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Aircraftkiller

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Everything posted by Aircraftkiller

  1. For what it's worth, _ERROR, your signature is incorrect. The quote from SHODAN is actually from 1994. I know it appears in SS2's introduction sequence, but it was originally from the sound test configuration for System Shock. If you use System Shock Portable from systemshock.org you can see what I mean.
  2. Let me Google search that for you.
  3. You can't convert *.MP3 to *.FLAC without transferring lossy artifacts over - that is why you need the *.FLAC files. You encode from *.FLAC to *.MP3, not the other way around.
  4. He wants lossless. That would be the *.FLAC format, not *.MP3.
  5. You seem to have difficulties understanding what I'm writing.
  6. You've known me how long? Since at least 2004? You're just now figuring out that I'm highly opinionated? ;-) I make what I say highly visible, because I prefer that my words not fall on blind eyes. Or in the case of people getting butthurt, I'd prefer to have my statements in several places in case they get deleted by someone who doesn't like their work being discussed. Granted, it's a bit silly to assume that you would edit my posts or delete them for disagreeing with you. It can tend to lead to a self-fulfilling prophecy in a way; I expect you to do it so you do it because I made my posts in several different places. However, I did say I would make a more "in-depth" review on IndieDB when you called me out on giving it a rating of one. I have no mods or games by which to judge my work to your own and I have no intention of doing so. I'm not interested in that discussion. The only reason we're even having it at the moment is because someone in the thread decided that embellishing the past was a legitimate discussion subject when they didn't like what I had to say. I'm glad you agree that I'm being respectful - I'm not sure how anyone really could disagree. You can call me blunt, to the point, etc, but disrespectful would require a lot more effort on my part to simply bash your work. I have no interest in doing that, either, since your work is obviously polished in certain areas and rough in others. Nothing is perfect. As artists we only improve greatly by the critique we receive from others.
  7. If you're going to quote me, I'd really appreciate you quoting everything I say - especially the part where I mentioned that I'm more than willing to change my rating of your mod/game based on what you do with it in the future. Right now, you have a bugged SP release for a MP-oriented production. I don't see what blaming me is going to change about that. I could be a bit more tactful than I have been lately, but I fail to see how that would change any of the points I'm making. Regarding joining your team, I saw a lot of potential with it. I still do, even if you've been on the defensive lately. As I've stated to you privately, I don't like your art direction but I appreciate the amount of work that has gone into what you've made. It is possible to disagree with what you're doing and still maintain a level of respect for the people behind it, although I completely and totally disagree with how you're handling criticism - especially calling me out in public. That's really not professional. You're better than this. ;-) I was never "denied" a position to my knowledge. I have offered my support and help previously and the offer is still there. I'm not the kind of person who disagrees with what someone does and refuses to help them get better or help them get past whatever problem they've encountered. Also, your idea of what happened between my old team and the old Reborn team is quite embellished - they attacked us initially. We defended ourselves and let it get out of hand, until we became the attackers and they were on the defensive for years. It was my lack of professionalism at that time that allowed my team (and myself, by extension) to run amok with the amount of ridiculous "mod wars" that plagued the Renegade Official Forums. /Generalcamo is right //I decided not to actively pursue any work with RenX due to wanting to finish Fjord for Renegade ///That isn't to say that there was any real offer or intent to "hire" from them, so don't take this that way
  8. Renegade's single-player campaign doesn't make my computer freeze up to the point of needing to be restarted. Nor does it crash or have any other peculiar bugs. The AI issues you mentioned in Renegade are actually better than RenX, because the AI in Renegade is more advanced - it does more than simply run at you in a straight line, or stand there and die. It doesn't do much more than that, but it tries. I don't really care if Renegade disappears or not. I still play it even after beta testing it in 2001 and being part of the development team for it in 2002. Games die, that's not a concern to me. I believe you are attempting to attribute statements or ideas to me that I do not hold.
  9. Renegade plays quite a bit more polished than RenX does. That may change in the future, depending on what they do, but right now Renegade is definitely the superior game in all aspects besides graphics... Although it does beat RenX in graphics for any night missions, considering you can see what you're doing in Renegade, even if it's got dated graphics.
  10. Your attitude is not especially becoming of a person leading a "free game". Perhaps you should consider not being condescending to the people who make this effort worthwhile, for without them you have nothing.
  11. The 1/10 is entirely related to either poor planning or poor decision making leading up to the release - take your pick. I am not the only one who is not thrilled with long download times. I imagine it's a major turnoff for a lot of people who would otherwise be thrilled to have a chance to play something new!
