of realism, however these maps aren't easy to learn with so many spots and places to hide. Most of the times don't know where was the guy who killed me, but that's part of the challenge and I like it. I've been commanding some time, didn't too much except marking objectives.

    BTW, I also suffer the map load bug, don't know why but it tends to happen the second time I try to join a server, after playing before.

  • [Source] Compiling maps under Vista = unresponsive system.

    • R_Yell
    • July 3, 2007 at 10:13 AM

    This wasn't Valve's or Vista's fault in the end In fact I should say Vista has been much more responsive now, once my main issues are gone.

  • Insurgency Trailer Release & Website Launch

    • R_Yell
    • July 3, 2007 at 9:57 AM

    My sincere congratulations to Insurgency team, this is an awesome first release. I'm also very glad for your success, seems lot of new people are installing a Source mod for first time and that's great for our community.

    I've been playing a bit and the combat is very well executed, some things to polish, but the overall is very good. However, I think the game play aspect is very conservative, that push style game play reminds me a lot to DOD, plus the usual classes to choose from. Also there are some performance issues in Baghdad map, usually around 30 fps with a decent computer. Anyway, very GJ!

  • Insurgency Trailer Release & Website Launch

    • R_Yell
    • July 2, 2007 at 6:38 PM

    Who needs an installer, release it into a filthy rar if needed

  • [Source] Compiling maps under Vista = unresponsive system.

    • R_Yell
    • June 30, 2007 at 10:33 PM

    Yes well, maybe I didn't explained too well, the computer just didn't let me do anything except visiting the ctrl+alt+screen, but not launching some app (like task manager). Just very odd. The trade-off is there, but I'll have to live with it for the moment. Imagine debugging some code when the hl2 executable crashed and I only could log off

    BTW, now I'm happier with Vista, in XP I had to set priorities manually for some apps, but this OS handle loads much better.

  • [Source] Compiling maps under Vista = unresponsive system.

    • R_Yell
    • June 30, 2007 at 5:28 PM

    Seems I found the problem, it was the user account control ( that annoying thing that ask you permission for everything). I re-enabled it and issues disappeared. Heh, just hope this can help other unfortunate people like me.

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