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Messages - iservealot

#1
enable the log and look up exec commands.
Having the import not crash the editor is a coin toss.
#2
Public Discussion / Re: Breakable Lights
December 15, 2008, 08:09:10 PM
Quote from: kronf on December 10, 2008, 05:01:13 PM
Quote from: AgentX_003 on December 05, 2008, 02:42:35 PM
Quote from: Gui Brazil on December 05, 2008, 01:29:25 PM
Quote from: Papa Skull on December 05, 2008, 05:58:19 AM
There are no natural lights.

Exactly, so how do can you make the unbreakable lights being "natural lights" if there's no huge window on the ceiling?

mmm fair point .i love how this thread made so much controversy xD /chaos ,

Continue.

This thread made soooooooooo much "controversy" its gonna change video games forever.

How about dynamic drapes that cover windows that can be tied/untied!?!?

SHEETS!

ftw
#3
Public Discussion / Re: Breakable Lights
November 04, 2008, 06:44:06 PM
Not to cause a huge war, but it would probably be possible to make most relevant primary lighting dynamic. Obviously not all the dynamic lights would cast shadows, and not every light would be dynamic.

It could be done very similar to how SCDA does it. The rooms have to be designed carefully. Also, with each light that you turn off, another should turn on, or you might cause unfairness.
#4
Public Discussion / Re: Smoke interaction.
August 22, 2008, 08:55:59 PM
Quote from: MulleDK13 on August 21, 2008, 12:42:53 PM
Quote from: frvge on June 20, 2008, 11:04:18 AM
UT3 uses Ageia.

Uhm... It's using Karma. It just supports the PhysX cards.

No, that's Unreal 2. UT3 uses Ageia's PhysX technology.
#5
Public Discussion / Re: Percesion
August 09, 2008, 11:44:38 PM
Quote from: LennardF1989 on August 08, 2008, 01:38:37 AM
It's called "Shitty Ubisoft networking code"...

You know why they didn't do ragdolls as well? Because it seems they aren't replicated, neather do they in UT3....

Actually, they didn't do ragdolls because the default physics engine for Unreal 2 is Karma. Karma sucks. Would make the models look completely dumb. It wasn't worth it to the developers to implement a third party physics engine like Havoc, because of development costs.

There for, no physics engine.
#6
Public Discussion / Re: Smoke interaction.
July 03, 2008, 08:36:14 AM
Well obviously without speaking to the rest of the devs what I am about to say may not reflect what everyone else thinks.

The smoke video you presented is possible with UT3, however it does bring along a huge performance cost. We could probably get a way with implementing this kind of effect one time as it looks cool, and could have an interesting play on game play scenarios. However, the problem then becomes when there are two or three of these things launches at the same time around each other. Performance would really be a problem for low end computers, and replication for such an effect might have a varied result.

However, with this whole Nvidia buying the PhysX technology and running the physics code on the GPU, performance for these types of calculations would really increase.

Just my two cents.
#7
Public Discussion / Re: Smoke interaction.
June 21, 2008, 10:37:41 AM
Quote from: frvge on June 20, 2008, 11:04:18 AM
UT3 uses Ageia, but I think also some forms of Havoc.

We currently haven't used the steam (in that way) yet AFAIK.

Actually there are no "forms of Havoc" it is all based on PhysX. It does have particle collision possibilities.

You should post the video so we can see what you are talking about. :)
#8
Presentation Forum / Re: Guess what... Tick Tock!
April 26, 2008, 06:17:04 PM
Quote from: LennardF1989 on April 26, 2008, 12:17:46 PM
Quote from: Papa Skull on April 26, 2008, 01:38:20 AM
Not really.  It was awesome, but I wish you would have used the final merc/spy versions for the trailer.
What the fuck does it matter, we have our own reasons todo that and there is no reason the explain that to any of you. Live with it.

maybe cuz it's still a wip? lol

On another note, I LOVE Theo's music. It's really gives it that over the top feeling.
#9
Presentation Forum / Re: Guess what... Tick Tock!
April 25, 2008, 08:26:58 PM
GMO I love tick tock threads!

I like tick tack better though. haha
#10
Public Discussion / Re: MERGER INFORMATION
April 01, 2008, 05:48:14 AM
Quote from: Overstatement on April 01, 2008, 03:27:50 AM
By the way, all that stuff about not being able to talk big bad things about companies was part of the april fools too.

I am not sure what you are talking about. Our contract clearly states that the company in question cannot be named, or spoken about on public boards until further notice.  :-[
#11
Join Us / Re: Game Level Designer - Khris
March 30, 2008, 07:47:39 PM
Well, you can create a map in UT3 by using almost the exact dimensions from Splinter Cell Chaos Theory.

You would probably be good if you just created the map in the CT editor first, to make sure it's balanced. Then you can port it over.
#12
Quote from: MacBryce on March 03, 2008, 12:03:34 PM
Please use the poll instead, unless you use some outlandish resolution that's not in there.

except for 1680X150 is not on that list.  ;)
#13
1680X1050
#14
Public Discussion / Re: Ask-the-Devs
February 23, 2008, 11:58:36 PM
Question for Frvge

Why is Iservealot always posted as a mystery? I thought it was obvious by now that I work with the most anything that has to do with the engine and effects. Maybe some levels and UI soon too. :/
#15
Public Discussion / Re: Xbox compatiblity ?
February 19, 2008, 07:10:55 AM
Rumble is not hard. Just useless imo. lol