The day 3D Realms starts working on real projects and are as successful as Valve, that day they can start criticizing them. I'm the first one to realize the difficulties Valve has to meet their own deadlines, but I for one am still waiting on Duke Nukem Forever, and 10 years to release a game like Prey is a pure joke.
Posts by Furyo
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Top notch work indeed.
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My vote is cast for the Wii, though I'm not gonna get a new console any time soon. As it stands though, if I was to get one, I'd pick the Wii because it's the one system that wouldn't compete with a PC at all. Both a Wii and a nice PC would complete each other in terms of gaming possibilities.
I also worked on a Wii title (selling very well so far and that received great reviews) but that doesn't make me automatically a Wii enthusiast. I'll wait for another year or so to see what kinda games are available then. The Wii is going to harbour more party games than any other console so far, and that's not my preference. Playing Rayman with my family this christmas would be nice but that's not a big enough argument in favor of getting a Wii. Besides there is a PS2 version.
Now if you're considering getting Rayman, get the Wii version. Hands down.
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Either remove it or rework it so it's less detailed. Can you post a hammer screenie of said architecture? That would help knowing how much work you'd have to put in it.
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Your map contains too many vertices. Your brushwork is too complex, and some of it should be turned to models if you intend to keep it as detailed.
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I'm with you Izuno. Tom Clancy is a brand like any other, and in the occurence a game comes out without being linked with a former edition (book, movie, game, etc), then it's an original IP.
In this particular case, I believe Tom Clancy actually worked on the script, but it wasn't an adaptation of earlier work.
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It's one of my favorite games this year no doubt, and definitely Ubi's finest with SC4. Wtg guys, you indeed can be proud

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Congrats, I'm sure it'll be a must have for all of us
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Thx so much for posting this, I spent today's lunch break watching it and it is simply brilliant. I passed it around the whole studio too.
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It's a feature developers can use, but it's not every sound in the game that comes out of it. It's not there to act in your TV's/hifi system stead. Think of it as a gameplay feature.
It's Nintendo's dual shock system. For instance in a metal detector mine game, you wouldn't have the dual shock telling where you've detected metal, but a sound. As a developer you can of course go the extra mile in trying to make the player look stupid, and have him hold the controller next to his ear to be able to hear that sound. And I say that cause it's what you'll have to do sometimes. Even Nintendo claimed that half the fun in the Wii was in looking at the player playing rather than the game being played. And I know for a fact that's a direction some devs have taken for their launch title.
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Mario Galaxy definitely is designed for the Wii, with the Wii controller in mind. It's already a great game and it's not even finished.
There are some games that will only require you to play as with a "normal" controller, save you still can tilt the controller forward or sidewise to control your character (Tony Hawk comes to mind).
The Wii booths are the same everywhere it seems, the event in Paris this past week end had the exact same columns upon which the Wii was displayed
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Pricing should be linked to the amount of hours put into the work. That's how freelancers bill their work. It's a per hour rate.
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I was at the Micromania Games Show in Paris this past week end (a very small E3) where I got to play Guitar Hero 2 on stage, as well as Red Steel (Wii), Zelda Twilight Princess (Wii), Virtua Fighter 5 (PS3), Gears of War (X360), R6 Vegas (X360), Splinter Cell Double Agent (X360) and CoD 3 (X360). I was there to showcase Rayman Raving Rabbids (Wii) and let fans play it. So I guess I could add that game to the list.
GH2 is simply kick ass, Red Steel isn't finished yet but it's looking promising, Zelda kicks Ocarina of time's butt back in second place of my personal "favorite zelda games of all time" list, VF5 wasn't as visually astonishing as people had made it out to be.
Gears of War lacked a good screen (the thing was of poor quality with terrible contrast settings) and I thought the pad's sensibility was a bit too rough, but I guess I'll get used to it overtime. It really is a good game. R6 Vegas was just pure top notch, the ride in the helicopter overlooking Vegas is a sight for sore eyes in itself.
