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Posts by e-freak

  • HDR Thread

    • e-freak
    • January 30, 2008 at 2:29 PM

    and another one:

    [Blocked Image: http://www.abload.de/img/img_2332zd4.jpg]

  • They Wonder Why People Don't Make PC Games Any More

    • e-freak
    • January 30, 2008 at 1:48 PM

    Steamworks is free. As far as I understand the termes you only share win with valve if you sell over steam?

  • They Wonder Why People Don't Make PC Games Any More

    • e-freak
    • January 29, 2008 at 7:11 PM
    Quote

    VALVE UNVEILS STEAMWORKS

    Complete Suite of Publishing Tools Available Free of Charge


    January 29, 2008 - Valve, creators of best-selling game franchises (such as Half-Life and Counter-Strike) and leading technologies (such as Steam and Source), today announce Steamworks, a complete suite of publishing and development tools - ranging from copy protection to social networking services to server browsing - is now available free of charge to developers and publishers worldwide.

    Steamworks, the same suite of tools used in best-selling PC titles Half-Life 2 and The Orange Box, is available for all PC games distributed via retail and leading online platforms such as Steam. The services included in Steamworks may be used a la carte or in any combination.

    Specifically, Steamworks offers:


    · Real-time stats on sales, gameplay, and product activation: Know exactly how well your title is selling before the charts are released. Find out how much of your game is being played. Login into your Steamworks account pages and view up to the hour information regarding worldwide product activations and player data.

    · State of the art encryption system: Stop paying to have your game pirated before it's released. Steamworks takes anti-piracy to a new level with strong encryption that keeps your game locked until the moment it is released.

    · Territory/version control: The key-based authentication provided in Steamworks also provides territory/version controls to help curb gray market importing and deliver territory-specific content to any given country or region.

    · Auto updating: Insures all customers are playing the latest and greatest version of your games.

    · Voice chat: Available for use both in and out of game.

    · Multiplayer matchmaking: Steamworks offers you all the multiplayer backend and matchmaking services that have been created to support Counter-Strike and Team Fortress 2, the most played action games in the world.

    · Social networking services: With support for achievements, leaderboards, and avatars, Steamworks allows you to give your gamers as many rewards as you would like, plus support for tracking the world's best professional and amateur players of your game.

    · Development tools: Steamworks allows you to administer private betas which can be updated multiple times each day. Also includes data collection tools for QA, play testing, and usability studies.

    "Developers and publishers are spending more and more time and money cobbling together all the tools and backend systems needed to build and launch a successful title in today's market," said Gabe Newell, president of Valve. "Steamworks puts all those tools and systems together in one free package, liberating publishers and developers to concentrate on the game instead of the plumbing."

    "As more developers and publishers have embraced Steam as a leading digital distribution channel, we've heard a growing number of inquiries regarding the availability of the platform's services and tools," said Jason Holtman, director business development at Valve. "Offering Steamworks is part of our ongoing efforts to support the needs of game developers and our publishing partners."

    Steam is a leading platform for the delivery and management of PC games and digital content. With over 13 million active accounts and more than 250 games, plus hundreds of movie files and game demos available, Steam has become a frequent destination for millions of gamers around the world.

    For more information regarding Steamworks, please visit [email protected]

    About Valve

    Valve is an entertainment software and technology company founded in 1996 and based in Bellevue, Washington with offices in Irvine, CA. The company's portfolio of entertainment properties includes Half-Life®, Counter-Strike®, Day of Defeat®, Team Fortress®, PortalTM and Left 4 DeadTM. Valve's catalog of products accounts for over 20 million retail units sold worldwide, and over 80% of PC online action gameplay. In addition, Valve is a developer of leading-edge technologies, such as the Source game engine and Steam, a broadband platform for the delivery and management of digital content. For more information, please visit http://www.valvesoftware.com.

    Display More

    Frie - Get Crysis some Steam-Features. Now!

    Seems like Steam can do a huge step in saving the PC-Games Market. All kind of security measurments against piracy and a complete system like windows live without paying and without any direct contracts to valve needed.

  • go-kart model

    • e-freak
    • January 29, 2008 at 7:04 PM

    was about to post that one - just got dougs mail and thought "some one is the happiest indie game dev alive now" ^^

  • HDR Thread

    • e-freak
    • January 29, 2008 at 6:13 PM

    ok, got me inspired and used a raw from my italy study-travell. Set the contrast in the raw to maximum, set up everything right and then spit out 5 jpegs at different light steps - i know it's kinda cheating not to take 5 single pics but it was impossible within all those tourists to have a save spot just 2 seconds. I then imported the 5 jpegs to photoshop and started with the darkest (Light -2.0) one as a base. Took the next brighter one (Light -1.0) and started cutting parts out with layer-masks. repeated with the three left over jpegs. Then overlayed with the second brightest and darkest and set to multiply and inverted multiply and masked unused parts out - this two layers only to help in very darkareas and very bright areas (like clouds or under the bridge). Now loaded an "convert to greyscale" layer into the pic and set different values for every colorgradient and changed the layer to "luminacy" at 50% oppacity. Was my first try at handcreating a HDR and it came out pretty nice imho. Then I finetuned the perspective and turning a little bit but that's not really much about hdr, is it?

    Firenze Arno bridge:

    [Blocked Image: http://www.abload.de/img/img_1987zr8.jpg]

  • Pics from ski trip

    • e-freak
    • January 29, 2008 at 3:09 PM

    cool route! have you anymore pictures of the travelling itself?

