1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. R_Yell

Posts by R_Yell

  • Will Wright: "Sequels and clones are bad"

    • R_Yell
    • June 30, 2007 at 5:20 PM

    He seems more concerned about copycat games Sequels are needed to improve game concepts, however there is also the other sequel, just to make money.

    He is right in the economical point of view IMO, that also happens in other industries when some idea is copied to death. It's like spaghetti westerns, they were economically successful at the beginning, then lot of people started to imitate plots and such, and all those movie companies went to bankruptcy.

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

    • R_Yell
    • June 28, 2007 at 3:02 PM

    That would be solution, but I couldn't find how to assign lower priority before a process starts. However, in the end I need to know why the OS doesn't let me use task manager like every other past windows versions.

    BTW, I've solved the compiling issues using a batch compiler, which assign low priority directly.

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

    • R_Yell
    • June 28, 2007 at 12:21 PM

    My issue is basically comes from the OS, not hardware related. I got a dual core but that thing is not relevant, the point is Windows is a multitasking OS, doesn't mind if you have single or multi core CPU.

    Don't know what is going on with my Vista, but it happens the same every time some app stop responding or the mentioned compiling process. It doesn't let me use task manager (CTRL + CAPS + ESC in Vista) to kill the process, desktop and everything is blocked too. I can do CTRL+ALT+DEL to enter in the log off options, no more. Maybe it's a configuration error in my system, don't know.

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

    • R_Yell
    • June 27, 2007 at 6:06 PM

    Well, now I don't know what to think, seems some of you have no such problem. I'm also suffering a similar problem (general unresponsiveness) when XSI freezes. I can't open the task manager, but the OS is still working.

    Quote

    With Vista they finally switched to a proper memory management system where it intelligently caches data in the memory even if you don't need it atm. This makes Vista look like it's using more mem than it actually is. The fact that it uses this more memory will make your computer faster, not slower. Linux has been doing this for years.

    Yes, I was aware of that, but this OS requires more memory because there are a lot of new services not present in XP as well. I noticed a considerably higher HD swapping.

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

    • R_Yell
    • June 27, 2007 at 4:50 PM

    Ah, thx mate, then it will be fixed in six months or so.

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

    • R_Yell
    • June 27, 2007 at 2:33 PM

    If installing and configuring all my apps again wasn't so boring and time consuming, I'd revert to XP without a doubt. There aren't too many issues using Vista for me (without count how much memory it consumes), is just this compile thing.

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

    • R_Yell
    • June 27, 2007 at 10:47 AM

    I'm experiencing significant issues when I try to compile maps under Windows Vista. Basically the system becomes unresponsive until the compile process ends. This is quite annoying, in XP just I had to reduce priority for that process, but I can't do that in Vista because the system won't respond.

    Anyone experienced similar problems? Any magical fix?

  • Programming / Coding for Source

    • R_Yell
    • June 18, 2007 at 4:07 PM

    Probably you will want to subscribe hl coders list, with valve staff like Mike Durand, that's where the real action is

    http://list.valvesoftware.com/mailman/listinfo/hlcoders

    Or just browse all the messages, lot of interesting info there.

    http://www.mail-archive.com/hlcoders@li ... tware.com/

  • The random model thread!

    • R_Yell
    • June 14, 2007 at 4:39 PM

    Modern weapons can't match this old crap in any way This is a colt navy 1851, tried to make it as close as possible to original.

    [Blocked Image: http://www.fistful-of-frags.com/images/media/coltnavy.jpg]

    Around 4000 triangles, my first firearm btw

  • Hammer: lighting preview after EP2

    • R_Yell
    • June 14, 2007 at 9:35 AM

    Hey, I think this is important for those of us who use this ancient level editor. Valve will add lighting preview feature after EP2, when SDK update comes. This info comes from Interlopers forum, directly from Valve. So they got it working from some time, it seems, but can't release it standalone. Hope the new Hammer brings some other goodies as well.

  • id's new game / engine

    • R_Yell
    • June 12, 2007 at 2:31 PM

    The art looks good, I guess this will be much more impressive when high res media appears and those 20GB makes a difference from current generation games.

