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Messages - Cpl.Dimz

#1
Public Discussion / Re: Real-Time hacking in versus
December 06, 2006, 09:11:56 PM
look at the simplicity of hacking a pc in chaos theory versus , then realize that the objective doesnt take a genius to figure out even if it had what youre calling a "mini-game" . it would increase user effort . that is why i mentioned it . not to take an idea and use it the same way , but to expand upon it .

if you dont understand what im saying thats perfect , because i can easily leave a shallow minded group .
#2
Public Discussion / Re: Real-Time hacking in versus
December 06, 2006, 06:08:23 PM
well as you know , there wil be programers , they can do wild things with code , like Change things . i know its hard to beleive , but yes they could implement a hacking device that doesnt rely on luck .

so before the rest of you jump to a conclusion about how something ubi made will never be good enough for your versus , realize that the idea is what i mean , not to steal the gadget but make a similar ui for user-dependant hacking .
#3
Public Discussion / Real-Time hacking in versus
December 06, 2006, 12:10:10 PM
so the new solo for double agent has an interesting little device used to for hacking ip's of security devices .

why not incorporate a user-dependant hacking gadget into versus , so its not just *sit and wait for animation to stop* hacks like in ct's versus ? i think it would definitely increase appeal among hardcore players , but then again it would deter some newb's who either dont want to hack or dont know how .
all in all , i think it will add more than subtract from the experience , since when you play a game , you are expected to show up for it .
#4
Presentation Forum / Re: Abandoned Asylum - Map
December 06, 2006, 04:21:08 AM
basically its the other way around , it was a fairly modern asylum , but it was since run-down into a dead-looking shithouse for nuts . the outside area could involve a parking area , that was in the runtime demo and i map in centimeters , so the scale may have been off , it was only big enough to walk through though . so the jungle area ( or arboredum ) would envelope the building .

the strips on the wall are just paint , it would designate the floor or sector of the hospital .
#5
Presentation Forum / Abandoned Asylum - Map
December 06, 2006, 02:45:31 AM
well i will omit a real story behind it since i want to get straight to the point ...

im thinking of mount hospital , but if it were ruined by a load of crazed out medicated psycho's then it would look alot more intimidating imo .

so the idea of numbered rooms would be the same , i think a central elevator shaft for the staff could be put in , as well as an outside park are for the visitors . ive seen images of one mental health facility where it even had an arboredum around it , sort of looked like a hospital enclosed in a jungle . would be a good balance of indoor/outdoor action if done with , and the entire map would look pretty spectacular and scary with a jungle outside and ruined dark hallways inside .




that is a start in unreal runtime enigne 2 demo's editor . the outside is nothing near complete and the textures inside are fairly poor .
#6
Presentation Forum / real time hacking in versus
December 06, 2006, 02:37:23 AM
so the new solo for double agent has an interesting little device used to for hacking ip's of security devices .

why not incorporate a user-dependant hacking gadget into versus , so its not just *sit and wait for animation to stop* hacks like in ct's versus ? i think it would definitely increase appeal among hardcore players , but then again it would deter some newb's who either dont want to hack or dont know how .
all in all , i think it will add more than subtract from the experience , since when you play a game , you are expected to show up for it .
#7
Presentation Forum / Re: Reticule Design
December 06, 2006, 02:32:56 AM
what about reticle custmization options ? i think a standard reticle is also a good idea , but it could be interesting for players with different styles of play choosing or making their own reticle .


--this is a commercial sight with magnification and 4 presets for reticle style .
#8
Public Discussion / Re: Research on UR 3.0
December 06, 2006, 01:59:42 AM
i will address those questions when i see the persons working with the engine .

about the pd style gadgets , non-passive lasers , and dynamic maps ... the unreal 2.xx engine will support as much as the developer is willing or knows how to implement , so there is no question that unreal engine 3 will incorporate all of thse , possibly even further .

the gadgets and passive lasers will be custom scripts , actors basically , and since they are being made custom , there will be plenty of options about whether the gadgets like the PD style one are always on , or if they are selectable as some have wished for . the dynamic maps will always be possible . also , along with custom placeable actors comes more interactivity with maps . so yes the push-button style functions are easy , while more complex functionality will of course be more complicated .
#9
Public Discussion / Re: Research on UR 3.0
December 05, 2006, 11:46:58 PM
i will address the shader support , but all inclusive questions , as all important as they are , cannot be asked because these are developers , not splinter cell addicts lol .

i will ask any questions in specific , please do not be broad in the wquestions you want asked because the developers are busy with their projects , and will not take time to understand what you mean .
#10
Public Discussion / Re: Research on UR 3.0
December 05, 2006, 11:09:49 PM
i know several unreal engine 3.0 developers personally . i can see what i can do if you post questions here and i will relay them to the developers . fyi , one is a programmer and one is a level designer , so that will cover a good amount of what we need to know .

also i have already heard that the material editor is very intiuitive , so skinning a camera with vision modes will be pretty easy . also gadgets should not be difficult since theyre just projectiles with functionality after launch . i think that all of the things in chaos theory's versus will be achievable near the beginning with the exception of some more difficult things , like custom actor scripting such as geometric events for ledge grabbing , beam emitting lights , etc .
#11
Public Discussion / Re: reticles and attachments
December 05, 2006, 10:59:27 PM
sup;

im back after the cooling off period . that image was not photoshopped , it is an airsoft . the only reason i chose it with the m203 is because the nade launchers in versus were fairly similar , though the oonly time youll notice the GL is when you view someone else who is merc in 3rd person .

if you want concept designs , please ask , i will make a design and there are a few modelers here , at least , so we will most likely all make a concept and the most appealing one wins .

also about basing the weapons on real ones ... the spy weapon is indeed based heavily on the p90 , with modifications . the only real reason we would need to modify a real weapon is for copyright reasons , we dont have a license , so we dont use a full model from someone's company .
#12
Public Discussion / Re: reticles and attachments
November 16, 2006, 09:51:22 PM
i didnt get shot down .. ITS A FUCKIN CONSPIRACY AGAINST ME , FUCKING RETARD .
#13
Public Discussion / Re: reticles and attachments
November 16, 2006, 09:46:33 PM
read zed's post LOL nub vega
#14
Public Discussion / Re: reticles and attachments
November 16, 2006, 09:33:34 PM
well that would be wrong ... i mean why would anyone make a game out of chaos thoery ... oh snap , theyre already tryiong to  . and i hope this goes to court , ubi would make a killin off you tardws , for recording versus sounds and sayin "it is all our intellectual property , since the idea , the idea for graphics , the idea for the gameplay is all stolen * team gets tackled* ...
#15
this game will suck just like ubi's , except ubi has more talented artists , and more of them . so if you think this game ( mod really , until one of them gets an idea in their head) then this will be the lamest place on the net .

and so you all know , they plan on recording ubi's sounds form the game , so that their lack of skill wont be obvious . i for one am happy to call this place shit , and all of the people who said my work is lousy , and they dont want me in this team , i am glad you say that , none of you are worth weorking with , except maybe the ones i dont know already . Zedblade is the worst map[per in the community , and i base this 90& on the creepy no brainer maps he's made , and 10 on balance . see zed it doesnt always work out for you . and to anyone who takes on the props artist role and has to bow down to zedblade , well just realize hes pushing you down just to make it upwards .