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    In Wrack? o_O I assure you the pistol is still...

    In Wrack? o_O I assure you the pistol is still quite viable later on - especially now that the levels are more open, and especially since they're even more open later on. It's not uncommon for me to...
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    It's just something to break up the room. Without...

    It's just something to break up the room. Without those ledges, it'd just be a big open space which isn't all that interesting. Plus, it gives you access to a secret and cover from the railgunners up...
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    Well, that one area might be a bit flatter, but...

    Well, that one area might be a bit flatter, but trust me, the rest of the map is vastly improved over the original.

    ... actually, don't trust me! Here's an example. Here's one of the areas from...
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    No, but I'm hanging in there for now. I think the...

    No, but I'm hanging in there for now. I think the fact that the faces are all fairly small is what's stopping it from breaking. These days, when I start lightmapping it's a fairly nerve-racking...
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    Wrack VLOG #7 - Change in Nature

    This week I actually talk about one of the development happenings with Wrack. Specifically, one of the areas of level 6 has been designed so that it's radically different from how it used to be - so...
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    Level 6 has a bunch of scrolling energy columns,...

    Level 6 has a bunch of scrolling energy columns, and we now have animated sprites, so things like explosions are looking quite nice now! :D
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    Yeah, that's something we're working on. It's...

    Yeah, that's something we're working on. It's supposed to be a very lively game, and as the game gets more and more complete, more of those little touches are being added. For instance, level 2 has a...
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    You could accomplish that a couple of different...

    You could accomplish that a couple of different ways:

    1). Edit the model so that it's physically off the ground instead of resting at the origin

    2). Give the object the +nogravity flag and...
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    heh, it could be done in a mod pretty easily :P...

    heh, it could be done in a mod pretty easily :P In the mainloop of pickupitem.txt, you could just add something like "Turn( ANGLE_1 * 6 )" to have it make a full spin once a second.
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    Wrack VLOG #6 - Principles of Design

    This week, we turn our attention to sharing useful knowledge! The topic here is a favorite of mine - the principles of design! These are basic guidelines for making captivating visuals. A basic...
  11. Or, maybe don't pigeonhole us into the...

    Or, maybe don't pigeonhole us into the "old-school FPS" box? :P
  12. I think though you're talking about the art style...

    I think though you're talking about the art style and general look of it. Doom, specifically Doom 1, is a nice colorful game with a lot of things going for it visually. There's a lot of adherence to...
  13. Wrack VLOG #5 - Overemphasis on Graphics?!

    Is there too much emphasis on graphics when it comes to first-person shooters? I ask the question, talk about some reasons why that might be the case, and talk about what I feel the role of...
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    When I was implementing all of that, I couldn't...

    When I was implementing all of that, I couldn't find any code to enable those sorts of AA effects. I tried, though.
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    Yes, Borderlands does indeed, and... yuck. Not to...

    Yes, Borderlands does indeed, and... yuck. Not to mention that the lines are always a fixed width, so when you back up from an area with a lot of edges, you just get a soup of outlines. It doesn't...
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    No. There's no point in outlining the world. Part...

    No. There's no point in outlining the world. Part of the reason to have outlines on the objects/weapons is to help them stand out more against the world. You're giving them more contrast so that you...
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    @Phml: In response to your post that I totally...

    @Phml: In response to your post that I totally saw (:>), yes, as usual, I'm totally in agreement with you. I'd also like to add that Wrack's maps have been designed the opposite: Make something fun...
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    In all seriousness, most of this is stuff you...

    In all seriousness, most of this is stuff you can/should just do in a mod.
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    Like the kamikaze? *walks away*

    Like the kamikaze?

    *walks away*
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    Just watching the video, that looks great! Even...

    Just watching the video, that looks great! Even the cel-shading is fantastic!
  21. Glad you guys are enjoying E1L4 so far! :) It...

    Glad you guys are enjoying E1L4 so far! :) It really is quite a bit better than the original. I'm thrilled with how these revamps are going.

    @Phml: True, you can have other areas just for the...
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    Sticky: Looking nice dude! The way you've got those...

    Looking nice dude! The way you've got those intermittent slanted supports is something I'm trying to do with E1L6. I like it a lot!
  23. Wrack VLOG #4 - What Happened to the Doom-style FPS?!

    This week's vlog focuses on the Doom-style FPS; specifically, the lack thereof. I certainly feel like they should continue to exist and thrive, and lay out some reasons why.

    Footage in the...
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    Very interesting stuff, Phml. You're hitting on a...

    Very interesting stuff, Phml. You're hitting on a couple of things I definitely want to vlog about: why Doom-style FPS's should still be around (already did that one - rendering it now), and how FPS...
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    Sticky: Getting started on E1L6: ...

    Getting started on E1L6:

    http://i.imgur.com/kTixwXGl.jpg

    Fanda: Even if I put that in, it wouldn't be available for months.
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