Posts by Wesley Tack
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":3yslbpwo]
one bad ass folio you got there!
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I think they mainly wanted to show of the character animations in this movie. Which is really nice imHo.
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Updated my projects page last weekend with final shots of all 3 Off Limits levels I did.
Also did updates on my blog where I added a lot of work in progress shots and text over
the years of working on Off Limits. I also created a FlickrPro account so I could have
the full sized images shown on it from now on without resizing them. For those interested
you can go check it out: http://www.wesleytack.com/
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Well after countless discussions between many people we found the solution, thought I might as well post it here in case anyone ever has the same issue:
We recompiled the Linux server with a different GCC version, 4.1.2 instead of 4.2.x
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We're facing an issue I don't immediately know where to start to debug. Basically, in all of our maps, some physics props have an issue where the orientation of their model snaps at 90° angles instantaneously. This is not only with props, but also eg with our vehicles, so I'm looking suspicously at vphysics . In addition, this only seems to happen on our linux server. Not 100% sure, since it does not happen consistently on all props, but we've tried reproducing it a lot on a windows listenserver without success, and on our linux dedicated server it happens frequently. Here's a video of the issue:
http://www.youtube.com/watch?v=QhmrP6eSAek
At one point we had a vehicle that stood still with a driver in it, and it did a 'snap' at nearly fixed intervals of several seconds. Player got out, it went away, player stepped in, it was back (another reason for me to look at vphysics with the evil eye ).
I'm hoping someone has hit this issue before, or can at least point me in the right direction, or, a method for debugging this. Since I'm not sure if it's related to vphysics linux internals, the linux build machine/settings, networking tolerances, ... I'm not sure where to start looking.
Thanks!
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Is it me or does it seem hard to see enemies and even vehicles to shoot at in the game? I mean, it all looks the same color, and the environments are indeed very nice and detailed, but all that detail makes it even harder to spot what's going on? On top of that they add all kinds of moving effects in your view to make it look even more cool, but that to me just makes it even harder to spot enemies. It's not just this game, many games of late seem to be maxing out of details making it harder to get a sense of whats going on in the world and spotting enemies. Bulletstorm (or any Epic game) is also like that imHo. I haven't played any of these games though, I'm just judging form the videos I've seen. To me it just raises the question that adding too much detail in environments isn't always a good thing.
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Cool work, I really like the interior shots! Like Jaboo said, the style does look like The Ship as well

[Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_015.jpg]
And yes, it is coming soon! lol, didn't realize you still had those posters there

Congrats on finishing this level!
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Some cool stuff in there, I liked the zipline into chimey on pipe transition. Also the end was a nice touch

Lighting was a let down in some areas though, very dark at times. But it's nice to see you got most of the
game play stuff to work, now you can build your own Mirror's Edge SP add-on!

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Thanks, sorry for posting in the wrong thread. I used this one as Off Limits wasn't complete yet, but true, this is a mapping community and the maps are done!
QuoteNice Hind models btw, did you make them yourself?
No I didn't, I did make the fly-by variation of it, but the models were made by someone else at the time Rob was making it for Nuclear Dawn (I'll get him to look into it).
Quoteand signs warning people not to go into certain areas
There were loads of small warning signs in the original map (decals). I removed them and for some reason never added them again, I didn't miss them I guess
I'll keep it in mind for when I need to do some updates on this map after playtesting is done, I might add some again. -
Wanted to show a quick video I made of the two levels I spent the last two years working on finishing them for Off Limits (which should be released shortly now as they are completed).
Full post and YouTube HD video available on my blog (and lot's of other screenshots):
http://www.wesleytack.com/?cat=9
I hope to see you all playing it soon!External 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.
You can follow us on ModDB here: http://www.moddb.com/mods/off-limits
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Saw episode 2 as well, and I fear I might give this show up within the next two weeks. Don't get me wrong, there are some really cool moments in it but I've seen this type of shows one too many times to get too attached to them anymore. This show for instance reminds me too much of Jericho http://www.imdb.com/title/tt0805663/ which some of you might have seen. It started of with a nice premise but after a couple episodes they kept dragging on and on and I just didn't like it anymore (but I kept watching all through season 1 for the hopes it would get better). Since that show I learned not too get too attached to shows anymore and even movies, if they don't keep me interested long enough I quit them these days, time is too precious

The main thing that keeps me going at this point is that Frank Darabont is the writer/creator of it, so I hope his writing will make it work where other shows failed.
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Not sure if this is helpful to anyone, but as I am polishing my last level for Source I made a quick tutorial on my blog which covers a few things to watch during polish.
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[Blocked Image: http://thiagoklafke.com/thiagoklafke_scifienv_04.jpg]
This looked really good, now there seems to be too much colors bleeding into one another.
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It's not extreme, it's reality. I quit my job almost 2 years ago partly because of this. And quite frankly I'm scared to consider another company just because of these politics (which is why after 2 years I'm still unemployed). Games are being made by a small group of people who have to work twice or even triple as hard to get half of what they imagined ingame because of the friction caused by other people slowing down the development (not just management). You end up with a lot of overtime which you don't get paid for and burned out to the bone (this is what you get for caring about the stuff you actually work on).
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Well after many debates about what looks better with some people I changed it back to thumbnails. I myself found the thumbnails better as well. As pointed out above the main thing that looked weird was the repetition of the BFBC2 shots, this was mainly because of the weapon in the low right corner (BFBC2 didn't have an option to hide hud and weapon). So I just did the thumbs for those just manually now and took points of interest as the thumbnail. So the repetition is less now.
I do have another question we debated about, as the Blog is being updated a lot more than the Projects page, what do you think should be the main page of the site? Projects or Blog?
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Could you refresh? the text should be gone now Sarge, can you confirm this?
thanks!
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I updated the top section (BFBC2) with a slide show now. You think this looks better?
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I posted a WiP video of the construction site area I'm working on at the moment for my Off Limits level. I used the current Freedom tower site as inspiration.
The video shows modeling, exporting/importing, HAMMER, ingame footage. Video is on my blog: http://www.wesleytack.com/?cat=9 (HD 720p)
External 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.