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Lord Ned

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Posts posted by Lord Ned

  1. Your apparently not the only one with issues especially in dead space. Googling "Changing Dead Space FOV" brings up a bunch of similar topics. That and Mapcore is the fifth link.

    Do a little googling, see if you can find a way to adjust the FOV in the Godfather 2 engine. That's the one Dead Space is running on so it may apply. Otherwise try sitting further back from your monitor (or closer?) and lowering mouse sensitivity so you spin slower. I haven't had issues in any games before, but I found myself (With Dead Space) turning slower and not making such rapid flicks like I do in other games.

  2. I watched it. I found the CGI to be unfavorable, it to be less about the gamer, a bad representation of gamers, etc. I also noticed a large amount of breasts. I'm sure that's the way the world would turn if the controller/controlled thing happened but it seemed more like they were trying to entice people to stay with 'em.

  3. We will support custom game modes and with it probably custom items. It is not super straight forward though, there is a lot of things in lots of different lua files to touch. Hopefully we can simplify it some.

    You can sometimes color text in the game by adding hex #00ff00 color codes in front of things.

    Something you might want to look at is Garrysmod's implimentation of Lua/Gamemodes. To my understanding it provides a lot of functions hooks in Lua for the gamemode maker to different things with. Then custom gamemodes are as simple as a folder + an info.txt file that gives some information about it, and then the game lets you load it.

    As for the color thing: Same issue in TF2, people can use the "XX Has found " colors .

  4. Release candidate

    The term release candidate (RC) refers to a version with potential to be a final product, ready to release unless fatal bugs emerge. In this stage of product stabilization (read QA cycle), all product features have been designed, coded and tested through one or more Beta cycles with no known showstopper-class bug.

    Anyways, don't be harsh, and perhaps come with constructive criticism if you got any. He might not have the same goals with this map that you'd have if you built one, but that doesn't make his map any less of a personal achievement.

    You don't know how bad he is on other forums. Every time people try to give him criticism he rejects it etc.

    I know what RC means, there is nothing else to add to the map so thats why I released it as RC.

    Let me direct you to this list of visual bugs that someone posted on another forum.

    http://img22.imageshack.us/g/cpreelfootrc0000.jpg/ See image comments for what's wrong. This clearly does not have the thought and time put into it as other maps, or even as much as Outback.

  5. You have no clue what RC means do you

    lol i was thinking the same thing ;D

    But then again, maybe this was closed beta before? ;)

    Map has been tested from _test1 to _test8 for the past 3 weeks and I know that there could be some clipping problems here and there or other small things but there is nothing big to add to the map. I could easily fix all the clipping or ugly shadows on the walls in rc2.

    How about you make the map not look like shit first?

  6. I preferred his other show Civil Protection better. Then again, I know how much immense work it takes just for the simple headbobbing it had. (I headbobbed for an episode that never saw the light of day :( )

  7. Well it's better. Gamepad support is almost useless without being able to change the sensitivity or dead zones. The space-level with holes in the ground, the holes are more irritating than useful.

    Edit:

    TAG IS FUN WHEN CARTS GO 4X SPEED.

    I've figured out how to change the cart speed and weapons. I've also figured out how to change what spawns on the cubes. However when I try to make my own weapon by copying the SyncedSpring and renameing it + all the instances of SyncedSpring to SyncedSuperSpring. When I add it to the weapon-spawner it works fine until someone tries to use the weapon. Then it crashes the server with an "Unable to register" error. Will custom weapons not be supported? What about custom gamemodes?

    Unrelated: We had a guy in here with a blue name and black text. What's up with that?

  8. Joystiq just talk a lot of shit to be honest. Its sad that such an unprofessional lot get to run a site that gets so many hits.

    This.

    Were you playing on PC, Lord Ned? Cause the gamers with jobs cast also said they had no problems, and the reviewer said he played the PC version (in bootcamp on his mac of course :lol: ) and had a much easier time, even though he wasn't used to mouse control.

    Yeah. However L4D is more designed to be a console game so I don't see why Valve would have made it super hard.

  9. fuck! DONT KILL ME MY MOUSE IS OUT OF BATTERIES!!! HOLD ON!!!

    *dead*

    I had that happen once with a wireless keyboard. Was playing Zombie Survival which is a Garrysmod gamemode. I was standing next to the main entrance that the zombies came through (that was barricade) when the batteries kicked it. After trying unsuccessfully to get them working I went to get new ones. When I came back zombies had broken through and were swarming all over the place, attacking humans right and left and miraculously left me alone.

