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Enduar

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Everything posted by Enduar

  1. I figured a freeware solution would probably pop up for it. At any rate I've been toying with Blender now, but it would be nice to grab that hover fortress design and fix it up to export it. (it's probably got a ton of extraneous geometry floating around inside of it)
  2. Last I checked the free version couldn't do the proper format, I thought.
  3. Seconding the fact that google sketchup is fun. Now if only I had done this is a program that can actually export to useful formats in its free form.
  4. For the record, the idea of power armor in Tiberian Sun/Firestorm is so normalized it's hardly worth the debate. Nod has fully cybernetic soldiers thanks to their advanced tech and even though GDI tends to lag behind on man-machine interfacing like that, the advent of the Wolverine is their (rather large) response to that threat- However... The Wolverine is so large it's counted as a vehicle, and it's reasonable to assume the pilot rides inside the torso rather than having externally worn servos that articulate the pilot's own movements. The Disc Thrower, however, has a mechanically assisted throwing arm, and it's reasonable to assume many other units could and would benefit from similar tech. If GDI's second most common unit had a partial powered exoskeleton, I'd put money on seeing a near-commando variant that had something much more shiny. The Ghost Stalker always felt, lore-wise, like a convenient and powerful recruit- but only that, and not exactly representative of what a GDI Commando of the era would really be like. Even more so considering the unreliable nature of ongoing mutant/Forgotten diplomacy.
  5. I work as a Stage Hand for IATSE and do a lot of random shit. The job is never the same twice, really, so it doesn't bore me to death like the warehouse job I used to have, and I also get to see a lot of famous people (who I never know, so I don't recognize they're famous). I got to meet the Mythbusters, so that was cool. Alternatively, Kpop bands have found a way to fully weaponize the screams of teenage girls, and it's deadly even in the relative audial-safety of backstage.
  6. Christ, I only knew of "put a donk on it" because of Space Station 13 and me and my friends had always wanted to know where the hell the soundbite that plays on server start came from. I could post my own music since it's all electronic, I've never tried to fit any of it into any particular genre though. Instead I'll just post some Justice:
  7. I made it up. Been using it for 15 years. I keep using it because it's simple and apparently fairly unique.
  8. Alright, I might have to hop into this one next time. Unreal would be a good nostalgia trip. I think my favorite Unreal was the one where each playable race gave minor tweaks to all the different weapons (and there was 3-4 of each race to choose from).
  9. There's a lot of wolves around these parts. And Angels. Whatever happened to Razor anyway?
  10. UE4, in my case at least, is simple enough to work with. You can pay the 20 dollars for the engine subscription and then unsub- They can't exactly keep you from using what you've already downloaded, you only have to pay again once you want to update to the latest release. It would just start to add up if you get a larger team- Since I'm essentially on my own it's not so much of an issue.
  11. My thoughts exactly. I've spent the last couple of years poking around the different engines and have seen a lot of work, and talked to a lot of people who've worked them. W3D, Source, Cryengine, UDK, Unity, ARMA, etc. All of the modern engines have their own individual selling points. UDK is probably the best bet for a large community and a wealth of material, but now it is past its time. Cryengine is attractive for it's graphics and sheer power. Unity seemed to be one of the more user-friendly ones, kind of a mid-grade that found a good balance in capabilities. UDK will still see use for a while, but with UE4's release and continued development it is seeing the same community-driven atmosphere being pushed with everything they've got- the creators are well aware of what made UDK successful and are milking it for everything it's worth. When deciding what engine I'd be most likely to choose it came down to a choice between Unity, CryEngine, and UE4 and I ultimately decided on the latter because of the likelyhood that it will be extremely mutable in what it's able to accomplish (Blueprint system in particular looks excellent for projects like these with shared traits and mostly aesthetic variation). If you're going to make the switch then there's no point in not going with something that will define the next generation, not be made obsolete by it. That said, W3D is well invested into at this point. At some point there will be a time where everyone here can say they've done all they want to do with it and smash a bottle over her bow and push her out to sea, but the change beyond that isn't something to be taken lightly. The question is, what is the ultimate goal of each individual project and the intended gain by those making it. W3D won't necessarily be a high point on a resume, but as far as a intense hobby and something to pour your soul into... Well it's already proven that aspect beyond expectation at this point.
  12. Tib Sun is one of the most atmospheric games I've ever played which is bizarre looking back on, because of all genres RTS is probably the most difficult to establish a lasting, impacting atmosphere due to the player's detached perspective/presence- Part of the reason I've always pressured the makers of Reborn to consider a singleplayer portion exploring the desolate world through the eyes of an individual. That concept becomes much more terrifying and real when you consider the fact that creatures like the Tiberium Fiend were roughly the size of a tank and were, to an individual soldier, an impossibly dangerous nightmare. I spent a year or so writing up a pitch for a singleplayer campaign set in the Tib Sun/Firestorm setting following the story of a Nod soldier who undergoes repeated cybernetic ressurections over the course of the campaign, losing his humanity, focusing on stealth and environmental survival mechanics. The idea wouldn't pan out well in W3D well I think, so I moved on trying to pitch it to other projects.
  13. I really doubt alterable terrain is remotely within the realm of possibility in W3D.
  14. I'm not sure it booted you, but for a while there I think I remember there was some issues getting back into deployed vehicles or something.
