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KungFuSquirrel

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Posts posted by KungFuSquirrel

  1. Boo!

    Nah, that's cool though. Always been a fan of Relic's games (the ones I've played, at least: HW1/2 and DoW) and this looks like another great one. Hell, they make the only RTS games I've been close to finishing since Warcraft II :) Looking forward to seeing it in motion.

  2. I can't wait for the co-op.

    God yes. Best LAN party memories ever - 4-5 players on the hardest skill level with infinite respawns. I remember one place getting cornered by so many kleer that even as I was unloading every round from the quad laser cannon and watching their pieces fly into the air, I never even made a dent in their numbers and never could escape.

  3. all CG, fake as porn star's breasts. This what "EA believes to be possible with next gen tech"

    Yeah, this is the same video they were showing screens of what, a year or more ago?

    I might almost be impressed to see that running real-time. But I'll laugh my ass off when the final version doesn't look anything like it. I think a lot of people are sorely overestimating what they'll be able to do within the limits available and the time required to make the content.

  4. the only thing the unreal editor isnt superior in when you compare it to hammer is its texture aplication tool :( but he who cares about aligning all that base geometry right :wink:

    As much as HL veterans tend to claim otherwise at the beginning, nothing compares to the ease and joy of texturing in Radiant, at least the d3 version... at least, as long as you build on a reasonable grid! Still by far the most raw construction power available in any engine on the market today ;)

    Anywho. D3 does indeed use a text-style material system, but it seems much better implemented than the source version. Most things are text-based, whether it be the .def files, .mtr files, or the scripting, but I really like it that way, especially the script. Visual scripting systems are ok, but there's no telling what they're doing under the hood and whether or not it's the most efficient means of doing it. Writing each line yourself remedies that problem. :)

    There's some shortcuts, too, to make a standard material not a bloated process - you can just paste the path and all is well. :)

  5. Gotta love the feature comparison page... apparently Doom III has no sort of scripting support whatsoever (funny, what have I been branching into in the last couple months, then? :P ). And they talk like Source and D3 are "useless" for any game more than 18 months down the pipeline and aren't getting any expanded development (which, of course, they provide). :roll:

    Hell, including a "day/night cycle" as a major engine feature on a comparison checklist is a sure sign things lean a little on the gimmicky side. ;) I could write one of those for D3 right now if I wanted to. Some people already have.

    There's some cool power and features they're pushing, but nothing useful you can't find or implement in a major licensing engine - most of it is just more polys and higher res textures. It looks like an excellent platform for a smaller dev studio to use to get some decent power for cheap, but I don't see it standing up to id, epic, or even Valve (though they don't seem as aggressive on the engine licensing front as I'd expected - whether that's them or people choosing against it, who knows *shrug* ) in the primary engine market - especially now that unreal engine 3 is practically the official middleware of the next xbox with so many studios licensing it already.

  6. Pulley - Matters

    Jimmy Eat World - Bleed American/Self-titled, whichever it really is

    Jimmy Eat World - Futures

    some new JV Allstars demo recordings (friends of mine from back in Lincoln)...

    And a couple Killers songs. Most are a little too... eh, crap... for me to enjoy, but "Mr. Brightside" and "Somebody Told Me" are both fun.

    And a healthy dose of the World of Warcraft soundtrack... I think that's it.

    Would be more varied, but I'm spending most of my time at work and this tends to be the best stuff I have here or can pull from the network :)

  7. imagine a map being worked on by all of mapcore at the same time :oops:

    It's crazy enough with multiple people working on the same map at different times. I've always been put off by the prospect of networked editing; always seems like a "look what we can do" feature rather than anything particularly useful. However, looking at it from a gameplay perspective rather than a development perspective I'm sure that code could be used for some, ah, interesting set-ups :)

    oh yeah there is a freeware 3d engine out that has that kind of network mappinh too. I havnt checked it out yet but i heard its real cool and fun

    if only i can come up with its name :/

    Cube?

