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ShaDoW

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Posts posted by ShaDoW

  1. 500 mb :|

    Get the QT version then, its only 360mb.

    Very nice video, thanks for sharing MJ. I didn't realize attractive chicks were working on Portal. :-D But in general, every time I see a video of Valve's offices it looks like one of those awesome places to work. Very comfortable, very talented people, nice atmosphere. And Episode 2 just looks awesome.

    Loved the offices of Insomaniac as well but it looked a bit huge. And the game they were developing looked mediocre (not in graphics but in gameplay), in the short footage of the game in that video I already saw a lot of returning elements, and the typical "clear area, gateway opens, new monsters arrive" Serious Sam gameplay.

  2. I wouldn't rely on those programs too much. You can slightly change the environments, characters and weapons for each "game" you make with it, but it will always end up being the same bland game.

    If you want the real experience find yourself a nice free open source game engine and build on that, or mod an existing game.

  3. I'm not British, Belgian actually. :)

    But your right, I considerably fail at history. :D I took the blog site down though recently and replaced it with a portfolio site though (woop). Huge thanks to many of you guys, I really had to look through quite some portfolio's as I personally just suck at writing these things.

    Currently playing Oblivion and San Andreas.

  4. Personally I thought some bits could use some more polish but the combat just sold it for me. I've played that second map over ten times now just having a blast with the regular sword.

    You can google for the savegame or use noclip to fight the Ogre. I don't think he was really meant to be fought in the demo however, as he's obviously missing a few nodes (to move around).

    And being used to Half-Life 2 or Vampire: Bloodlines (sorry Zaphod :oops: ) the graphics and scenery are incredible.

  5. This is a huge step forward, and its very cool to see Valve is working on it.

    who said that valve is working on it? or did i just miss that part?

    Because the option to enable lighting preview and the whole purple checkerboard viewport was added since last Source SDK update. I believe lighting preview was a viewport option at the first release of the Source SDK but was quickly taken out again because it didn't do anything.

    I just assumed the folks at Valve in charge of the SDK and Hammer are working on it because of this, but its just the first step. The guy who managed to get it running must have based it on Valve's work.

    doesn't brazil do realtime radiosity?

    I'm not sure, I never used brazil or anything before. After google'ing it appears to me its a renderer for modelling apps though. I think the way radiosity is calculated for a game engine and a renderer would be different though, at least in some form. :)

  6. I read on other forums that this is fake, so i'll believe it when i see it on my computer :P

    Plus if his computer can hardlly handle it, i wouldnt call this a sucess.

    Your missing the point Barra, many thought this would be impossible because of the way the radiosity is calculated in Source. This is a huge step forward, and its very cool to see Valve is working on it.

  7. When I was many years younger I bought a steering wheel for the PC at a local supermarket, it was cheap as hell but it also broke after a day...

    Then the next day I went out and got a Microsoft steering wheel.

    b00000jdg901aa280sclzzzzzzzgifro7.jpg

    That one in particular. It was pretty cool actually, for a few weeks anyway. Race games tend to bore me pretty quickly. In the end its too much work setting it up each time as well as opposed to just firing the game up and playing with the keyboard. Rubbish.

  8. in his defense, though, ripping things is a good way to learn the tools and how to operate hammer in general.

    Good difference between opening an SDK map and fooling around with it, and opening an SDK map and putting your name on it as a multiplayer map in my opinion. :eng101:

    http://www.mapcore.net/forums/viewtopic ... ght=#94466

    And? I wasn't talking about that map. The train station had parts that looked in my eyes copy pasted directly from an SDK map. Which happens quite a lot on level design forums that people just take an HL2 SDK map and place some multiplayer spawn entities in it. It was only after, that he said he re-created it all himself.

  9. Sounds like an old lady having a good time. :D

    Yeah you should really get the English version of the game. It has voices from Patrick Stewart (Captain Picard from Star-Trek), and Sean Bean (Boromir from Lord of The Rings) and a couple more famous actors.

  10. I don't think those are real physics. It seems like smoke & mirrors really, scripted sequences. The guy made his little test map so obviously he knew where to shoot as he scripted a few brushes on train tracks like we've all seen in HL1 and such back in the days.

    When he's going through the multiplayer map and the reporter asks about dynamically being able to shoot it all down like in that test map, all he could say was "Uh, sure, yeah sure! Look at how big these maps are as well!"...

    Portals on the other hand isn't quite as advanced as real physics, but it was pretty impressive of them back in the days.

  11. Theres nothing really special or interesting about this mmorpg. Its alot like that camelot one and asherons call or whatever. Really nothing that sets it apart from the pack.

    But its not an mmorpg.

    I'm not sure if any of you have actually played Gothic I or II, they were never that grand graphics wise. Yet they had incredible RPG gameplay. I'm expecting nothing more or less from Gothic III.

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