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Messages - Lt.JC

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Game News / Re: Duke Nukem Lives!..Er might.
« on: January 23, 2011, 02:34:52 PM »
Looks like the new Duke Nukem game fills out the ESRB rating list completely  ;D

Could be a fun game after all the random/generic military shooters lately. I liked the original DN3D so I'm pretty sure I will like this game (if it really gets released this time)  ;)

Conversation / Re: what happenededed
« on: November 06, 2010, 10:41:58 AM »
Ofcourse not all are killing modding but most of em. Take a look at MW2 just as an example I mean what the hell went wrong there not even dedicated server support? What a waste. Not that I play any of the COD or MoH games but knowing this is enough to be angry about it.

There maybe are a few exceptions like crysis, far cry 2, STALKER or Starcraft 2. But one thing they have all in common is that they are PC games and not shitty console conversions. (The second thing they have in common is that I don't play any of them but that is not relevant here  :P )

But the fact is that most games are mainly aimed at the console market and get later (and often) badly ported to the PC and then get either very basic or no modding support at all.

Conversation / Re: what happenededed
« on: October 30, 2010, 03:39:14 PM »
Well the only reason why games have no SDK today or don't support any modding at all is just because the industry has become greedy.
Mostly the publishers are.

Why let the community release 5000 maps and models of medium to great quality for free if you can do it yourself and put it all in a DLC or a patch the players have to pay for?

It's pretty obvious but they don't really care if "we know" because it works and that sucks. I mean think of it, Oblivion or whatever game startet the whole DLC garbage and everyone in the industry thought: "hey this is actually a quite discreet way to rip off the customers."

At least they could release an SDK or editor when games have been left behind a few years. For example Mass Effect, the community could do custom maps and add their own unique locations on the galaxy map, could be great.

But these times are over , now we have an gaming industry that kills modding to maximize their profit or they don't release the game for PC at all. They even thought about making the customers pay for a demo version, ridiculous.

Other Threads / Re: [56k Warning] The "Too much time?" Thread 2
« on: August 04, 2010, 02:49:13 PM »
I have been absent from mapping for quite a while now and as I decided to try a bit of Unreal 1 mapping I have experimented around with the UnrealED and watched some video tutorials.

So I am showing my work of my very first UT map called CTF-Deadlock. The whole map was build within 2 days. It's still not finished but it is at let's say 80%. Fine tuning needs to be done  ;)

The skybox was copied from DOM-Condemned because I like it very much and it fits perfectly in the map  ;D

Some screenshots:

[File not found]

General Chat / Re: Questions about detail textures
« on: August 04, 2010, 02:23:48 PM »
I would say no to both because:

1.I'm pretty sure you can't do it atleast I have seen nobody in halflife doing more than 1 on a texture

2.They are programmed to be seen close up so I would say not without programming your own detail-texture system. ( Weren't mip-maps the opposite of detail textures? )

Gold Source RELEASES / Re: [SC4 V mdls] "Community standard" arms
« on: August 01, 2010, 09:12:17 AM »
Not to hijack the thread, but why not use AI's?

Well some weapons have HD HEV hands and some of them have AI's and to be honest the difference is hardly noticable. Mostly because I'm using a black HEV texture.
All of the weapon models I use are from years of collecting and trying them ingame.

I only search for HEV weapon models to keep consistency in my mods  ;)

Gold Source RELEASES / Re: [SC4 V mdls] "Community standard" arms
« on: August 01, 2010, 12:14:02 AM »
I'm using normal HEV HD hands.

Gold Source RELEASES / Re: [SC4 V mdls] "Community standard" arms
« on: July 30, 2010, 09:06:09 AM »
Ha, Kyler you rule because that is exactly what I needed for my svencoop. The only weapons left now are the M249 and Uzis  ;D

General Chat / Re: Level Design Thread
« on: July 02, 2010, 09:30:35 AM »
The Heart of Evil mod is a good example of interaction in the levels too. I guess they went for the "action adventure" type of gameplay. But they did not code anything in except for weapons and enemies. It's all done in the maps.  ;)

Other Threads / Re: Rebellion DLL Problem
« on: May 31, 2010, 10:15:15 AM »
Ah...this mod. I played it once. I only got it to work on WON halflife, unpatched.

Textures / 2D Art & Audio / Re: HUD sounds
« on: May 28, 2010, 10:19:53 AM »
Yeah, afaik all those sounds don't work without coding it in. Valve probably wanted to have it in the game originally but left it out or removed it for the final version for...whatever reason they had. Maybe they took it out so less sounds would have to be cached, at the time halflife came out there was still the "out of sfx" error.

I thought hl2 would get the sounds but they were left out too.

Gold Source RELEASES / Re: Sven Grunts
« on: April 07, 2010, 09:49:06 AM »
He probably meant the holes on the barrel and the front sight, they are "see through" but in your picture they are black.

Normally there is some kind of alpha channel used from the texture to make it "see through" but I don't know how it works on models.

Game News / Re: Mass Effect 2 - E3 Trailer
« on: December 24, 2009, 11:11:09 AM »
Mass Effect 2 is definately on my wish list, and probably the first game I am gonna buy in the new year.

But first I really need to upgrade my old machine. Because every game I buy now is going to be low on fps so yeah I think I have to wait a bit longer before buying the game  ;)

Other Threads / Re: Christmas List
« on: December 22, 2009, 11:37:32 AM »
New PC hardware (just for upgrading you know  :P )

And ofcourse, Mass Effect 2  :)

Mods / Re: Must-have mods for HL1 and 2
« on: December 06, 2009, 11:53:06 AM »
HL1 SP Mods:

Edge of Darkness - Short but very good

Decay - A Port of the PS2 version, but only recommended if you have a friend to join in the game

Residual Point - Storytelling falls short but there are more fights in this game than in serious sam and also some "new" enemies

Heart of Evil - Ofcourse

Invasion - French halflife mod. Very hard, but a lot of new stuff and the campaign is almost as long as halflife itself

Project Quantum Leap - This and Issues and Reissues which are kinda the "sequels"

Life's End - Very nice mod and some funny levels in there too

Sweet Halflife - Good SP mod. New weapons and enemies and 2 ways you can go in the storyline. Nice bossfights too.

Todesangst 1 and 2 - Dont be distracted by the name it is not a german mod but both are very good.

They Hunger 1-3 - A classic...nothing more to add here  :P

Wanted - A Wild West themed SP Total Conversion. Very nice but also very old.

The Xeno Project 1-2 - Both are pretty short but enjoyable

Nuclear Winter - Based on OP4 code. Pretty fun mod, has its own story.

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