http://speechlog.com/2010-world-cup-suarez-defends-handball/ Luis Suárez saved Uruguay again. Poor Enagland, has some of the best players but for some reason they can't reach the final.
Posts by ZZZ
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What happened to Spain? And, Austrailia was a happy surprise.
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Brazilian players were tense, nervous, anxious and Mexico really blocked the way of Brazil's players.
Best player? I would say the Mexico's goal keeper.
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In 2006 it was Zidane. In 2014 it's Pepe. Müller faked being injuried. Poor Cristiano Ronaldo...[Blocked Image: http://s3.amazonaws.com/br-cdn/temp_images/2014/06/16/2d8e6b0663e8e3124af9997bfa6d9236.gif?1402936898]
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http://www.eurogamer.net/articles/doom-…-visual-quality I wonder what happened do the development since 2008. The four year cycle has already happened and Carmarck has left ID.
Rage was defintly downgraded to fit in DVDs and memory constrains of consoles.
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Quote from dkm
Still don't get why the hell they don't allow video review during games... Would take a second to check and would be a LOT safer than what we have at the moment...
Because they want the referee to be human and make human mistakes

This time they have cameras to prevent
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First goal of this world cup was own, brazilian player. Funny

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Don't remember. Aproximately 1 ~ 3 months. I'm currently recycling these maps.
PS: The theory that I've came up with has been proved false. I thought that I could control BSP cuts by having every surface tesselated by hand, but it turned out that doing that doesn't prevent the engine from creating bsp cuts where you didn't want to. Hell, no modern engine relies on BSP for rendering anymore. In UE1 they made every BSP triangle occlude everything, that's why HOMs happens everywhere in UE1 whereas they doesn't in id tech 3, because the latter doesn't occlude per triangle but per leaf node.
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It's so empty, flat, boxed.
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[Blocked Image: http://s20.postimg.org/6hszkhtxl/shot8_v1_1.jpg] [Blocked Image: http://s20.postimg.org/bvrrs1jnt/shot9_v1_1.jpg]
The "T" pipe on the floor was missing a source of liquids, added two tanks in each side of the lift for that. Dimmed the light beams by making the alpha channel 50% darker.
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This is what I want as a final target for lighting, but the problem is that lightmaps like that are having two major drawbacks: unplayable framerate and unberable rebuild time.
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[Blocked Image: http://s20.postimg.org/7o8vvhe4p/shot4_v1_1.jpg] [Blocked Image: http://s20.postimg.org/xxtyea021/shot5_v1_1.jpg] [Blocked Image: http://s20.postimg.org/l7pq16s3t/shot6_v1_1.jpg]
Lighting and geometry is nearly done. Unfortunately the engine is suffering from some severe bottleneck because those sharp shadows are causing the fps to drop to 0, specially in the main area with the green glow. The rainbow colors are caused by I don't know what. It isn't texture compression because compressing lightmaps with DXT would cause the same artifacts seen in quake 3 when texture compression is enabled.
Was thinking about that pool: green meaning toxic vs blue meaning liquid nitrogen
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This all seems to be publisher's pressure to get the game released as soon as possible.
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Morbias III for UT and Unreal 1. Changing the lighting and architecture inside the lift rooms. Got rid of the grey pipes attached for no reason on the walls.
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(high res lightmap, heard that it can be 2048 x 2048 now, thanks to unreal 1 community patches)
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Unreal 1 and Unreal Tournament. But not for nostalgia. I've just found out that maps that I made a logn time ago had some positive comments in a UT community, which lead me to downloading them and going back to mapping for UT and U1 just to test out some theories that I've came up with during my incursion in id tech 3 realm.
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The only reason that I can think of for modding doom 2 like that is: he wants the game to be played by the open sourced doom community. And maybe he likes to reinvent the wheel start things from ground up.
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Their argument "no Kinetic means more computing power for games" sounds strange. Because if Kinect was mandatory since the beginning, wasn't he hardware design already taking in account the extra processing power? It seems that their decision to include Kinect was a bad bet.
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https://forums.unrealengine.com/showthread.php…ament-Pre-Alpha This? Or that is another project, unrelated to the new UT?
Minimum requirements of UE4 are quad core cpu and DX11 GPU, that excludes everyone that is running on dual core cpus and GPUs from Windows Vista era (DX10 and before).