Just watched the latest episode.
QuoteMan, Walt is getting really cold! Shit with Skyler is gonna end up bad. I want those cars.
Just watched the latest episode.
QuoteMan, Walt is getting really cold! Shit with Skyler is gonna end up bad. I want those cars.
Yeah it's not the smoothest of engines. As someone said earlier, the movement sucks xD
Some of the preview videos for ARMA 3 seem pretty nice. Plus I think you can enter every building in ARMA 3 which will be great. It was annoying when I first started playing, sneaking up to a house surrounded by zombies only to find you can't get in...
Great mod, not surprised it's going to go standalone.
Looking forward to seeing where this goes now and what they'll implement in the future. I wonder if they'll move onto the ARMA 3 engine?
I'll most likely be getting this.
Jumping on the stealing Facebook profile pic bandwagon.
[Blocked Image: http://i.imgur.com/uX8Aj.jpg]
Me + Beer. ![]()
Small world! I live pretty much next to Merry Hell. Thinking of maybe moving into Birmingham so I can be a bit closer to work though.
Where abouts are you Psy?
I live near Merry Hill/Dudley/Stourbridge. Chav central! D:
We also have rain in Birmingham. In the distance I can see a fire that's just started.
It's safer here...
![]()
Some of the guys over at Valvetime.net have been digging through the Source Filmmakers files and have found multiple references to a "next-gen" source engine.
QuoteHe's found many more references to a "Source 2", but not just one vague line like our previous entry. We're only one file deep, and already it's clear that the references to "Source 2" are indeed referring to a next-gen engine that Valve is currently developing. I'm only going to show one line in this post, but there are about 60+ references here, and this one line is probably the most telling.The Pastebin & file path:
".../SourceFilmmaker/game/sdktools/python/global/lib/site-packages/vproj/vproj.py"
Line 1387:
'''Return an str with the current engine version.
If key doesn't doesn't exist, assume 'Source', otherwise invalid -- assume next-gen 'Source 2'.'''
http://www.valvetime.net/threads/exclus ... nt.215336/
I'm very excited about this, looking forward to see what it has to offer ![]()
That's a shame. In terms of the vehicles I was just hoping it'd be like BF3 but on a much larger scale.
How is the infantry combat?
Let's hope they make some improvements based on feedback from the beta!
What sucks about it?
Still waiting for an invite here
Been signed up for one for ages!
Wooo, more Codies! ![]()
Hi all,
Finally got a chance to post some of my work for you guys to have a look at. I'd love to hear your comments/feedback. Most of it is work from uni, I've got a bit of mod work I've done outside of uni/work but not sure if I can show that yet.
Codemasters Trial
Anyway, first off I'd like to show a video diary I made when applying for my job at Codemasters. They had me complete a trial before my first interview with them. In which I had to make a race track in Trackmania Nations which lasted about 1minute 30seconds. It had to be more of a "traditional" race track (i.e. no loops and jumps etc) but above all else had to be accessible. Having not used the editor for TM before I spent a day or two getting to grips with the editor. I then went ahead and made a track and then populated it with buildings and models. Following that I carried out a multiplayer test to get feedback which I used to iterate and improve the track.
You can find my video diary here:
Team Fortress 2 ctf_staffs
During university one of my modules had me creating a TF2 map from scratch. I decided to make a ctf map which had two buildings facing each other with multiple routes and levels (You'll learn that I like my multiple routes and levels
) After I had finished university I went back over the level adding more detail (The briefcase rooms are way more pleasing to the eye now).
So for my dissertation I wanted to do more level design and wanted to try and tackle the use of height. I really feel the use of height and multiple levels are left out of a lot of multiplayer maps and they really add a lot of gameplay to a level. I researched the last 2500 years of infantry combat and defensive building styles to try and understand how height has played a role in battles. Using this knowledge I built a control point map in TF2 which had 5 control points stacked on top of each other. We had a blast in the multiplayer tests and overall I am happy with the results. I've always been meaning to go back and refine this level further and make it look pretty, but I've not got round to it yet. Perhaps soon ![]()
Anyway, it's 20,000 words long, I understand you probably don't have time to read it, but if you do, I'd love to hear what you think of it.
I'm pretty sure you can read it here, let me know if it's not letting you: https://docs.google.com/open?id=0B8OYda ... XpfRlRvMGs
As I mentioned I'm currently working on F1 Race Stars and loving every minute of it. Hoping to get into more mapping etc in my free time soon. ![]()
(Sorry if this is in the wrong forum, wasn't sure where to post it!)
*edit* Link to dissertation should now work
I wish I could try this out. Not got a beta key yet.
Only thing that worries me is lag and having "slidy" movement.
Loving the scale of this though and some of the units looks awesome. Can't wait to go raiding a base with loads of other people ![]()
Thanks, Pogo. I shall hopefully post some stuff in the next few days ![]()
Rob, you know your jokes are never bad ![]()
Thank you ![]()
Had a look round some of the other forums here and there's some awesome work being posted. I'll try and post a bit of mine later.
Can't wait for this! December can't come soon enough!
I'm happy with it being a trilogy, and it will sit proudly next to my LotR extended trilogy when it comes out on blu-ray ![]()
Hey everyone, first post here!
A friend of mine Robbert-Jan Brems (Nysuatro) pointed me in the direction of this place and I've finally got around to posting.
So yeah, I work at Codemasters as a Level Deisgner on F1 Race Stars!
It's my first job in the industry and I'm loving every second of it so far, I can't wait to have my first game on the shelves in November. ![]()
I started here November 2011 and passed my probation after 6 months. ![]()
Looking forward to getting to know some of you, any questions just ask!