  15. That's a much better way of rationalizing it- Didn't like the implication that this casual discussion about reaper nets was in any way comparable to impending shit slinging.
  16. Seriously? So now the testers aren't allowed to debate balancing with the outside community because some of the older blogs got heated? Nothing here was discussed that wasn't already mentioned in the blog, dude, and there wasn't even the slightest hint at shit-slinging. Sorry buddy, but if you wanted to avoid conflict this was the last post you could have made- care to rephrase that in a way that doesn't indicate a grudge against how some of the older blogs were handled?
  17. I hope there's a way to make the Reaper's missiles go nuts like they did in TS- It would be reason to make them both more powerful, but also more dangerous to use around allies.
  18. I think limited ammo would be a better idea. I foresee situations where the Reaper can simply find cover for the short amount of time between net uses where the infantry are able to move/fight back, they aren't exactly slow.
  19. You're waving it off like it's nothing. We're waving it in your face telling you it's been a year with nothing to show for it. We're not asking for much, here, just transparency.
  20. Look, we've all followed these mods long enough to understand it's a hobby, that's it's freetime, that it's not a job and there's no obligation to appease us because hey, we're not paying you. But you should be obligated to uphold your own standards. BHP picked up this project and told us all it was in better hands. So far I have seen a lot of proclaimed changes to what Reborn was going to be- whether for better or worse remains to be seen because hey... You know what? We haven't actually seen anything. I may sound a bit harsh but when it comes down to it this place has engineered some fucked up methods of passing the blame around and making excuses where there are none. When shit stagnates this much it takes a lot more effort to pick up your tools and start pulling that huge rock back out of the swamp you let it sink into. Reborn went from essentially two team members to quite a few and to me that just means it's that much easier for people to not feel at fault for not "pulling their weight", for letting others do work when you've done nothing, or for throwing your hands up and saying "well they're not finished so why should I bother". If you guys don't feel obligated to pick up YEARS of work and actually do something to it, then this project needs to be put down respectably or passed on so that someone with a little more time and energy can breathe life into it again. Or atleast tell the community where the problems lie so that it might be able to be outsourced to people willing to help and get things rolling again. One reason why it pisses me off when this community tries to silence people or throw blame around in this regard is because it's my belief atleast that actually talking about the projects outside of your Dev-Team circlejerk might actually stimulate some interest in the project and actually motivate some fuckin' progress. As it is it seems like a simple goddamn blog is worse than pulling teeth, much less healthy communication. "Community". That's what this place is, or is supposed to be. Communities are supposed to build on eachother, breed new ideas and help sustain a feeling of worth in something that is so old and so underappreciated as these mods. But honestly all I can think of when I log into these forums is that there's a handful of people here who talk to eachother, sometimes testers who seem to have some sort of connection, but the majory of actual dev-team interactions are lost because the only place you guys actually communicate is amongst yourselves on some Teamspeak or IRC channel most people don't feel assed to go find. I lurked around here long before I was forced to come here in order to follow Reborn and it's never had the same sort of comfort or camaraderie the old Reborn Forums had- there's always been something off/wrong about this place. Mostly this ranting is triggered by what Nodfan said, "the more you and everyone ask, then the longer it will take." There's a certain particular apathy for progress bred by pride where the more people want something from you the less you want to do it. My advice- Get over it. The only thing I've ever argued here is that it should be seen that we're all in the same sinking ship together. So you can either sit in silence with your hand hanging tentatively over the intercom button, while all we ever hear are warning sirens and the gradually increasing rush of water threatening to suffocate us, or you can actually tell us what the fuck is going on. I should also put a disclaimer here- I hardly think the mod is dead. But it's clear there's either one of two things happening here- Serious lack of activity or serious communication issues, or one breeding the other.
  21. Unless I'm missing something here, I fail to see how leaking a beta equates to broken code. I remember hearing something about his maps in particular having issues due to outdated stuff, but I think there's some missing info here, otherwise I'm just not getting it. As for "the more you ask for it, the longer it'll take to get it..." Allow me to point out what a load of bullshit that is. There were TWO blog posts in the entirety of last year, and one was just tester recruitment, the other featuring some models to show off and correct me if I'm wrong here, but regardless of how well they may have looked it probably hardly takes a weekend and a little boredom to produce enough content to have filled that blog. I'm tired of people making excuses for why there's no content to be posted- When it's been an entire year and there's only been one blog with a handful of screenshots, there is no excuse. It's about time someone takes responsibility for either gross negligence in communication with the remaining fanbase, or severe leadership incompetence.
  22. Thanks Cat. Anything is better than nothing, "community" requires "communication".
  23. I assume there's already PR guys at BHP but I can't remember if they were dedicated staff who's only job was that, or if it was a side role to additional duties. If the latter, I would HIGHLY suggest that BHP look into recruiting atleast one dedicated PR guy, if not one for each mod specifically in order to cull this "No direct contact to address the community for months" issue. It was an issue at Reborn originally, and it's persisted here as well and it's honestly something that can be avoided. Even in the event that there really isn't anything to talk about, there can still be banter blogs where you highlight RL, mod, or game related events. (See: The end sections of existing blogs that do exactly this, in lesser form)
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