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  3. Rick_D

Posts by Rick_D

  • Dark Soul 3D map.

    • Rick_D
    • January 5, 2013 at 9:08 PM
    Quote from Vilham

    Well considering that's completely subjective depending on the need. Accurate collision can equal good collision if that is what you require, which is the case in Darksouls. It pretty evident you haven't actually played the game though Rick, so I leave it at that.

  • The Dark Knight Rises

    • Rick_D
    • January 5, 2013 at 9:07 PM

    y'all are faggots. i just watched this and it was amazing from start to finish. if you're going to qq over "plot holes" but not over some of the ludicrous shit like perfectly blown bridges, time of day changing over the space of 10 seconds (escape from wall street anyone?), etc etc... then you didn't quite suspend your belief hard enough.

    i give it 10 alfreds out of 10.

  • Dark Soul 3D map.

    • Rick_D
    • January 5, 2013 at 3:42 PM

    >accurate collision

    >good collision

  • Dark Soul 3D map.

    • Rick_D
    • January 5, 2013 at 1:24 PM

    maybe some better collision would fix that

  • The random model thread!

    • Rick_D
    • January 5, 2013 at 10:59 AM

    only the dead can know peace from this incompetence

  • Dark Soul 3D map.

    • Rick_D
    • January 5, 2013 at 10:55 AM
    Quote from Vilham

    there aren't that many physicalised entities or enemies at once in the game. It can afford more easily than other games to have more complex hitcheck, especially when so often life and death in that game rely on accurate hitcheck.

    yeah cause you fight the environment

  • Walking Dead

    • Rick_D
    • January 4, 2013 at 3:44 PM

    TWD will take you 4 - 5 hours. FC3 you will sink at the very least 15 hours. so get this and get it out of the way, it really is worth playing and i have no idea why i waited so long.

  • [Piñata] Student Unity project

    • Rick_D
    • January 4, 2013 at 3:43 PM

    looks great shadows feel a bit harsh and suck the colour out of the scene though

  • The random model thread!

    • Rick_D
    • January 4, 2013 at 3:41 PM
    Quote from Kedhrin

    Even on consoles, if that's the only wall in your scene, you're fine.

    That's what's amazing about the next generation.

    A lot of people think its a downfall because you have to add more detail.

    The reality is, you don't have to spend as much time pulling teeth trying to get every frame *amazing*.

    Unless you work for some current gen game factory for XXX publisher, you don't need to worry about shit like that anymore (to a point, that doesn't mean go bananas).

    Game development is about to get a lot easier. Fuck r_speeds.

    Display More

    i think you are right.. but i also know you're wrong haha waste is always waste. when you know how to build efficiently then the whole issue of "cleaning up afterwards" isn't a problem. personally i think its better to know the perfect way to do something so that you know how and when to cut corners and what impact that is going to have.

    and with nextgen, it's not like its going to be a magic bullet, purely from speculation theres no way they'll be more powerful than a high-end pc and when you look at pc-only games like stalker (and witcher etc) then its easy to see that performance is still going to be an issue unless you know what you're doing to begin with.

    this is all academic anyway, because i don't think that neil has those loops there for any reason other than a simple mistake - just one look at the tower can tell you that, it's not for vertex painting or occ baking.

  • Mapcore CSGO Server

    • Rick_D
    • January 4, 2013 at 3:33 PM
    Quote from Squad

    A T that leaves his spawn a couple of seconds too late and wants to go left has a good chance of getting sniped while crossing the long street (see picture) ... I could never cross that street without shit in my pants if I lost a few seconds in my spawn area. Just putting some cover where I draw the green box could solve this (a car/truck or something).

