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  3. Psy

Posts by Psy

  • cp_mainline_rc6

    • Psy
    • November 11, 2009 at 3:03 PM

    I think you've approached this map all wrong and because of it the map has suffered.

  • Call of Duty: Modern Warfare 2 Teaser

    • Psy
    • November 11, 2009 at 3:01 PM

    Does MP support Steam Cloud? The one thing I found really annoying with CoD4 was how you had to start all the way back from level 1 on every new install. Steam Cloud would be a perfect solution to this.

  • Call of Duty: Modern Warfare 2 Teaser

    • Psy
    • November 10, 2009 at 4:19 PM

    Oh god. Adding fuel to the fire!

  • Call of Duty: Modern Warfare 2 Teaser

    • Psy
    • November 9, 2009 at 7:44 PM

    IWNet doesn't look that bad. In fact, I welcome it though I still think features such as being able to see your ping and having access to the console should of been included. Wait; features? - these have been the staple to most online games since forever. What gives?

  • Battlefield Bad Company 2

    • Psy
    • November 6, 2009 at 11:36 PM

    I love the sound effects and the way that everything seems to affect the way you hear every sound. Looks fantastic too. Do want!

  • Unreal engine 3 for consumers? WTF ?

    • Psy
    • November 6, 2009 at 8:13 PM

    Here's a quick question; I'm trying to import the smoke texture used in this tutorial but I can't import the file as a TGA or PSD but as BMP it imports fine (with artifacts). UE simply gives the error 'Import Failed'.

    EDIT: Turns out that copying and pasting the image into Photoshop changed it's mode to grayscale. Simple changed it back to RGB, exported, and it works.

  • The first DirectX 11 benchmark

    • Psy
    • November 6, 2009 at 7:40 PM
    Quote from dux

    So isn't this just like a 100000000000 polys on a single item or what?

    As far as I can tell, yes.

  • Unreal engine 3 for consumers? WTF ?

    • Psy
    • November 5, 2009 at 9:15 PM

    To what degree is UE3 modable? For example, would creating a new weapon (model, animations, code, all that jazz) require some access to the source code of the engine or can it be done purely through scripting?

  • Dropbox

    • Psy
    • November 5, 2009 at 9:02 PM
    Quote from Sentura

    it's too bad there's no security and full public access.

    What do you mean? You can upload stuff outside of your 'public' folder so nobody can view content except yourself. (Unless you share the folder that is)

    Anyway, I've been using this for months. It's ridiculously useful for sharing stuff quickly and easy. Drop the file in, wait for it to upload, right-click and grab the public link and voila! I'd be quite sad if the service went down for any particular reason.

  • Development Blogs - What when and where?

    • Psy
    • November 5, 2009 at 7:47 PM

    I don't really use my blog in the typical sense of writing for an audience. I use it more for a record of what I've done since I started it. It's always cool to look back and see what you've made and how certain projects have evolved.

  • Unreal engine 3 for consumers? WTF ?

    • Psy
    • November 5, 2009 at 7:43 PM

    This is brilliant news. I'm a bit annoyed that they've done this now when I only purchased UT3 the other week to gain access to the tools.

    (I haven't posted here in a few months. Good lord).

  • Sims 3 most successful EA PC launch ever

    • Psy
    • June 14, 2009 at 2:42 PM

    A Terrifying Psychological Experiment (Using The Sims 3)

    I would buy this game just to do shit like that.

  • Sims 3 most successful EA PC launch ever

    • Psy
    • June 11, 2009 at 9:35 PM

    May this be a nail in the coffin of DRM...for EA, at least.

  • [TF2] CTF Creak WIP

    • Psy
    • June 10, 2009 at 2:18 PM

    Corridors should be 192 units. Based on my experience of mapping for TF2, everything is roughly 1.5x bigger then in HL2.

  • [TF2] CTF Creak WIP

    • Psy
    • June 8, 2009 at 2:58 PM

    I don't think there's anything inheritely wrong with doing a fully-mirrored map as long as some bits are modified slightly a la CTF_Well where all the main routes are fully mirrored whilst minor routes deviate slightly from the symmetry. It helps to justify the reason for taking one particular path compared to the other.

    About the map; The middle area seems very open and quite large. I imagine that playing Heavy would be a nightmare with the openess of the area as well as the distance you would have to cover to reach the other base. Take a look at the first area in Badwater. It's open but there are a vast number of rocks which provide hard cover. Rocks are the key so you should experiment with the displacements on the ground and the placement of the various rock models to help provide cover and visually break up the area. Really try to add minor vertical differences as they can will make the gameplay much more interesting.

  • Germany to forbid the production of violent games?

    • Psy
    • June 8, 2009 at 2:38 PM
    Quote from Taylor

    Charlie Brooker is great. Newswipe and Stewart Lee's Comedy Vehicle are the only two shows on TV I've enjoyed recently.

    God, yes. I absolutely adore Screenwipe/Newswipe. I really look forward to Gameswipe.

  • Left4Dead 2

    • Psy
    • June 2, 2009 at 10:05 PM

    Wait. Does 'Dynamic Weather' mean there will be a new feature in the engine that allows for dynamic global lighting?

  • Help! Need new GPU (and maybe PSU?)

    • Psy
    • June 2, 2009 at 10:03 PM

    I second Thrik. Got a 4870 1GB myself to replace my old 8800GTS (the 320mb one) and it runs everything perfectly.

  • Left4Dead 2

    • Psy
    • June 1, 2009 at 9:20 PM

    I'm pretty much with you guys on this one. It seems to early to release a full-blown sequel. I don't know. It just seems odd.

  • 5 Real Life Soldiers Who Make Rambo Look Like a Pussy

    • Psy
    • May 26, 2009 at 7:04 PM

    Oh, come on. I would of expected some of you to have known the awesome site that is Cracked.

    14 More of the Most Unintentionally Gay Rap Lyrics Ever

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