  8. WoW WoW WoW WoW WoW WoW WoW WoW WoW WoW Quake3 WoW WoW WoW WoW WoW WoW WoW WoW

    Hmm. Scary. Mine:

    WoW WoW WoW WoW WoW WoW WoW WoW WoW WoW Quake4 WoW WoW WoW WoW WoW WoW WoW WoW

    A little Brothers in Arms, a little Cold Fear, and meaning to get back to KOTOR2 and X-Men: Legends at some point... and a host of other games destroyed by WoW. :)

  9. The second person shooter.

    So the player plays as the omonous narrator character who can pass in and out of thoughts?

    interesting.

    Or your camera view keeps jumping from enemy to enemy and you watch as you kill them.... that would work, too. Except when you have to sneak up from behind.

  10. There's normally somebody on GameFAQs that documents every attainable item, alternate route, etc..., but I guess that can take a bit of time. FPS's aren't normally known for having loads of stuff you "might not find anywhere else" though, unless finding ALL the shotgun clips and armour shards is really important to you :P

    Heh, not if you're going to get your ass pounded every time you pick one up ;)

    I buy them for reference, personally... quick reference to layouts, game patterns, implementation of features, etc. Handy to compare what you did/didn't like and learn from it accordingly. :)

  11. She can't live period. Her brain has liquefied. There's a cat scan image of her head with a gaping hole in the middle of her head.

    I just love how every court has sided with the husband to date. Parents appeal. Court rules against. Parents appeal. court rules against. Parents cry to congress, somehow get them to call an emergency session giving jurisdiction to a federal court. Federal court sides with the husband. Parents appeal to the supreme court. Court sides with the husband.

    Gee, think we might have a legal precedent here?

    People can lie to themselves all they want, but this woman is dead already and has been for years. And we have abortion rights activists plotting to smuggle food and water into her room. Riiiiiight...

  12. omai is there another zeta? i wasn't aware :s

    thanks and yes definitely want the crits dudes~

    Not recently. :) Second map I released back in June 2001 was dm_zeta for HL. I think you'll be ok. Couldn't resist the comment, though :D

  13. Thats the most uncomfortable desk ever, you have way too much stuff going on and small amount of space for your arms to rest. Also you have to keep looking right to see the monitors -> your head and neck is going to explode.

    It's still a little messy from setting everything up and clearing off the mess of stuff that was on this desk before, but with that stuff gone it's completely clear. My chair rotates and has beefy arm rests, so all the arm space I need is there. :)

  14. Going to finally pick up my copy... about now!

    I've been denied twice already (thought it was out yesterday, no luck, then went in today at lunch and the shipment wasn't in yet), so if I don't come home with it this time there will be mayhem.

    Gotta snag Cold Fear, too...

  15. You're showing some excellent progress with the tech. :) Nice work! This is in a completely different league than your previous shots (you did do that tomb-ish thing, right?)

    I think there's a few things you can do here to make this some really impressive stuff.

    1) Bring up the brightness. Biggest thing people complain about in D3 is darkness, so don't let them complain about it ;) You can have cheap lighting that lights things up well. Multiple lights (done properly) also help to sell the normal maps, something D3 didn't really do much.

    2) Re-examine your color choices. More gentle colors accented by more saturated accent lights could give some really nice results.

    3) Flares. Re-examine your use of those :) It looks like you're just slapping them over a brush. Take a little time to line them up to the edges of the light glow pass on the texture. the effort will be well worth it.

    4) Start taking some of your pipes, and instead of going down, 90 degree curve, horizontally, 90 degree curve, down again, try making some 45 degree curves and then an angled piece in the middle. It's really easy to line these up to the grid and the patch subdivision will give you some really precise results. A few off-angle shapes can make a huge difference within a scene, especially taking into account the lighting and shadows

    It's still taking some people a long time to learn the tech, but like I mentioned above, your progress is great. Despite my above comments, there's some really great ideas here, some that are even clicking off some ideas for my own work. You're very much on the right track.

    Catch me online sometime if you want; I'd be more than happy to give you some more detailed tips.

  16. Rather than a box, perhaps simply collapsing the PC boxes and pulling out the PS2/Xbox liners and placing them in a sturdy envelope would be more cost effective? :) *shrug*

    And yeah, if there's any way to get my hands on a poster, that'd be awesome. Willing to possibly negotiate trade for any current/future project I'm on. Trying to build a bad-ass collection of game posters to frame and line my home office once I get that established. :)

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