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Jamrd

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About Jamrd

  • Birthday 06/21/1987

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    Buxton, Derbyshire, UK

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  1. QUOTE (Demigan @ May 2 2009, 11:54 AM) <{POST_SNAPBACK}> I think it's a bit of light laughter mate, and I've seen plenty of mammoth rushes fail in the past, because with good teamwork on the Nod side, they can be eliminated. Made me chuckle anyway
  2. Jamrd

    This mod

    I'm sure you could have asked in a different manner lol!
  3. QUOTE (epicelite @ Apr 29 2009, 06:17 PM) <{POST_SNAPBACK}> But but but but but but but but but but but but but but but but but but but but but but but but but but.... Hmmmz, I'll sleep on it
  4. QUOTE (Spycon @ Apr 29 2009, 03:12 AM) <{POST_SNAPBACK}> Exactly... and that's something of a relief in my eyes, especially as you won't get a character bloody vibrating etc. The April update is a perfect example lol
  5. Shame... classic game and got to love the all mighty words... FINISH HIM/HER Fatality B)
  6. QUOTE (Jointn00b @ Apr 29 2009, 08:32 AM) <{POST_SNAPBACK}> :blink: :unsure:
  7. I have 7 Mega Drives (or Genesis), 1 Mega Drive II and 2 Master Systems (1 is the Mega Drive converter). I own both MK1 and MK2, but also MK - Triology on the playstation (yep, the original disc, almost spanking new). The majority of the systems I own like the Mega Drives were from car boots, bundled with the games so I "accumulated" the systems aswell lol! The game is classic especially the first when you enter the blood code, A,B,A,C,A,B,B ... beautiful :-D
  8. I'll have something for you to look at soon, just messing with a few "tip" ideas, the part of the gun that actually produces the beam, not overly sure how complex your able to model the animation of a weapon, so I'll throw a few ideas on the table :-)
  9. Well there is a list of things that are done so far and the amount of progress made, once the checklist is complete, alpha testing begins and then a rough release date is announced, which ofcourse can change at any point due to the usual constraints (which can be expected). So really, just take it in your stride and be patient, and why doubt the mod? It's renegade on steroids and viagra in hugh's bunny's mansion, you going to love it ;-)
  10. Well even without the oppotunity to do so, if beta testing goes ahead then it wouldn't be long after that it's released, afterall, the point of beta testing is to iron out the bugs ;-)
  11. QUOTE (Spycon @ Apr 26 2009, 05:43 AM) <{POST_SNAPBACK}> Lucky B**tards lol!
  12. Since 1995, played the game on my Mum's friends PC, I built a Power Plant and a Barracks and lost... ah... good times haha!
  13. QUOTE (Killa @ Apr 23 2009, 12:36 AM) <{POST_SNAPBACK}> Yeah sure, who would I send my images too? Yourself? Fobby? :-)
  14. Ok, not sure what the rules are on this kind of thing but I would imagine if anything can help the development of the mod then it's all good. Anyway, just had a thought. About a year back I was working with a mod team based on a game called "Tribes Vengeance", the team was called Rise. http://www.project-rise.org/news.php The mod as you can imagine was similar in project to your own accept it used Crysis as it's platform rather than Unreal Tournament 3. The mod it's self was set to re-create Tribes Vengeance with graphical and physics enhancements aswell as a whole new host of features and technical tweaks. the story of Tribes Vengeance is a whoful one, the game it's self was finished and released and at first well supported and played but in a short amount of time the developer, Sierra Entertainment, abandonded supporting it and eventually it was left to the community to simply iron out what it could. As time went on the sommunity began to shrink and the game layed waste to hardcore enthusiats and mod makers. So this layed the bones for something greater and a recreation was born, hence project rise (currently under way even to this day), so as it goes this is not the first project I had on my wish list of things to research and find because it's a classic idea and there are too many people in the world too smart not to make such a project a reality. Anyway, me rambling on, I'll get tot he point. I was one of few concept artists... now can well imagine your full of talent here and my abilities, rusty as they are will more or less be useless but I'd like to share some of the "legal" images I'm "allowed" to show you of rise, then I'll ask for your opinion on the point of all this talking ;-) Thhe images below are a set developed to replace the games most powerful handhelp weapon, the Mortar Gun. The first incredibly rough pad I made for the gun, nothing speacial and like I say, me and the founder went over this sheet for a good few days before anything else was sketched up. This is somewhere in the reagion of 2nd stage development, any furhter and it begins to reveal far more about the specific features and development of the gun it's self. Anyway, to my point, would you consider more if I was able to take suggestions on the repair gun and say... mail the images or results of it directly to fobby/member of dev team? I don't want any special credit or anything, just to know I helped if atall would be enough really :-)
  15. Jamrd

    The repair gun

    QUOTE (Mighty BOB! @ Apr 22 2009, 02:59 AM) <{POST_SNAPBACK}> Yeah I kind of figured really, it was a spur of the moment idea, I mean to have it working in UT2004 and onwards they must have had a slight bonus, for example 1 beam is the equivilant of 1.0 or 100% and 2 beams was the equivilant of 2.25 repair rate or 225%, a bonus of 25%. Something to think about as it then prmots the idea of team play among engineers, the more connected beams the greater the bonus (rounding the beam intensit by about 4 times the bonus, or 4 beams into 1). I think it's worth thinking about as it's a decent feature in the Unreal series anyway.
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