  12. "free game" is not a shield from criticism. If you're not interested in having people discuss the work that your team is doing, or you wish only positive responses, then please say so. I found quite a bit of great things in the short amount of time I got to play - but I also ran into a lot of problems. I suspect you ignored my last post.
  13. Here's the same review I just wrote on the DB site, with a 4/10: Played through half of the campaign and suffered through two system lockups which required restarting my system via the power button. Graphics were pretty decent. Comparable to games from 2008-2009, but the overall (lack of) brightness makes it difficult to discern any details in their work. AI was pretty terrible. Was difficult to see who and what was attacking you and where it was coming from. On a technical aspect, the foliage looked good. The voice acting was pretty sub-par - didn't sound anywhere close to the level of professionalism that was in the Renegade voice clips. You can easily hear the difference when they're played side to side. It wasn't terrible, but definitely needed some work. Nowhere near as clear and crisp as the original audio from Renegade. Here's hoping the MP release will be better. Good try, but needs a lot of improvement - specifically in the stability area. Would love to continue playing past the sixth mission if I wasn't worried about system lockups being a continual problem. --- The stability is really killing this for me. I had no problems running it, no slowdowns or anything. Just random system lockups which I have to admit were really frustrating. If you can fix the stability problems I'd easily give it a 6/10.
  14. I posted a review of one star because of the sheer amount of time it's taking to download over high speed internet. I will post an in-depth review when I have the copy downloaded. My apologies if that causes any distress.
  15. You might want to rethink yours instead - it may be free, but that doesn't mean it's immune from criticism. Just look at anything I've ever made. ;-) /by the way, congratulations on getting the preview campaign done //hoping to see it sometime soon, these download speeds are atrocious
  16. Here's a better lighting setup - the previous one was used for trees and other props. This should illuminate it a bit more.
  17. It has four lights, three of which are sky blue and one of which simulates sunlight. There's plenty of specular lighting if you look for it. The paint isn't as reflective as the places where it's scratched or chipped off. I may re-light it sometime, I just felt like taking it into the engine to see where it stood.
  18. So here's my Mammoth in UDK with custom built material shaders set up with normals and specularity. Click on http://www.3dholmes.com/images/digital/textures/MammothUDK.jpg for a huge version.
  19. http://tiletron.deviantart.com/#/d42npmr Is this the Buggy you were referring to? Aside from the wheels, the whole thing is very low-poly and inaccurate to the source material. It vaguely resembles the Buggy from Renegade but looks nothing like the Buggy from C&C95. It needs more definition and a sleeker profile if you're attempting to make it look like the vehicle from Renegade. Additionally, I would recommend learning how to create your own textures. I'm surprised that a university teaching game design didn't teach you the fundamentals of game art. Did you do any drawing? Figure drawing, life drawing, perspective? All of that is critical to being able to draw great textures. Being able to photo-source them effectively also helps.
  20. I didn't really see any environments that you created yourself on your deviantART profile. Do you have anything substantial to show? I'm not saying this to talk down to you, so much as I am trying to help you. If you want to work for RenX, I would imagine you need to be close to the current standards of 3D modeling and texture development - none of which I'm seeing on your profile. /I don't work for RenX //This is just the opinion of one artist to another
  21. There are four different trees. The fourth is very low detail and lines the cliff tops, while the other three make up the forests that you can reach.
  22. There weren't any, actually. Fjord is the only level designed for Renegade that has this level of detail. There are several hundred trees and about 1,500 view-oriented bushes to hide in.
  23. You would have to read the thread I created on the APB forums to really understand what you're looking at. I'll sum it up: The GDI base is Hammerfest in Tiberian Dawn, before you see it in Tiberian Sun. It's meant to be entrenched and fortified. It has walls and gates, but they're also sort of a problem since the only vehicle that shoots over them is the Mammoth Tank. The AGT can be attacked behind a hill on the road without fear of being attacked, but that could change if server behavior makes the AGT see you behind the hill. GDI has four Guard Towers protecting the base. I'll be removing the guns from the AGT so that it only fires a pair of Tomahawk missiles ala C&C95. The Nod Obelisk doesn't fire at aircraft but the SAM Sites I included will pop up and fire at them. Turrets give an additional layer of defense. The Nod base is meant to look quickly built in order to attack Hammerfest. The base defenses fire through the trees, so they're not going to protect you from them.
  24. Also, the re-painted Mammoth Tank I developed in 2005: Haven't finished the chassis yet.
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