Splinter Cell was so so, only because for some reason each version lacks something another one has (multiplayer, swimming, etc) so I'm really just looking forward to Assassin's Creed for now, and possible new SC adventures next.
CoD 3 was just another CoD (meaning it's a great SP game but I can't stand the multiplayer)
Edit: Almost forgot, Bully is a good game too
Think of it as a milder GTA on a campus. Tons of stuff to do, most of which are fun. Not too keen on certain mini games during classes (chemistry being one, as it's a simple QTE sequence)Edit2:
This is me (on the far left) cheering for Sonic as he tries his hand(s) on RaymanExternal Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
And this is the storm troopers having a go at it too (me being behind the camera)
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Right, then I won't change my own habits
I must say I was surprised Valve only uses nodraw on those faces. -
Quote from ReNo
Diss: If a face is to be culled from your map (e.g. its outside the hull), then it really isn't of much importance whether you use skip or nodraw, or any other texture for that matter. Its gonna get culled whatever you plaster on it
What texture you use only matters if the faces are inside your hull. In these cases, using skip would mean the face is culled completely (no collision, no lightmap, no BSP cutting, no nothing), whereas using nodraw would mean the face still exists (still has collision, BSP cutting) but doesn't have any properties related to rendering (no lightmap, and not rendered). For these reasons, you couldn't use skip covered faces as part of your hull, such as was the case in the "fake cubic shaped room behind a func_detail arch" scenariobut you COULD (and should) use nodraw.Based on this reply, I would conclude that one should use the skip texture on any face that one doesn't want either the player to bump into or the vis leaf to be cut along ? If that makes any sense at all....
If that's the case, then I can't think of many reasons to use nodraw. Basically any face that is not going to be used to cut vis leafs should be skipped instead of nodrawed....
I can't help but think of this as the way a model should be made. As in, a skip textured face = a deleted face in a model and a nodraw textured face = an untextured face in a model, that the player can't see.
Am I getting what you're saying or am I completely off ?
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I'm leaving Ubi Montpellier on Nov 15th for 2 months in their Annecy studio to work on the X360 port of Dark Messiah of Might and Magic. Great opportunity to work with the Source engine professionally.
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Congrats men, and now you should give back to Mapcore by posting your own stuff a lot more

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Ah I forgot to comment the rain. I did have that (func_precipitation) but the laser rain really doesn't do it for me. I chose to go for a very foggy "just about to rain" setting in the end
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Something that I think could be added to make things look more interesting would be lights. Adding some to the buildings, and on lamp posts would vary things a bit. Recompiling a few of the window models so that they have a light texture would also be a very nice feature.
Those are good ideas, although I have yet to come up with good ideas that respect the overall idea that the village doesn't have any commodities (power, tap water, phone lines) as was commonly the case throughout France until the Marshall Plan came in effect. Very good idea on the windows, I'll look into it.
QuoteSome unique building types would be a bonus (barn, farmhouse, church, graveyard, etc) env_smoke coming from the chimneys, some leaves on the ground, telephone poles, wires, some rain and thunder soundscapes might fit as well.
I only showed screenies of one area, but there is a barn, a church and a graveyard, as well as larger houses that I consider farm houses. I had smoke coming from the chimneys at one point, which I took away for performance reason, before all the fog was added. I'll have to see how many I can put back in. I'd only put them in closed buildings so I won't have to have an indoor chimney with fire as well etc.
I have a roots overlay for all my trees, but will add some leaves too. I don't want to add telephone polls in what should remain a very rural area. Thunder soundscapes would be a nice touch, but I was under the impression the sound itself didn't exist, and putting in a custom one would cause bugs. I'll have to read more about that though.
Capture points are the bridge I posted, an island in the middle of the river and a tree that's been hit by a shell, making a nearby bridge (opposite of the one I posted) collapse. The two "spawn" flags aren't linked to any particular architecture. Basically the only flag with a roof over its head is the bridge you see in these pics.
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Any texture artist want to whip one up, I'll gladly use it. I'm not a texture artist.