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Messages - B1nArY_001

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31
Public Discussion / Re: Project Stealth level editor?
« on: February 12, 2011, 07:54:24 AM »
So far as I know, the less BSP the better. Once the geometry gets even a little complex, Static Meshes are less resource intensive than BSP.

32
Public Discussion / Re: Jumping and turning ?
« on: February 09, 2011, 04:33:05 PM »
Max has a generic unit that matches unreal, it's not a cm or inch measurement but purely a generic decimal unit.

Ediit: I don't know who "he" s or the type of work being done. I'm simply responding to clarify scale.

33
Public Discussion / Re: Jumping and turning ?
« on: February 09, 2011, 04:29:26 PM »
1 UU= ~1 CM.

No. 1 UU = 1cm in translation from Maya's unit system, not relative to the player model. In order to maintain a scale that resembles real life, the measurements are based off the spy being a slightly above average male in height.

34
Public Discussion / Re: Jumping and turning ?
« on: February 09, 2011, 04:26:44 PM »
If you want to get technical and assume the spy is 6ft tall, 32 unreal units = 1ft, 96 unreal units = 1 yard.

And yes one yard in PS is about 1 yard relative to the player model. We have kept everything as close as possible to a real life scale.

35
Public Discussion / Re: Project Stealth - Project Stealth Editor
« on: October 28, 2010, 11:40:39 PM »
Eat3D has some of the best in-depth info on UDK imo.

36
Public Discussion / Re: Project Stealth - Project Stealth Editor
« on: October 27, 2010, 03:53:27 AM »
Comparing UDK to The Halo Forge Editor is like comparing the Sistine Chapel to a children's coloring book.



hear hear.

37
Public Discussion / Re: Project Stealth - Tutorial Idea.
« on: October 27, 2010, 12:42:35 AM »
and getting harassed by AgentX's old voice was not a pleasant one :D

Inserting little jabs when we've asked that this type of thing stop, not cool. No one is stupid enough to think that everyone is going to get along. This kind of thing really does need to cease though. It serves no purpose so let's show a little maturity and leave it out please  ;)

38
Public Discussion / Re: Project Stealth - Tutorial Idea.
« on: October 26, 2010, 11:13:43 PM »
There are a lot of great ideas in this thread but where do you stop? One could literally write a book on SvM strategies and ways to use the equipment. For those of us who played PT and CT all of this seems simple and easy to absorb. Throwing this much information at a new player would be rather overwhelming.

It's my opinion that keeping PS alive after release will be up to the players. PT and CT had a large number of elitist players that made it very hard for a new player to learn the ropes. You either had a friend to teach you or got kicked from a server for being a "noob". While no one wants to lose and playing with a new player means losing in most cases, you are contributing to a declining number of people in the community when you refuse to play with a new player. I really hope PS doesn't see this trend carried over from PT and CT.

Those who understand SvM game play; take those new players under your wing. The vets can teach advanced game play far better than a tutorial could ever hope to ;)

39
Public Discussion / Re: Project Stealth - Tutorial Idea.
« on: October 26, 2010, 10:30:24 PM »
There is a tutorial in the works.

It will not go into basic WSAD movement or attempt to teach strategy and gadget use.

Our goal with the tutorial is to provide a new player with a very basic understanding of the maneuvers the spy can perform along with exposure to the various passive security measures in the game. It will also briefly touch on ways to subdue or kill the mercenary. It will be up to the player to learn the more complex aspects of the game but we will provide them with the tools to get started.

The tutorial is being designed in a manner that allows the veteran players to complete it in around 30 seconds. You will not be able to bypass the tutorial on a re-install but you also won't need to spend 10 minutes completing it before you can play.

40
Public Discussion / Re: Sneakpeek
« on: October 20, 2010, 04:55:21 PM »
so if i understood it right you guys aren't happy with the model of the gun that we have for the merc????

I wouldn't worry about it Comic. I think to most people it's pretty obvious that though that render had a diffuse texture it's not a properly lit nor has a full shader setup. It's just a quick render.

This isn't Project Little Green Army Men, it's not going to look like shiny plastic in game....

41
Public Discussion / Re: Suggestion for mines
« on: October 17, 2010, 02:41:42 AM »
Hey guys! We should make it so that there is an on screen message when someone dies so that I don't have to stick around to watch the death animation.

Okay let's put this into perspective; I didn't realise that was I was asking for was already in place. You on the other hand, believe the energy should be drained with visions (which obviously is retarded), and that the game should be unbalanced by removing the equipment refill on respawn. Why are you trying to make fun of me because you lost an argument, are you upset? :(

Troll on Troll action... Kinky!!! Moar plz.

42
Public Discussion / Re: What if...
« on: October 16, 2010, 06:56:42 AM »
Mines are nice to have but I can recall a good number of matches where I didn't use a single mine and was just fine... Against a good player all a mine does is slow them down a tiny bit or force them to take an alternate route...

Only time I ever die to a mine is being careless... or that stupid bug where a mine would go off even when you were in a slow walk... usually as the removal animation was going through. But that was SCCT...

43
Public Discussion / Re: Suggestion for mines
« on: October 16, 2010, 05:42:59 AM »
Now accepting donations to the "Get Spekkio A Life Foundation"

Donate today and save a thread from Troll Necromancy!

44
Public Discussion / Re: More than 4 players?
« on: October 12, 2010, 01:49:09 PM »
There would have to be specific maps for more than 2v2. Current maps are designed around 2v2, 3v3 or more would completely destroy the balance and turn into a frag fest for the Mercs. I personally enjoy the 2v2 dynamic and in my opinion if you want larger scale game play, there's plenty of games that offer that already.

45
Presentation Forum / Re: Tick... Tock?
« on: October 09, 2010, 04:43:22 AM »
The wall run to split jump is not a split jump. There is a basic split jump as well.

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