    [Blocked Image: http://users.telenet.be/gus/de_favela.jpg]

    just to touch on this: it is as designed, i'll definitely change it if it proves to be a serious problem - but think of it as punishment for being too slow to buy - and also a way to see what the T's are doing if they don't smoke it when rotating/faking. one thing i have to fix is that you can see into t spawn - similar to dust2, but i didn't intend for that so it'll be fixed. everything else is as intended. just need to see if it actually works

  • Walking Dead

    • Rick_D
    • January 4, 2013 at 3:06 PM

    just finished it. all these feels... so many feels...

    i dont really care that your choices don't have monumental effects on the end result, they do their job of making you feel involved in whats going and thats more than can be said about 99% of what else is out there.

    as usual telltale games manage to produce a game riddled with bugs and awkwardness but it can be forgiven because the experience is just that strong.

    i don't think anybody here should call themselves a fan of video games without playing this. get it right now. i mean right now, everything else can wait.

  • The random model thread!

    • Rick_D
    • January 4, 2013 at 6:43 AM

    i understand where you are coming from but... i don't think those are the reasons neil is using that many polys. polys are less important but they are still important, especially on consoles

  • Dark Soul 3D map.

    • Rick_D
    • January 3, 2013 at 9:43 PM

    thats cool but that better not be the collision mesh holy shit are those japs on crack?

  • encircle the cat!

    • Rick_D
    • January 3, 2013 at 2:43 PM

    http://www.pickchur.com/pics/encircle-the-cat.html

    get on it, losers

  • Mapcore CSGO Server

    • Rick_D
    • January 3, 2013 at 2:42 PM

    been out of action for a week now so nothing new ;-;

  • The random model thread!

    • Rick_D
    • January 3, 2013 at 2:21 PM

    YOUR TEXTURING IS GETTING BETTER BUT WHY DO YOU HAVE SO MANY LOOPS AND CUTS IN YOUR GEOMETRY, ARE YOU RETARDED OR SOMETHING SRS QUESTION?

    /caps lock and couldn't be bothered to turn it off and re-write it even tho explaining it has probably been more characters than just fixing the mistake

  • Dishonored

    • Rick_D
    • January 2, 2013 at 10:29 PM

    yeah i agree, i bet there were some heated discussions about that

  • Walking Dead

    • Rick_D
    • January 2, 2013 at 10:27 PM

    i can't contain all these feels man

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • December 30, 2012 at 1:38 PM
    Quote from Habboi

    Phew lots of feedback there. More so than anywhere else. Three people have pointed out the railings so it looks like I'll have to revise them. Such a pain since it means sorting through this mess:

    http://puu.sh/1Hcu4

    I'll take all your suggestions and put them in my bag. Lighting is such a pain in Source and it took me so long to get it to an acceptable level. I really need to discuss things with my partner before I start changing stuff and as for a top down pic, let me see if I can whip one up right now. Sorry it's not 100% clear but I don't have a vector version on me. Suffice to say it's a simple map and was originally blocked out by Smokerscough before I came along and arted it up for him. The railings are models but it's clear they're more brush like in appearance. I can see where it's coming from. I want to release a B1 and see how it's received and if I get time I will try replacing the railings. The thing is I'm in dire need of a job and this is meant to be my last project otherwise that's it, game over. Sad but true, I've been trying to get work in the industry for years and get nothing so I put my all into this.

    http://upload.habboi.co.uk/layout.jpg

    @killertomato: That's actually Source's shadow LOD in the works. If you go real close it becomes sharper. What's really odd is that in my cordon compiles the window frames would cast shadows on to it but a full compile removes it. It's a pain of Source I believe and I'm losing my patience with it considering compiling on full takes 19 hours. (calculates VRAD twice)

    Overall thanks for the positive & constructive comments. I look forward to releasing it and moving on

    Display More

    19 hours is ridiculous - have you checked what is taking a lot of time? i can't imagine vrad would take that long - you can't optimise something to fix that?

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • December 28, 2012 at 6:12 PM
    Quote from Hipshot

    Yo, I know this is three-dee, but at least It's level design. If you click the image, the whole level will show. But it's too large to post directly.

    [Blocked Image: http://zfight.com/misc/images/hammerwatch/2012/mc_l1_small.png]

    I'm doing some indie-thing with my friend, this is the first level.

    awwesome

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