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Messages - Zedblade

#16
In that case. Due to the article at Rock, Paper, Shotgun. We've decided to just go ahead and reveal that the BETA has been done for months and we will be releasing it in one week. I'm serious.







PS.

I'm not serious.
#17
Quote from: DreadStunlock on July 25, 2011, 08:38:52 PM
Too bad, that quote doesn't intimidate the team :( Wish it did :'(

::)
#18
whats going on with your fence.. it looks like a single plane but the wire frame shows all kinds of weirdness.

And here's some info on getting DX11 working.

http://udn.epicgames.com/Three/DirectX11Rendering.html
#19
Presentation Forum / Re: Real time water in UDK
July 23, 2011, 03:22:13 AM
Quote from: DreadStunlock on July 23, 2011, 01:17:03 AM
http://www.youtube.com/watch?v=nSwASbUzt0s&feature=related

How much of a chance have I got to create something like that in UDK with an ATI card or am I fudged?

0 and it has nothing to do with your card.
#20
Quote from: ChLieW on July 20, 2011, 06:58:06 PM


MP5 model made for fun with tweaked texture taken from reference image.

way too dark to see anything
#21
Public Discussion / Re: OMG where's the new stuff?
July 19, 2011, 11:22:55 PM
Quote from: AgentX_003 on July 19, 2011, 09:22:01 AM
Quote from: Meister_Neo on July 19, 2011, 12:10:11 AM
Quote from: Justus on July 18, 2011, 07:25:02 PM
We have already decided to start things off game play wise by removing the ability for the Merc to jump at all. You will still be able to climb up onto things that are low enough, but it's a context sensitive command. This will remove bunny hopping, jumping and spinning after a missed berserk and makes the Merc seem more weighed down by his equipment and not so athletic.

Well... in CT jumping was used by many people as a "charge-extender", to get through things faster, for example smoke, to not use up all of the gasmask, while going through a line of smoke clouds.

So i ask: Will there be something like the sprint of SCDA? Or will you at least make the range of the charge longer?

well this all sounds nice from a concept point of view , but what happens when a merc is being tossed around like a ping pong ball being
elbowed back and forth  ? I think the jump is essential, what the Merc is just supposed to let they spy grab ur neck o_o ?. I mean aggro spies are inevitable despite that this project is around stealth ;P

First of all. Stop taking our proposed game play ideas and jamming them into CT's game play. We aren't changing things in an already established game, we are building from the ground up with these design choices in mind. So a 2 on 1 in PS won't be the same as a 2 on 1 in CT.

2 on 1 or not, you still have berserk, charge, throwing down a nade and a fucking gun. Use it. 2 on 1 is just 2 people working together while the other 2 aren't. Your getting double teamed, it's supposed to be difficult.

Removing jumping solves tons of issues. Jumping and spinning after a charge, rail camping, bunny hopping and the chances a Merc can get out of a level without jumping is close to 0. Also, the command to climb up something will be the same as climbing onto ladders. No more automatic bullshit from CT where if u get close to a ladder, it will tractor you in whether you want to or not. So no jumping stays unless a real reason during testing says otherwise. Not because you can only survived being double teamed by jumping and spinning.

And as far as I know, the jumping and turning was an exploit anyway. You can't turn that fast on the original xbox version. And I know from trying that if I crank up my mouse sensitivity, I can jump and spin in the air like 2 times as merc. MT in hi-resolutions is also an exploit. If you oppose no jumping because you need jumping as an exploit to get out of being double teamed, then you should oppose changing MT so you can't exploit it to see spies in the dark.



#22
Quote from: DreadStunlock on July 19, 2011, 07:20:09 PM
http://en.wikipedia.org/wiki/Darksiders_2

http://www.youtube.com/watch?v=mc1CwyXYvTY&feature=feedu <--------------

Anyone? At first I thought this was Darkstalkers like the anime, but this is soooooo cool!

Haven't played the first one...but tempted to Amazon it.

I have beaten the first one. I thought it was great. It's a lot like Zelda, with a god of war lite combat system.
#23
Quote from: puuusianka on July 18, 2011, 09:12:02 PM
Oke! Another picture to cover this spam above:



Texture by Haxiorek

Seriously?
#24
Quote from: LennardF1989 on July 18, 2011, 11:21:17 PM
I must say I'm glad with the community initiative to make maps and custom props!
AGREED!

Quote from: LennardF1989 on July 18, 2011, 11:21:17 PM
They look good.

...No they don't.


Quote from: LennardF1989 on July 18, 2011, 11:21:17 PM
Keep it up, you'll learn a lot from doing it and it's fun to do while waiting for PS :)

AGREED!
#25
Public Discussion / Re: OMG where's the new stuff?
July 18, 2011, 08:32:47 PM
not at this time no. though the spy will be able to easily grab from all angles if u are behind the merc, so missing a charge is bad.

anyone remember in CT that you could easily grab from behind or to the left, but if you came from the right, it would almost always elbow the merc.

That was lame.
#26
you should be fine. though it's possible to keep all the set up and just change the sound. That why ur wood sounds like our wood. With that said, we aren't removing anything from UDK afaik.
#27
Public Discussion / Re: OMG where's the new stuff?
July 18, 2011, 07:42:32 PM
Quote from: DreadStunlock on July 18, 2011, 07:31:43 PM
Quote from: Justus on July 18, 2011, 07:25:02 PM
We have already decided to start things off game play wise by removing the ability for the Merc to jump at all. You will still be able to climb up onto things that are low enough, but it's a context sensitive command. This will remove bunny hopping, jumping and spinning after a missed berserk and makes the Merc seem more weighed down by his equipment and not so athletic.

That's going to feel...kind of awkward and peculiar at the same time :S

how so?
#28
Public Discussion / Re: OMG where's the new stuff?
July 18, 2011, 07:25:02 PM
We have already decided to start things off game play wise by removing the ability for the Merc to jump at all. You will still be able to climb up onto things that are low enough, but it's a context sensitive command. This will remove bunny hopping, jumping and spinning after a missed berserk and makes the Merc seem more weighed down by his equipment and not so athletic.
#29
Public Discussion / Re: OMG where's the new stuff?
July 15, 2011, 05:23:35 AM
Quote from: DreadStunlock on July 14, 2011, 08:49:25 PM
I also think there should be a way to counter security defenses.

Laser: Running roll or whatever it's called.

Security Camera: Camo-suit?

Pressence detector: Slow walk

Cause it's so stupid, that the Camo-suit is being picked up by the security cameras. Also, camo-suit should in fact counter lasers, since most of the camo-suit concept is the fact that the camo suit bends the light. (Note, it works on DX:HR <3)

I don't think a camo suit would get through lasers. Lasers require you to bounce the beam back exactly, which is why mirrors 'work'.  A camo suit would bounce it back any number of ways. I guess. I have no idea.
#30
Public Discussion / Re: OMG where's the new stuff?
July 14, 2011, 08:09:31 PM
Quote from: DreadStunlock on July 13, 2011, 03:07:23 AM
Quote from: Wh1tE_Dw4rF on July 13, 2011, 02:26:59 AM
I spy back to wall should be able, when near a doorway, to reach out his leg in an attempt to trip an advancing merc.

+9001!

This is more serious, but i've always wanted the spy to be able to grab a merc from back to wall, rather then having to 'unstick' and then grab.

Anyway, I like all of those ideas Vega accept the last one. Seems too close to a form of hand to hand QTE combat like spy vs. spy had.