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Zyn

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Posts posted by Zyn

  1. I'd love to get my hands on this airsoft-rifle :

    M1MAXI.jpg

    - M1 Carbine MAXI. Manufacturer: Marushin

    It is made out of almost only wood and metal. It runs on gas but you can use bolt-action for each shoot too. The bullet velocity is the most remarkable; Other rifles usually go up to 80-90m/s... this baby fires at 157m/s.

    This one on the other hand, the Mauser Karbiner 98K :

    Kar98K.jpg

    - Manufacturer: Tanaka ... bullet velocity : 160m/s.

    Made out of wood and metal only (weight: 4kg). Bolt-action between each shot.

  2. http://www.ati.com/support/drivers/winx ... submit.y=8

    What's been fixed: http://www.ati.com/support/includes/titles/fixed.html

    Noticable for Half-Life players with Radeon gfx-card:

    - Half-Life 2 performance also improves as much as 20% over Catalyst 4.11 in certain sections of the game.

    - Half-Life 2: Playing the game on a system containing an Athlon XP CPU no longer results in missing textures occationally being noticed.

    - Half-Life 2: Intermittent psychedelic patterns are no longer seen when playing the game under Windows XP.

    - CounterStrike: Playing the game under Windows XP with an ATI RADEON™ X800 series installed no longer results in display corruption being seen in the floor in de_chateau map

  3. It's about talent and experience. Education is of secondary value.

    Where I live, it feels like it's the other way around :( . I have tons of experience but it doesn't show on the paper...

    I am going to try to get into a school about game design next year. I applied a year ago, but the examples I included of my work was a rushjob and that caused me to miss that year... but I'LL BE BACK!!!

  4. Good work, and I have some suggestions:

    - Make the ground into a displacement also. You can make your own blended materials for this, so you can keep the current texture and add spots of grass, together with detail.vbsp to add 2D-grass detail sprites on the grass-spots on the displacement (omg, hard to read eh?). Some bulges here and there but not mountainpeaks :P .

    - Spotlights in dark areas, like the red cagelight-prop with an intense red light_spot pitched downwards from the prop.

    - Env_sun :P

  5. The rest of the map is well designed.

    lol yes, you designed a winner all by yourself :P

    Looks good other than the fact its a port. I'd like to see your talent and creativity put around something that is truly original.

    I have some ideas stored for later 8) .

    This remake of Bounce was from the start just a way to get me started on learning how Source works compared to Goldsource. As you can see, this turned into something other players can enjoy too...

    It has been fun making it, since it has done what I wanted : Learned me Source. I still don't understand all the entities yet, but it's a head start.

  6. Alright, here's BETA 2 of my Bounce remake.

    http://www.shatteredminds.net/pafiledb/ ... file&id=22

    Changelog:

    Beta 2

    ------

    * Soundscapes! Environment sounds and echos! (backup your scripts/soundscapes_manifest.txt, if it exists)

    * Some texturechanges.

    * Added more detail and changed lightsetting in room with ladder leading to magnum and exit-pipe.

    * Added more detail at healthcharger-room.

    * Grass now shows on all grass surfaces.

    * Light moved away from healthcharger-room ladder-exit, and placed in the watercave.

    * Missing clipbrushes fixed. Can no longer get up on the high terrain.

    * Lots of glitches fixed.

    * Changed, removed and added props to throw around. (Paintbuckets!)

    - The water in the cave still change cubemap depending from where you look at it. Will be fixed before beta 3 or final.

    - The soundscapes are not final.

    Preview-video, instead of screenshots : http://www.shatteredminds.net/skit/beta2.wmv

    As a comment to that video:

    19:03| (+Jezpuh) crappiest music

    19:03| (+Jezpuh) EVAR

  7. Some updates:

    http://www.shatteredminds.net/skit/boing18.jpg

    * Soundscapes!

    * Many bugs and glitches fixed, like: You can no longer acess the top of the terrain anymore, due to missing clip-brushes.

    * The light above the watertunnel-ladder has been moved to the watercave.

    * More props to throw around. I bet you want to use the paintbuckets to paint your opponents :D .

    * Some texturechanges.

    * The water in the cave still changes cubemap depending on what angle you look at it from :evil: .

    I'll most likely get a second beta out for tonight/today ;) .

  8. The pink rocks in HL1 sucks :) .

    of course they suck by now but they are supposed to be something like this:

    TitleRedRockCanyons300.jpg

    and that's what I would luv to see in a remake...

    but tell us, is this map for the mapping contest or not? cuz if it is, there is no need to try to convince you to use other textures for the rocks! :wink:

    Since this map is not for the contest, I'll see if I can find some "pink rocks" texture and try it ...

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