    On the other side, the most interesting part of an engine to me is not what it can do, but how much time is needed to do it, and mainly, how it will perform.

  • unfold3d

    • R_Yell
    • June 8, 2007 at 1:19 PM

    For XSI there is also something called Roadkill, unwrapping in a single click It's also compatible with other 3D Apps. Workflow is great, no need to go out of XSI. BTW, requires python installed.

    Seems to make nice and clean UV meshes, but only tested it with a model which gave me lot of headaches, and it did a great job. More feedback.

  • CryEngine 2: first mod images.

    • R_Yell
    • June 2, 2007 at 9:23 AM

    Seems someone got his hands over it. The environment is very nice, and the lighting superb. I was used to watch Crysis shots and this really impressed me.

    [Blocked Image: http://home.xtra.co.nz/hosts/polycount3d/OE2_template02.jpg]

    [Blocked Image: http://home.xtra.co.nz/hosts/polycount3d/OE2_template.jpg]

    [Blocked Image: http://home.xtra.co.nz/hosts/polycount3d/OE2_template151.jpg]

    http://forums.cgsociety.org/showthread. ... ge=5&pp=15

    BTW, this sounds a bit worse:

    Quote

    This will be hard to optimize for CryEngine 2 ^^ believe me...

    Can someone talk about that matter? Urban environments are quite common, hope CE2 does well there too...

  • Goodbye Canada, Hello Spain!

    • R_Yell
    • May 26, 2007 at 1:47 PM

    Catalan and Castilian (commonly called Spanish) both emerged in parallel from the same roots -latin-. Its not a dialect, most people in Catalonia speaks Castilian too, but the main language there is Catalan.

  • Goodbye Canada, Hello Spain!

    • R_Yell
    • May 26, 2007 at 10:50 AM

    Welcome to Spain kleinluka, hope you enjoy your stay here. It's great that a well known studio like Grin decided to expand in my country, hope others follow the same path.

  • Fistful of Frags is recruiting.

    • R_Yell
    • May 24, 2007 at 8:30 PM

    That would be great hessi, any help is very welcomed. We should get some weapons modeled and textured by july though, plan to show some WIPs as soon as possible.

  • Fistful of Frags is recruiting.

    • R_Yell
    • May 24, 2007 at 6:48 PM

    Is western an issue? It will be whatever you want to be Warby

    BTW, I wanted to talk about level design later because it deserves special attention. Once our weapon arsenal is completed would be a good time. Just going to say that FoF is a mod that could be enjoyed by those level designers who likes specially the game play design part. I'm talking about designing levels in a completely different way. Usually you got static objectives that have to be placed, and then make gameplay around them, designing paths, etc. This is not the case, our objectives changes its position from round to round, and you have to define how it happens. Some details about the game mode are in our site, but the part how it's done is not really explained. The main thing here is: every level has different flows, different choke points from round to round, probably this is not new, but the way I did it probably is.

    I suppose nobody will want to start a level until the mod is released and becomes a big success, but well, maybe someone could give me a surprise.

  • Fistful of Frags is recruiting.

    • R_Yell
    • May 24, 2007 at 5:54 PM

    Thank you, I guess pics have more appeal . I'd like to show pictures but the more interesting part cannot be seen there. I got some videos to show game features and such, if someone is interested. Any character modeler? I got the other 2 positions covered at the moment, but any help in those or other areas also would be appreciated of course.

  • Fistful of Frags is recruiting.

    • R_Yell
    • May 20, 2007 at 6:44 PM

    Fistful of Frags is a Source based modification aimed to offer innovative gameplay, something rarely seen these days. That´s the challenge we want to fulfill. Take a look at [email protected]

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

  • Piano Model Release

    • R_Yell
    • May 20, 2007 at 2:00 PM

    Very nice one tomdon, I'll place it in my saloon if you don't mind

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. How to Use a Free Kundali Maker for Accurate Future Predictions

    astr09
    July 23, 2026 at 6:35 AM
  2. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  3. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  4. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  5. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  6. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  7. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  8. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  9. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  10. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™