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  3. PaulH

Posts by PaulH

  • Learning UE4

    • PaulH
    • August 26, 2014 at 2:32 PM
    Quote from Vilham

    hmm, I was wondering about the upgrading too and whether it would break your projects.


    I am so close to paying.


    In my experience so far I've updated two editor versions and transferred my project between both. The only issue so far has been that a blueprint door with a timeline in it now throws up errors on load, which I can't find reference to online. The door works fine though, so I'm not sure if it's a massive issue. I tried re-making the timeline but the error persists. Annoyingly also you have to re-download any tutorial projects every time you upgrade, as they all change to work with the newest version, and some of these are 2-3gb.


    All else seems ok, though my project isn't that complex yet. I'd say give it a go and buy a month's subscription, cancelling it straight away. It's pretty cheap and a month should include at least two different editor versions.

  • Learning UE4

    • PaulH
    • August 22, 2014 at 8:23 PM

    Interesting reading through his thread on how he put it all together, quite simple lighting generally with some clever tricks (shining a spotlight at a plane facing away from the room to generate indirect lighting/GI within the room for example) and also simple BSP brushwork, quickly unwrapped and textured:


    https://forums.unrealengine.com/showthread.php?28163-ArchViz-Lighting 

  • So I have some spare games...

    • PaulH
    • August 22, 2014 at 6:29 PM

    Actually still got the dead island code if anyone wants it:


    Dead Island Franchise Pack- Dead Island (Including all DLC)- Dead Island: Riptide (Including all DLC) EDIT: ALSO GONE

  • So I have some spare games...

    • PaulH
    • August 22, 2014 at 4:00 PM

    Due to my studio's switch to Deep Silver I have Steam keys for:


    Dead Island Franchise Pack


    and


    Metro Franchise Pack


    PM me if you want them, first come first served (I only have one of each)


    EDIT: GONE!

  • What's going on with your life?

    • PaulH
    • August 18, 2014 at 12:38 PM
    Quote from Psy

    Been offered a job at Ubisoft to work on The Division which is awesome, but the pay is less than what I'm currently on, it's a 6 month fixed contract, and I would have to relocate. So...hmm...not sure what to do. Very tough call to make!


    During the recent period of uncertainty surrounding my job at Crytek I had to apply to a load of studios. I did the test for Reflections as well as the interviews and was eventually offered a 12 month contract. During the interview process though more information came to light about the potential split from Crytek to Dambuster Studios, and as a result I found myself in a position where I felt I didn't need the Ubi job as a backup anymore, as working things out here was my main priority if a possibility.


    The reason I'm saying this is because when I replied to Ubi to decline their job offer, in the reply I mentioned (politely of course) that I was I was a little disappointed in the contract term offered - it would involve moving my life to Newcastle from Nottingham and also moving my girlfriend there, meaning she would have to change job, and in the end after 12 months I could end up having to move again. A few days later they replied and offered me a permanent contract instead.


    Now I'm not saying to decline the job offer based on this at all, as you are running the risk of them not coming back with a better offer. However, if you feel that you are in a position where you have a job that is perfectly good (Jagex?) that you wouldn't really mind staying at, and you aren't 100% sold on the terms of the Ubi position, then maybe it's worth a shot. You wouldn't even have to decline it, you could just write to them and express your concerns.

  • Silent Hills

    • PaulH
    • August 14, 2014 at 7:54 PM

    I thought the teaser was awesome, played it through to completion. I did get stuck a couple times though


    Quote

    first time when I was supposed to press X on that picture - had kinda forgotten by that point that it was interactive. Second time when running through those red corridors, i spent ages trying to follow the sound (I thought I had to keep running in directions to make it higher pitched or something), had to look online to find out there was a little hole in the wall somewhere in the dark that I had to peek into. I looked into the hole and had trouble keeping R3 held down while looking around too, so kept coming out of it accidentally and having to start again. In the end was a little disappointed I didn't get the teaser trailer, from looking online again it seems there's quite a convoluted method of unlocking it though


    Games don't normally scare me, in fact they never do, but I did find a couple of bits in this genuinely freaky (might have helped that I played it alone in the dark with headphone volume up


    Quote

    the woman in the bathroom with her head going all crazy actually almost made me do a shit. The thing that grabs you and turns you round though wasn't so effective, a bit too obvious and in your face. I liked the guy up on the balcony though, something easy to miss but particularly creepy


    Overall really well done with great sound design and a very effective use of one section of a house Very much looking forward to Silent Hill now

  • Rise of the Tomb Raider - (Timed) XB1 exclusive

    • PaulH
    • August 13, 2014 at 2:38 PM

    Seems more likely it's timed:


    http://www.eurogamer.net/articles/2014-…-has-a-duration


    Quote

    Is there a time limit on the exclusivity period?

    "Yes, the deal has a duration. I didn't buy it. I don't own the franchise."

  • Tero Knuutinen - Gameplay Designer / Gameplay Programmer

    • PaulH
    • August 13, 2014 at 10:42 AM

    Hey man, good to see you here, I recognise you from Interlopers


    In terms of your website I would say there's a lot of text and it's hard to pick out what you yourself have worked on. I would switch to something more visual that catches the eye and simply the organisation of it all, removing the amount of text in the process. Also it's a bit strange how the contact section references you in third person

  • Call of Duty: Advanced Warfare

    • PaulH
    • August 12, 2014 at 9:00 PM
    Quote from blackdog

    Do you think it's that? Frankly at this point I don't think all this matters. CoD has critical mass, you can throw all the money you want at a "cod-killer" and you won't make a real dent in its audience.This is my impression: only COD can kill itself.