    Then I got the batteries in and then died shortly after. :(

  10. I've had no issues with difficulty. They all must suck horribly.

    I've completed every campaign except Swamp Fever with average players with less than two retries. Usually only one or none.

    Oi! I've found their problem.

    To make sure I wasn't somehow cursed; that AI Director 2.0 didn't just have it out for me personally, I played the game both pre- and post-release with six different gamers, all of whom had experienced the original (and some of whom were really good at it).

    That's probably because ALL SIX OF THESE 'GAMERS' NEED TO GET WITH THE TIMES, AND STOP USING OLD TACTICS. If you use the same tactics from L4D1 of course you're gonna get owned, that's the entire idea here is to add new gameplay tactics to change it up.

    Christ that's like building a bomb and seeing it doesn't work, so in the second version you use the same tactics to build it even though you know it won't work.

  11. last year i bought a ps2, ico and sotc because i had never played them through properly.

    turns out my monitor doesn't have the connections needed to plug the ps2 into it. mother fucker.

    There's some assorted converters that run you ~$60 I think.

    You could also stream it into a videocards s-video I believe but then you get a slight delay between button press and it showing up on screen.

    http://cgi.ebay.com/ws/eBayISAPI.dll?Vi ... 0210310742

    http://tech.yahoo.com/blog/hughes/3935

    http://www.tomshardware.com/forum/95475 ... er-monitor

    http://www.google.com/search?hl=en&safe ... f&oq=&aqi=

  12. Hey, this is a flythrough video of pl_outback that I just finished for tf2. The map is based on Meet The Sniper Video.

    Really now?

    67ibh0.png

    o0bc74.png

    2nhzvcn.png

    That's on a QUICK skimthrough. You really have no grasp on detailing, so many random out of place with no purpose things like loading-platform wheels over... nothing.

    Oh and I fixed your imbed.

  13. Of course I think this is all irrelevant because you have made up your mind and won't change the design, but for my money you would get better reception from potential employers with a traditional layout that they are used to browsing.

    And the point that is interesting to me is that instead of talking about your work we are talking about your layout, which is nice to get people talking, but defies the point of a portfolio.

    I disagree. I think the layout is a big part of your portfolio. You may have all of this great work but if no one can get to it why bother?

    That's actually what I said.

    See bolded. It's not defying the point of a portfolio as it's part of it...

    If that makes any sense.

  14. 2cnfmeu.png

    Didn't see anything else. I figure everyone here is always hungry for some game design documentation.

    Went out and found a 108 page Making of SotC PDF right here: http://www.bruno-urbain.com/resources/m ... f_sotc.pdf

    I suggest downloading it (Right Click->Save As), as Firefox doesn't play nice and keeps locking up.

    It's in English, and has pictures. I'm slowly making my way through it and it seems full of both the technical and artistical side of things as to why they chose x and y.

    Hope this helps someone out there.

  15. The scoring is much more straightforward and easily graspable, too. While I'd argue it is an improvement, my only quibble is that you don't get much of a completion bonus. I.e. the scoring is improved, but I think they may have gone a little too far in making it almost purely distance based.

    If both teams get to the end with all four people, who evers team did more damage as infected gets 25 bonus points. This was probably designed to stop the huge stomps that would happen propelling one team a thousand points ahead in one map causing massive ragequits.

    [*]I personally think some of the new levels lack an easily identifiable path to the goal. In the first one, you nearly always knew where you were meant to be heading as all of the levels were dark and they showed the path via lighting. Alright, the sequel is definitely less linear thus making the problem harder to solve, but I still lose my bearings and start running in the wrong direction a lot of the time.

    I agree on some points, but you have to look at the subtleties. For example water now flows in the direction of the safehouse/end/path. It still is challanging sometimes, but you have to take into concideration that it might have been designed that way to mimic irl. (Not saying that that's right)

    [*]There's multiple weapons that feel much the same. Unless I'm missing something and they are actually different, I would've rather they just consolidated the similar guns into one gun model to avoid confusing players. E.g. there's a couple of auto shotties and assault rifles that are extremely similar. Am I wrong here or are they noticeably different? Despite people bitching, I felt the first game's simple "shotgun/smg" + "assault rifle/auto shotty" choices were simple and to the point. They were distinct and the differences were obvious. Now it's a case of a lot of shades of grey with no intuitive feel of each weapon's strengths and weaknesses.

    I'd imagine this was done to shut the "ZOMFG THERE'S ONLY 6 WEAPONS IN THE GAME" people. Sure some are asthetical changes, but the two different shotguns have different uses. Spas12 has a wider spread = more anti-zombie crowed. It's trade off is more friendly fire, etc.

    Just wait until you play with a german and get CSS weapons. ;)

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