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Messages - Hyrage

#1
Quote from: frvge on October 17, 2008, 03:06:59 PM
Tutorial will most likely be necessary for first time users. To differentiate between returning uses, we might have a few questions which lets you skip the tutorial in like 10 seconds. Just an idea...
Or when the time will come, i'll just setup a Tutorial map for that, no problem.
#2
 ;D ... I'm 1% cooler  :o
+ 10 EGO pts
#3
Quote from: Gui Brazil on October 16, 2008, 11:39:42 PM
Quote from: Spekkio on October 16, 2008, 12:17:01 PM
All you've seen is a few models and parts of a map, which is the easiest part of making the mod.[/u]

Just for the record: it might be easy if you're using the models that come with the editor, but try creating them all to see if it's such a piece of cake. You can't compare modeling to animating (or rigging or whatever) because they're totally different things. It's like saying doing a skycraper is easier than making a bulldozer move.


(I'm not trying to offend anyone, just saying my pov)
And it also mean that programming is the only hard thing behind a game, what is compeltely false. It can take an entire life to master only of of these (3D modeling, 3D animation, Level Design, AI Programming, Tool/ Engineering, Game Design, etc).

I'm sure you meant, showing a "picture" is the easiest part of a mod.
#4
Graphics whores everywhere.
If the actual games suck on the market, it's because you complain too much about these instead of how it plays.

Your fault.

(kidding)
#5
Quote from: Gui Brazil on October 16, 2008, 02:04:24 AM
Quote from: Ion.67 on October 16, 2008, 12:55:56 AM
Please stop saying you can't do work because you aren't professional. We all know that. It sounds really odd having devs say that they can't do good. We understand that it won't look as good.

Uhh, who said we can't do the mod? They said we can't MATCH the level of an AAA game (well, duh it's an AAA game, for christ sake!) because they spend 4 or 5 years on them with a team filled with the best professionals in the game industry working thousands of hours each week when we can only do it on some of our free time, in a much smaller time span and with only a few professionals (Kebab, Zed, Overstatement and I guess that's it). And please, the guy was comparing PS to UT3, what did you expect the reactions to be like?
I totally can't agree with your statement, but you are telling the truth, we do not work on this mod 60 hours a week (not in my case, at least).

And we got one more right here and I'm not freaking going to let this mod die, we will kick some butts for the MSUC. :-*. isn't Theo also a professional?


#6
A good game do not need any Tutorial.
You can just learn the game by yourself (what should be intuitive) and you can simply have Loading Screens with Tips.

A Deathmatch Mode is a must have for any multiplayer game and is a key feature to attract much more players all around the world.

Drop the tutorial stuff... the dev team could just create a .PDF for that.
#7
Public Discussion / Re: Who has got UT3 yet?
July 03, 2008, 10:53:49 PM
crazy /$%$"/??"%&%"%
#8
Public Discussion / Re: The Birthday Thread
June 19, 2008, 09:56:24 AM
oh.. I forgot my own birthday... June 5 LOLLLLLLLLLL  :-*
#9
Public Discussion / Re: Mines again.
June 09, 2008, 08:32:15 AM
Quote from: Rambo on June 08, 2008, 12:26:13 PM
Quote from: Hyrage on June 08, 2008, 12:38:55 AM
Quote from: Rambo on June 07, 2008, 11:08:48 PM
ur right that his counter points aren't that strong, but here is a very good one for you: svm is a game that requires/should require planning and carefullness, and placing mines should always take some time and some risk when a spy is around.
should we take out the guns shooting too fast?  :-\
??? oO
Quote from: Hyrage on June 08, 2008, 12:38:55 AM
The spies should be able to blow up mines. The actual balance element in CT is:

  • Aiming accurately a mine takes skills & time.
it's only hard sometimes because of the bad mouse implementation and around-the-corner mine placement. once again, you show us your console background where aiming takes significantly more time - I'm sorry for you if you are that bad with a controller. I mentionned skills = aiming & time = the time you need to do the action. Stop acting like a fool when you definately have nothing to say please, you only shows up how annoying your PC Fanboy side is.
  • The laser dot appears close from the mine so it already requires timing and intelligence to be able to blow up a merc with it.
how about disabling the laser dot? anyways, most of the times you shoot at a mine it's because you play aggro and happen to see it, not because you blow the merc up with it... - For sure we would disable the laser dot. Even if you hide your laser, you need it to shoot the mine properly so it will appear one day or another.
  • The merc can attract spies into the mines they place or cover their mines with their own body.
nobody is talking about removing these possibilities, you could still place mines in hidden spots (oh and the 2nd use is totally noobish) - Did I talked about removing anything? my bad, for the 2nd one you are definately too good for me bro, why aren't you doing this game?
  • I'm definately against what Goodkebab said about "mines have to be placed in <easy to see> spots", because if it was the case it would mean taking out the surpise elements of the mercs & mines would be far too easy to blow up against the mercs or being disabled.
mines should both be placable in obvious and less obvious spots. atm mines do a pretty bad job in stopping aggro because of chaff going through walls and because of the ability to blow them up with the ss. i can't see anything bad about mines that you can easily see but not blow up with a simple ss shot, how about just not running into them? giving people the additional choice of placing mines on the floor and in open areas is a good thing for the gameplay (and throwing mines isn't). - based on CT, when you place your mine, there is a limit for the laser so, it would make no sense to place the mines on the ground, unfortunately. Placing mines in easy to see location is a waste of time if the spy can just blow it up so there must be plenty of tricky spots to place them. For the chaff through walls... it's up to UE3

#10
Public Discussion / Re: Mines again.
June 08, 2008, 12:38:55 AM
Quote from: Rambo on June 07, 2008, 11:08:48 PM
ur right that his counter points aren't that strong, but here is a very good one for you: svm is a game that requires/should require planning and carefullness, and placing mines should always take some time and some risk when a spy is around.
should we take out the guns shooting too fast?  :-\

The spies should be able to blow up mines. The actual balance element in CT is:

  • Aiming accurately a mine takes skills & time.

  • The laser dot appears close from the mine so it already requires timing and intelligence to be able to blow up a merc with it.

  • The merc can attract spies into the mines they place or cover their mines with their own body.

  • I'm definately against what Goodkebab said about "mines have to be placed in <easy to see> spots", because if it was the case it would mean taking out the surpise elements of the mercs & mines would be far too easy to blow up against the mercs or being disabled.

#11
Public Discussion / Re: Ask-the-Devs
May 30, 2008, 09:19:53 PM
God ;D
#12
... I'm also lost on this one > what isn't good for you hahahaa
#13
Public Discussion / Re: Merc zoom
May 29, 2008, 06:45:42 PM
Quote from: Rambo on May 29, 2008, 11:36:05 AM
exactly. once again, a console player shows us how few he knows about the pc version...
Having a limited sensitivity speed on X-Box makes the Mercs more balance compared to the PC version, because it's based on the balanced on the Spy movement speed.

But when you deal with PC players, they will cry if the aim is slower than Quake 3 so.. no choice... give them some speed...  :-*
#14
Project Stealth for the win hahaha  ;D
#15
Public Discussion / Re: The Birthday Thread
May 25, 2008, 09:57:40 PM
happy birthday masta!