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  3. Rick_D

Posts by Rick_D

  • Your username/nick

    • Rick_D
    • September 2, 2006 at 1:25 AM

    my name is rick, i have a

  • The tenth dimension

    • Rick_D
    • September 1, 2006 at 12:56 PM

    Prove it.

  • Point of Existence 2

    • Rick_D
    • August 29, 2006 at 1:01 AM

    A friend and I were playing a bit of BF2 today while my he downloaded the mod, and it seems pretty much every single BF2 server is lagging like you wouldn't believe, no idea wtf is up with that - hopefully it'll all clear up and poe will be playable to the best it can be.

    I read a little review of the changes the mod makes upon the original BF2, and it's uh, frankly a huge boost - hopefully the clan scene will flourish, I could be easily tempted away from other games for this

  • Point of Existence 2

    • Rick_D
    • August 28, 2006 at 3:29 PM

    Yup - out of my 4 hours playing today I found ONE server that was lag-free; such a shame because the game is awesome when there's no lag.

  • De_Zen

    • Rick_D
    • August 28, 2006 at 11:33 AM
    Quote from RD

    i cant be too flattering about this piece of mapping. It looks uninspired and a bit depressing Also very square I hope this doesnt depress you

    fuck it, it depressed me

  • Point of Existence 2

    • Rick_D
    • August 28, 2006 at 11:29 AM

    Ok I'm sure there's loads of feedback threads on the internets and the poe website, but this is where I post mine:

    I'll start with the negative so I can end on the positive.

    There's a few things I don't understand (call me ignorant if you will), but a 1+gig installer for a game that doesn't look like anything more than a facelift, on the surface, seems to be excessive (considering BF2 itself is only 1.5gig itself). Luckily I have a 4mb connection so it only took 30 mins or so to download; whilst on the note of connections I noticed that every server I joined would be laggy and constantly give me "There is a problem with your connection" message. I just checked my connection and it's fine, so I presume that it's either:

    a) appalling server hosts

    b) the mod itself

    I didn't see anyone else complain (then again I didn't voice my concerns ingame either so who knows) so perhaps it's just coincidence and I got a batch of bad servers. Benefit of the doubt to PoE.

    Onto the actual game, which is frankly stunning in places - at first glance I thought "this looks just like BF2". but it seems that everything has just been taken to the next level. Hiding in the grass and picking off the enemy is actually possible because the models provide great cover - you can actually feel the atmosphere as well - something that was really missing in BF2, it always felt too arcade-like.

    People seem to die easier, which is a big plus in my book, I like shooting someone in the chest and killing them with 1 or 2 shots, it feels natural.

    I presume it's the caliber of player in PoE that helps the teamwork feel much stronger, because every server I joined we seemed to be working to an actual grand-scheme, with players doing there parts and not questioning their superiors, or running off and doing their own thing (except me, I always got distracted by the pretty landscapes ). At one point there were two squads defending an outpost with the rest of the team flanking to give us support - I've honestly never seen that in a public BF2 server.

    The vehicles sound fantastic, and especially the choppers - flying over new terrain (ie: the first time going over the level) was like an awakening, looking out the little portholes and seeing rolling hills and lush forests all highlighted by a golden sunset - for the brief moments before we were abruptly shot out of the sky, everything was at peace and you could almost forget you were in a battlefield.

    The weapon models look great, and the kits are very populated, which makes a nice change. Everything seems very well balanced too.

    The vehicle models as well, are fantastic; I could quite happily sit in the passenger seat and cruise through the landscapes for hours on end, well, at least until the rocket propelled grenade makes an unwanted visit.

    I didn't get into the planes but I figured with the lag there'd be no point, but going by everything else I presume they are great.

    My only problem with the game is that's too much like BF2, it could be so much more if the team would steer away from the cliched SF/Assault/Medic/etc kits. But I dunno, that's probably just my dislike for BF2 coming through.