    Yeah definitely. That's what I was getting at by referring to the player base

  • Rise of the Tomb Raider - (Timed) XB1 exclusive

    • PaulH
    • August 12, 2014 at 2:34 PM

    I might have to pick up an XB1 at some point now, unless there's hope for a multiplatform release a few months after the exclusive initial one:


    http://tombraider.tumblr.com/post/945294808…b-raider-update


    Quote

    Dear Tomb Raider Community,

    As you may have seen, we’ve just announced that Rise of the Tomb Raider, coming Holiday 2015, is exclusively on Xbox. We consider all of you to be the lifeblood of Tomb Raider and the work we do at Crystal. I’d like to give you some insight into this decision, and why we feel this is the very best thing for the Tomb Raider sequel we’re creating at the studio.

    Tomb Raider in 2013 was a success due in large part to your continued support. Our goal has always been to deliver something truly special with Rise of the Tomb Raider. Today’s announcement with Microsoft is one step to help us put Tomb Raider on top of action adventure gaming. Our friends at Microsoft have always seen huge potential in Tomb Raider and have believed in our vision since our first unveil with them on their stage at E3 2011. We know they will get behind this game more than any support we have had from them in the past - we believe this will be a step to really forging the Tomb Raider brand as one of the biggest in gaming, with the help, belief and backing of a major partner like Microsoft.

    This doesn’t mean that we’re walking away from our fans who only play on PlayStation or on PC. Those are great systems, with great partners, and amazing communities. We have Lara Croft and the Temple of Osiris coming to those platforms this December, and Tomb Raider: The Definitive Edition is available on PS4.

    We know that there are probably many more questions and concerns. Please do send them to us, and we’ll answer to the best of our ability. Meanwhile we’re going all out to try and make something truly special - the most ambitious Tomb Raider game ever built.

    Thanks,

    Darrell Gallagher
    Crystal Dynamics Head of Studios

    Display More
  • Call of Duty: Advanced Warfare

    • PaulH
    • August 11, 2014 at 11:48 PM

    If you think I'm being a "cry baby" you may have misinterpreted what I said, though it is late and maybe I didn't word it well. I wasn't saying that we owned anything that was in c3, I acknowledged that most ideas are borrowed anyway. I was just saying that AW looks similar and looks like the game that I wish c3 could have been, in terms of popularity. I think it's a fair comment

  • Learning UE4

    • PaulH
    • August 11, 2014 at 11:24 PM

    I found these two very useful (the first is really long though):


    https://wiki.unrealengine.com/Blueprint_Auto…_a_Useable_Door


    https://wiki.unrealengine.com/Blueprint_Lift_Tutorial


    Between them there should be enough information to work out how to set up a useable trigger, I set up a switch that can be used to unlock a door after going through these

  • Call of Duty: Advanced Warfare

    • PaulH
    • August 11, 2014 at 11:20 PM

    It's a bit of a shame as I (totally unbiased-ly, of course) think we did a decent job with the Crysis 3 multiplayer, we just had neither the team size, budget, technical foundation or player base to convert what we made into much of a success, past the initial favorable review stage anyway. Now to see a much larger franchise like this take so much 'inspiration' from what we did (along with other games) is a little disheartening (they've even taken the orbital strike kill streak from C3 according to that video).


    Then again though, as Puddy said, there's not a lot out there that's totally original anymore, and everyone borrows from somewhere. Also I do actually love playing COD multiplayer and I like the fact that they are trying to freshen things up, regardless of where they got their ideas from. So basically, I'm conflicted. In time though I will get over it and I'm sure this will be another COD that I end up playing for the majority of the next year until the next iteration.

  • THQ... Next Crytek?

    • PaulH
    • August 9, 2014 at 10:30 AM

    Glad for the Austin guys:


    http://www.polygon.com/2014/8/8/59836…l-gunfire-games

  • MapCore Job Census

    • PaulH
    • August 5, 2014 at 2:01 PM
    Quote from FrieChamp

    Seems only fair.


    They haven't officially explained it to us, and probably won't. If it's a dig it's at Crytek's expense though, rather than Germans in general.

  • MapCore Job Census

    • PaulH
    • August 5, 2014 at 1:37 PM

    Can also update mine to reflect that I'm now working at Deep Silver Dambuster Studios (or just simply Dambuster Studios) as Senior Level Designer, rather than Crytek UK

  • UE4 - AI tutorials needed

    • PaulH
    • August 4, 2014 at 11:39 PM

    Great, thanks if you find anything specifically related to creating behaviour trees in Ue4 can you post it here too? I'll probably use this thread for related questions as I get further into it all

  • UE4 - AI tutorials needed

    • PaulH
    • August 4, 2014 at 7:04 PM

    Yep I think so, doesn't seem to be many around. Failing the behaviour tree stuff I'll look into the other ways of setting up AI, as in the videos above

  • UE4 - AI tutorials needed

    • PaulH
    • August 4, 2014 at 5:00 PM
    Quote from AtsEst

    I don't know if you have seen these yet, but here you go (have not gone through them myself though):


    Also: https://forums.unrealengine.com/showthread.php…-(Project-Link)


    Thanks, I've been through parts of those, it seems though that he skips some important stages at the start (bringing over the 3rd person character, giving him a gun etc) and because I've already started my AI setup using behaviour trees (and he doesn't use them), I was looking for advice on how to continue down that route.


    I may check through them at some point though and try to follow what he's doing. His tutorials are ok, but he tends not to explain why he's placing certain nodes or what they are, which makes it difficult to learn what he's doing and why rather than just replicating it.

  • What have you watched recently?

    • PaulH
    • August 3, 2014 at 11:16 PM

    Watched the Amazing Spiderman 2, was ok, a bit silly and slapstick in parts. Wasn't expecting to hear the Crysis 2 theme music in it, guess Hans Zimmer can do what he wants though


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