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AniCator
AniCator Feb 16 2014, 4:17am says:

The fake rooms look pretty neat though there still is a lot of distortion of the perspective visible which is maybe why a lot of developers avoided it.
I could be wrong because the distortion could be caused by the image itself and not the technology.
One thing that is for sure is that it adds a lot of depth to the room which is very impressive for being just a shader.

+3 votes     article: Insight into my compressed room
AniCator
AniCator Jan 19 2014, 4:52am replied:

What makes you think he has got military level training? :3

+1 vote     mod: Estranged
AniCator
AniCator Jan 19 2014, 4:50am replied:

Haha. We didn't really have any team members to spare.

+1 vote     mod: Estranged
AniCator
AniCator Jan 15 2014, 9:00am replied:

Woo!

+1 vote     article: Estranged: Act I Steam Release Date
AniCator
AniCator Jan 11 2014, 5:30pm replied:

It's coming out on Steam in a few days so keep an eye out. :)

+1 vote     mod: Estranged
AniCator
AniCator Dec 6 2013, 6:38pm says:

I'll carve yar ***!

+1 vote     member: FlashFire
AniCator
AniCator Dec 4 2013, 1:08am says:

Great to see you're still working on the engine.
The local and global reflections update looks really cool.
The cloudy day weather system looks pretty neat as well but it might be beneficial if you added some form of ambient occlusion to your world so that you don't loose as much contrast and depth during this type of weather. Of course other scenarios can benefit from ambient occlusion as well.
It doesn't have to be real-time ambient occlusion but considering your engine it might be nice to have some form of it.
Of course one major danger of implementing an ambient occlusion solution is that you mess up its settings and make it look completely unrealistic. (I bet you're familiar with users cranking up their intensity settings for Depth of Field and Ambient Occlusion in other games claiming it looks 'realistic')

I really wish I could play around with your engine to test it out just like I did a few years back.

Also, really cool that you're using box projected environment maps.

+2 votes     article: The Large News Bomb
AniCator
AniCator Nov 7 2013, 5:27am replied:

woops forgot to log in. That's me saying that up there.

+4 votes     article: Act I (beta) Post Release and Project Future
AniCator
AniCator Nov 7 2013, 1:24am replied:

We've got some ideas for the cliffside which involves you simply falling to your death because of a whole bunch of shore rocks. The sea water isn't infected though. It's why John Hutman is doing fine in the first place because he filters the sea water.

+3 votes     mod: Estranged
AniCator
AniCator Oct 23 2013, 12:24pm replied:

Are you running Windows or Linux?

+2 votes     mod: Estranged
AniCator
AniCator Oct 12 2013, 7:13am replied:

Which is why we disabled the menu buttons for them. ;) There also are visibility issues and other strange glitches because we're having problems with our depth pass.

+3 votes     mod: Estranged
AniCator
AniCator Sep 21 2013, 6:48am replied:

There are currently drawing issues with our depth pass which causes objects to disappear. You may be able to manually enable DOF and HBAO by typing "ae_ssao" and "ae_dof" in console and switching them to "1", resembling an "on" state.

+1 vote     mod: Estranged
AniCator
AniCator Sep 19 2013, 2:50pm replied:

Are you sure you've installed the Source SDK Base 2013 - Singleplayer in Library->Tools ?

+2 votes     download: Estranged: Act I (Beta for Windows)
AniCator
AniCator Sep 18 2013, 5:54pm replied:

Did you get any messages in the console about the interactive screens?

+1 vote     mod: Estranged
AniCator
AniCator Sep 18 2013, 5:51pm replied:

Have you installed the Source SDK Base 2013 Singeplayer?

+1 vote     mod: Estranged
AniCator
AniCator Aug 31 2013, 9:35pm replied:

This Mot? I.imgur.com

+1 vote     article: End of July Developer Update
AniCator
AniCator Aug 30 2013, 6:18am replied:

The performance drop is mainly caused by the fact that we have to render our own seperate depth buffer because the original Source one uses an 8-bit render target which makes it lacking when it comes to precision.
For our current depth buffer we render to a RGBA32F32F32F32F render target. The problem with that is that it also fills the RGB channels while we only need the alpha channel. So it takes up a lot more memory and makes writing to the rendertarget slow.

We're still trying to find a good solution. There is a format called R32F but we can't use that because depth is rendered to the alpha channel regardless of the image format.

Note: 32F stands for 32-bit float. Default depth buffer is an 8-bit integer target if I'm correct.

+1 vote     media: New Depth of Field and HBAO
AniCator
AniCator Aug 25 2013, 1:06pm replied:

They're there ;) Just not in this screenshot. We haven't dressed the entire area yet though.

+1 vote     media: Omnicorp West Warehouse
AniCator
AniCator Aug 25 2013, 8:42am replied:

You can either download it from Alan's website, ModDB itself or Desura when we get everything ready.
It won't update automatically with the exception of Desura which should do it on its own. I could be wrong though.

+1 vote     article: End of July Developer Update
AniCator
AniCator Aug 25 2013, 8:39am replied:

hello there... ;)

+3 votes     mod: Estranged
AniCator
AniCator Aug 9 2013, 10:19pm says:

Nice. Hope to hear Titan: XCIX: Part TWO news soon!

+1 vote     article: Titan: XCIX Steam Pipe Fix
AniCator
AniCator Aug 1 2013, 11:22am says:

Thanks for the reminder! We've heard this from multiple testers and players now. Putting it on my to-do list just to make sure we don't forget about it.

+2 votes     mod: Estranged
AniCator
AniCator Jul 17 2013, 1:46pm replied:

In addition to what Alan is suggesting, could you turn off all/some of the graphical features in the Estranged Options panel. That might help.

+2 votes     mod: Estranged
AniCator
AniCator Jul 15 2013, 4:05pm replied:

Do you mean right after the boat crashes into the dock?

+2 votes     mod: Estranged
AniCator
AniCator Jul 8 2013, 6:41pm replied:

You'd be surprised.

+1 vote     article: Giving the Mod a Graphical Edge
AniCator
AniCator Jun 28 2013, 9:18pm replied:

Looks like someone from Valve has been assigned to the issue. They're saying that there may be an update with shader support next week. I'll do some exploring on the shader end when that happens.

+2 votes     mod: Estranged
AniCator
AniCator Jun 3 2013, 12:00pm replied:

Of course not! ;)

+5 votes     mod: Estranged
AniCator
AniCator Jun 1 2013, 11:27am says:

I modified the gameinfo.txt a bit for those who wish to play the mod on Windows with out the SteamPipe update.

Pastebin.com

+3 votes     mod: Half Life 2: Deep Down
AniCator
AniCator May 28 2013, 2:01pm replied:

Make sure you have the Source SDK Base 2007 installed. ;) (In your Steam Library -> Tools)

+2 votes     mod: Estranged
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