    On the whole, it's a fantastic product, and I can't wait to see where the team takes it next.

  • DoD_Anemia_b1 (56k Heavy)

    • Rick_D
    • August 26, 2006 at 11:20 PM

    Some of the stuff looks pretty samey to dod maps and those big concrete walls look wierd

  • Half-Life 2: Custom Water

    • Rick_D
    • August 26, 2006 at 11:17 PM
    Quote from RD

    u should post comparison shots. I wouldnt have noticed anything new in those shots

  • Point of Existence 2

    • Rick_D
    • August 26, 2006 at 11:14 PM

    Looks fantastic in the woodland areas.

    I'll be re-installing BF2 for this

  • Collaborative SP game?

    • Rick_D
    • August 26, 2006 at 2:51 PM

    I could find time to help out, as i said

  • [ut2k4] dm-1on1-necro6

    • Rick_D
    • August 26, 2006 at 2:50 PM

    Nice overall, but the damage and destruction is too fake, bricks and blocks don't decay in that fashion, google some pictures of old egyptian and even south american pyramids. Your lines are too sharp and obvious.

  • Some pics with my new cam :-D~ (56k BEWARE)

    • Rick_D
    • August 26, 2006 at 10:40 AM

    [Blocked Image: http://img90.imageshack.us/img90/5200/untitled1qj8.gif]

  • The random model thread!

    • Rick_D
    • August 18, 2006 at 6:45 PM

    maybe there's some interesting designs on the inside of the model?

  • Collaborative SP game?

    • Rick_D
    • August 18, 2006 at 6:24 PM

  • The random model thread!

    • Rick_D
    • August 18, 2006 at 6:23 PM
    Quote from Quakis

    Yet another low poly model. A wooden table, 96 triangles. The textures also needs work, I need to tweak the contrast, brightness and colour tone. Then make the edge of the table less blurred (scale for the wood there is bad) It looks fine in XSI but once I try it out ingame it looks washed out.[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/Table_001.jpg]

    how did you use 96 polies on that?!

  • lightbulb

    • Rick_D
    • August 18, 2006 at 6:19 PM

    well i was making a post about trying to make the model for you, but having to install max again, a few issues installing and several reboots later and i realise i never got around to posting. but i did make the model:

    [Blocked Image: http://img300.imageshack.us/img300/9461/untitled1qr2.gif]

    My means of hosting is down so you'll have to contact me and I'll send it over.

    [edit] ohwait, this is for HL1 well i guess you're shit outta luck

  • [WIP] UT2k4 -- CTF_Void

    • Rick_D
    • August 18, 2006 at 3:48 PM

    Is that even compiled?

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • August 18, 2006 at 3:45 PM
    Quote from von*ferret

    I was iffy about the lighting. I'll still throw in props as I make them. Maybe some support beam structure in the middle of the room. I need some ideas on how to improve the architecture of the room. Also, those light beams against the wall have recessed lighting sources. I modeled a light fixture that go into the ceiling.

    I think the stalls are a bit too chunky, I used to work in a really new office complex and architecture there was very similar to yours, except it was more open plan, and had quite a few large pillars (or supports) because the floor-space was so large and open, to the support for the floors above. The pillars were used for all sorts of things though, storing key-boxes, notice boards, poster placement etc.

  • WIP in WIP, post your level screenshots!

    • Rick_D
    • August 18, 2006 at 3:38 PM
    Quote from Zacker

    Ohh the joy of per-vertex terrain editing...

  • Collaborative SP game?

    • Rick_D
    • August 18, 2006 at 3:32 PM

    make dimensions (wire/"rope" length and path; and the actual "box" itself - whether it's on a raised surface or what, etc) using blocks in Hammer, save as a vmf and send it to me (or upload somewhere etc) and I'll see what I can do. Does it need to be animated (the handle going down)? Because I haven't learnt to animate and I doubt I'll have time to do so - I might be able to get someone to animate it for me though, so just let me have some more details.

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