Jump to content

MightyBOB

Former Developers
  • Posts

    2027
  • Joined

  • Last visited

Everything posted by MightyBOB

  1. Please don't necro a thread if you aren't going to add anything of value.
  2. QUOTE (Demigan @ Jul 2 2009, 04:03 AM) <{POST_SNAPBACK}> Hah, that made me chuckle.
  3. Hmm I dunno if it will go down much more than $10 except for those special "free/discount" weekends on Steam.
  4. QUOTE (Demigan @ Jun 29 2009, 02:03 AM) <{POST_SNAPBACK}> -When you've picked up a laser rifle off a dead SBH (as GDI), and then fire it in the general area where you suspect another SBH is in your base, specifically to draw attention from the people mentioned in the quote.
  5. We chose it while it was still in development before it was even called UT3. We couldn't predict what kind of success it would have in the market. But in any case, Renegade is still going and it is much much older than UT3. This is a testament to its solid gameplay and it still has many servers, which should be an indicator of the draw our remake should get.
  6. Where's my dissertation at?!
  7. Pros: unique and fun multiplayer Cons: n00bjets still suck, bugs
  8. This belongs in private messages.
  9. QUOTE (Mighty BOB! @ Jun 13 2009, 11:55 PM) <{POST_SNAPBACK}> See previous statement.^
  10. QUOTE (Combine 108 @ Jun 14 2009, 12:35 AM) <{POST_SNAPBACK}> Oh realllyy???
  11. QUOTE ((NE)Fobby(GEN) @ Jun 13 2009, 09:03 PM) <{POST_SNAPBACK}> You don't meet cool people then.
  12. Read the first post in this thread. It has answers to all your questions and many other common questions. 1. It isn't released yet but when we do release it you'll be able to get it from our site, from ModDB, and probably FileFront and other download mirrors. (It's a mod for UT3, not a game, so it's free. [Of course UT3 isn't free.]) 2. You need Unreal Tournament III and the latest patch (at the moment the 2.0 patch and Titan Pack are the most recent). 3. This is Internet multiplayer and Instant Action (skirmish) against the bots. No single player campaign any time in the near future since we want to polish all of the multiplayer modes. Maybe some time in the future after we have multiplayer polished (which will be after many releases) we might do a campaign.
  13. QUOTE (WNxBoMbZu @ Jun 12 2009, 09:26 AM) <{POST_SNAPBACK}> It will be based on the one after the point fix.
  14. MightyBOB

    Rushes

    I saw a giant Buggy rush on Hourglass once. >_>
  15. I believe we're violating that little EULA thing of Renegade by making this mod by using the IP. And I think technically we might be violating the EULA of UT3 as well. That's reason enough for them. Trust me, the legalities are not on our side if EA hypothetically ever wants to press the issue, I've read about this stuff. But they wuvs us. ^__^
  16. QUOTE (R315r4z0r @ Jun 5 2009, 06:36 PM) <{POST_SNAPBACK}> Yes that would be a no to adding your own music. It's for the same reason that you won't be able to customize skins (the UT3 data structure and package system.)
  17. QUOTE (Qbert @ Jun 5 2009, 09:47 AM) <{POST_SNAPBACK}> Almost every question is summarized in the very first post, except for questions from the last 3-5 pages usually. QUOTE (Qbert @ Jun 5 2009, 09:47 AM) <{POST_SNAPBACK}> Turn off the in-game music and run Winamp or media player of choice in the background.
  18. No it isn't a necessity, but it is useful sometimes in some situations.
  19. MightyBOB

    Hud.

    Ooh yeah a dark border pixel outline is a good idea.
  20. MightyBOB

    Hud.

    How about now? I fiddled with the Member permissions.
  21. MightyBOB

    Hud.

    QUOTE (thrash300 @ Jun 2 2009, 12:26 AM) <{POST_SNAPBACK}> They're forum attachments. There's no links to be broken. Maybe try a different browser?
  22. MightyBOB

    Hud.

    This HUD is frakking atrocious. The layout and design are great, I love those, but the entire damn thing is monotone and transparent which is the WORST POSSIBLE implementation from a graphic design standpoint. The entire thing blends together and completely lacks readability (and I mean visual readability, not text). Look at it in grayscale, everything is almost a uniform brightness and tone. There is no visual way to attract the eye to any particular part of the HUD (because it is monotone) except for building health because it is a different color. (But that doesn't apply in the grayscale because it is the same value as the red, and what about red/green colorblind people?) Can't, because it all blends together both with itself and with the terrain under it (this especially applies to GDI because a yellow HUD on desert sand is ass). This clashes horribly and makes the HUD unreadable. The player doesn't know which part to look at first because their eye cannot be drawn to any particular point as it is all the same color.[/b] * You are able to scan the piece and understand what it means, without having to backtrack or scrutinize it Again, it all blends together. * The key information is easy to find, and easy to read. Important items are larger, while less important details take up less space. Blends together making the entire thing unnoticeable because nothing special stands out. * There are no needlessly distracting elements on the page. Good layout is carefully engineered for usability and readability and will be easy to interact with. Bad layout is tedious and disorganized.[/b] QUOTE QUOTE There are no dominant features with the color choice used in this HUD. Dominant, intense features should attract the eye the most and provide information at a glance. The player should not have to stare at the HUD to differentiate it from the terrain underneath of it. QUOTE Suggestions for fixes: *Reduce transparency. I'm not saying get rid of it, but make the HUD more solid than it is currently. *USE MORE THAN ONE COLOR. Health should be represented in the traditional trifecta of G-Y-R. Use different colors to highlight different functions. For example, if the HUD were more solid instead of a projection from the aether, more grays and blacks could be used. The mine count could be given a goldenrod back-tint since mines have a yellow texture. Time remaining, compass direction, and Credits could be white as they are more arbitrary values than something solid like the number of mines or vehicle count. The actual icons for these like the little mine image or tank image could be presented as solid more detailed images. Colors used within graphics, backgrounds, and elements are meant to enhance the look of the interface, not to take over the interface. *Make use of highlights and shadows. *Reduce saturation of transparent areas leaving saturation for important details that should quickly draw the user's eye. *Increase contrast ratio between different HUD elements (and between the HUD and the actual terrain, possibly via a darker background or shadow under the HUD) so it doesn't blend together. *Make use of basic Color Theory: analogous, complementary, split-complementary, triadic color schemes; luminance/value scale (a measurement of how much light is being reflected from a hue; tint/shade); tone scale (A tone is a hue that has had grey added to it. A tone can also be a hue with a large percentage of its complementary color added. ).
  23. Well the stock stuff was originally made in Max by Epic.
×
×
  • Create New...