  • ALERT !!! VIRUS OPENS WITH THIS FORUM !!!

    • e-freak
    • January 28, 2008 at 4:45 PM

    Fail.

  • Pics from ski trip

    • e-freak
    • January 27, 2008 at 2:25 PM
    Quote from Belgarion

    Reminds me a lot of Ansel Adams.

    don't know but I can't see the resamblence here

    none the less great shots have you been to the italian/french part of the alps or how does it come you have the sea on the fotos?

  • Annual Post Your Desktop '08

    • e-freak
    • January 25, 2008 at 6:04 PM

    can't afford a newer version and until now it works pretty fine with source sdk and everything

  • Annual Post Your Desktop '08

    • e-freak
    • January 25, 2008 at 5:56 PM

    -snip-

  • generating file list for bspzip

    • e-freak
    • January 25, 2008 at 11:43 AM

    http://www.mapping-tutorials.de/forum/s ... php?t=5885

  • LoveGLaDOS: a Portal map

    • e-freak
    • January 25, 2008 at 10:53 AM

    sooo... during the downtime of mapcore I played through the map and - wow. That's (as said before) the best map ever made for portal. In some places the textures weren't too good to see if they are portalizable or not but yeah - that's one or two places and I just might have not looked close enough. GJ! In terms of gameplay I'd even vote Spotlight!

  • Hong Kong~

    • e-freak
    • January 21, 2008 at 3:28 PM

    nice photos - i am just being surprised (over and over again) how outdated china is in some respects. they seriously need some social-capitalism instead of socialist-capital.

  • LoveGLaDOS: a Portal map

    • e-freak
    • January 21, 2008 at 3:11 PM

    I take you are a guildhall studend from the mirrors you've listed?

  • COD4 lighting

    • e-freak
    • January 21, 2008 at 3:09 PM

    AFAIK lightmaps and the system is fairly close to the source lighting (have to ask a friend of mine who did some research on the subject lately)

  • Crysis Map ~ Vulcano [WIP]

    • e-freak
    • January 21, 2008 at 3:07 PM
    Quote

    ":30c65kfn]Lets' see if I can win this contest: http://icmc.crymod.com/assignments.php

    def win

  • They Wonder Why People Don't Make PC Games Any More

    • e-freak
    • January 15, 2008 at 7:36 PM

    The only two games I pirated were Quake 3 and UT because ffs they are not availble in germany and I was 12 at that time and couldn't just use amazon.com to get it. I bought UT2004 for 50 bucks afterwards and since I do modding I decided to not pirate anymore aswell. But I see alot of truth in the fact that you are going to be frustrated by most games nowadays because most fail to deliever in the end. To get onto FrieChamp's example with the Porsche. Most Demos and Gameplay Footages are like driving the damn cool car till the 3rd gear and then it will just block. You buy the Porsche (Game), the 4th Gear is still good and 5 and 6 just suck as well as the reverse gear (MP/SP Part not in the demo).

    I didn't buy Crysis yet and neither did I buy Unreal 3 yet. I downloaded the Demos and as much as they are fun I have no clue on what's going on after two MP-Levels in UT3 (why are the other 14 levels different, any more good MP-Modes) or if the real part of the storytelling on the long run will convience me in Crysis. They just lack to transport the message why I should buy these games. If I had have pirated those games (which I didn't - I want to point out that again) I would have had the chance to look into these aspects like I do have the chance to test out every game mode, every weapon and every map at a freeweekend of TF2 or DoD:S and I can play every mod and map for that game aswell (Crysis Demo even crashed for a replacing autoexec.cfg for some shader testing).

    And last but now the most important point: I think that it is with intent by some game developers to demolish the image of the PC-Versions. I can't help but think like this if I play the third console-port in a row which tells me to "Press the Start-Button" or will allow me splitscreen co-op if I buy a f*cking gamepad for some extra bucks. Even worse is trying to put cameras in pre-set positions which may work with a gamepad where the console interprets a joystick up still as running forward but it doesn't work if I play Prince of Persia and fall of a cliff the third time because cam changed and my "W"-Pressing somehow turns the character away from the next enemy to the sure death. That's not so much on piracy and stuff but about the beginning-title "They Wonder Why People Don't Make PC Games Any More" - it's because they don't want to. They have to do because they still hope for some sells but they don't do because they are willing. Infact I think that's one of the reasons Valve's titles still sell extremely well on PC - not only Steam. They sell because they have proven the PC-Gamers they will get a game that doesn't try to turn your keyboard into a grabberstick and like hessi said allows you to modify the game later (SDKs, Mods, etc.) and they sell at a fair price (but that is infact depending on steam alot)

  • The best casemod out there

    • e-freak
    • January 14, 2008 at 4:56 PM

    Watch it!

    Work-Log

    Future plans by Titon: Build Monitor into Despenser. This guy rocks! Imagine on a Lanparty someone sets up a sentry and the Dispenser and has these Halloween Costumes. Ultimate Win for every TF2-Match

  • Model oppacity (soluted)

    • e-freak
    • January 14, 2008 at 2:23 PM

    Will try out that one!

    Edit:

    Doesn't work.

    Now I'll try again hessi's approach but last time XSI Crashed with that or it wouldn't accept Transform Freeze

  • Model oppacity (soluted)

    • e-freak
    • January 13, 2008 at 1:56 PM

    Will have a look into that. Thanks hessi. The problem with 1 bit is now that I wanted to cover the apprupt ending of the model with some kind of plants painted upon the fence and a good normalmap.

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