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Comment History  (360 - 390 of 499)
Argoon Oct 21 2014, 8:30pm says:

Looks very nice good job, i just hope to see some real gameplay someday. ;)

+1 vote   media: Leaked OverDose Early Alpha Gameplay Sort Of Stuff
Argoon Oct 17 2014, 7:18pm replied:

All GPU's on the market now support at least SM 2.0 and above even the very inexpensive ones locking your mod on SM 1.1 you are just cutting yourself short and GPU makers aren't supporting so old shaders on their new drivers (that means they don't solve bugs if they brake the shaders), SM 1.1 is dx7/dx8, SM 2.0/SM 3.0 is dx9a and dx9c respectively, by supporting SM 2.0 and SM 3.0 you are not only supporting all GPU's and OS's as well, but making sure your mod will be more modern and supported for longer.

+1 vote   media: eight million polycount
Argoon Oct 17 2014, 10:34am says:

Why are you running at shader model 1.1? Is your GPU that very old?

+1 vote   media: eight million polycount
Argoon Aug 5 2014, 2:42pm replied:

You don't need to modify the engine to load assets if you only import assets already supported by the engine, and that is what everybody using any third party engine GPL or not does, that is why they use a third party and not make their own.

+2 votes   engine: DarkPlaces engine
Argoon Jul 6 2014, 1:26pm replied:

AsronGlazer what you said is wrong GPL is totally compatible with commercial products, GPL only demands this, that you give access for free to the original engine source code and any modifications you do to it, if you don't modify the engine then you just need to give access to the original source code. GPL DO NOT demands you to release for free any of your ingame script code, models, textures, sounds, etc, etc, all assets of the game belong to you and you can lock them if you want, also any custom tools that you make to be able to use the engine source are also yours and you can decide to not release them.

+3 votes   engine: DarkPlaces engine
Argoon Nov 30 2013, 1:47pm says:

IMO they have so much differences that saying they used your reference is a stretch, and yours is not like it looks different from any other morgues i seen represented in games, they all look almost alike.

Having said that, they both look very nice and shows that you guys have what it takes to make this a fantastic mod and perhaps a commercial game, the quality is there.

+3 votes   media: Morgue
Argoon Jul 21 2013, 12:37pm replied:

Weapons aren't automatically put into games you know, the developers need to implement them, and if there's no weapons on this game then there's no code to spawn them, why would the developers waste time making weapons just to hide them.

+1 vote   media: Slender's Woods gameplay (v 1.0)
Argoon Oct 18 2011, 12:54pm replied:

Is more Silent Hill then Korsakovia, and i played both, just play Silent Hill 2 PC (it still looks good today) and you will have a few surprises. ;D

+2 votes   article: White Night Released!
Argoon Mar 31 2011, 6:03pm says:

Hello Dvorak , i don't work with the Source engine but is very odd that the modeling and the animation had any effect in the texturing of the gun, as a modeler my self this is the first time i see that being a problem, does the modeler even knew how to uvmap correctly?

Can you send the model to me? I would like to see if i can help.

+1 vote   article: A Precursor retrospective rant
Argoon Mar 13 2011, 12:35pm replied:

I have the same card and drivers has you and with CAI on, this mod and the Portal sky in some of the dark mod missions is broke.

+1 vote   mod: Sikkmod
Argoon Aug 14 2009, 3:08pm says:

Nice work on the modeling and texturing it feels like a real place, but you did one thing that no level designer must do, and that is having a very good lighted level but have no visible source for the light. For example the corridor is very evenly lighted but you have no lamps or windows in sight, you have lights on your level as is seen from the bright spots on the celling but the light geometry (source) is not there.

+3 votes   media: Abandoned Corridors
Argoon Aug 4 2009, 11:23am says:

To much bloom imo.

+1 vote   article: A media Update
Argoon Aug 1 2009, 1:53pm says:

Ok it looks FANTASTIC, good job.

+2 votes   article: Trailer
Argoon May 22 2009, 5:10pm says:

I'm with deathcaller on this, first thanks for the tut as it is really useful, but the end result is not realistic at all, like others have said the first image is what would happen in reality in a small "house" that have a big open door, light bounce would make it bright. But i can see its benefits in cutting down on light rendering and also to make interior maps like doom3 or quake 4.

+1 vote   article: Petrograd Mod Level Design (Interior Lighting/Optimization)
Argoon Mar 27 2009, 6:56pm says:

Nice job guys.

+1 vote   article: March 24th, 2009
Argoon Mar 30 2011, 8:28pm says:

The gun seams like a modified AK, is a petty to have it working and have to cut it out the game because the lack of a texture, why don't you make one your self for it? Even if is not very pro is better them no gun.

+1 vote   article: A Precursor retrospective rant
Argoon Mar 26 2011, 1:29pm says:

Nice, tracking.

+2 votes   game: Dead Cyborg
Argoon Mar 26 2011, 11:25am says:

With out mod tools for Crysis 2 how are you guys making this are those images from Cryengine 3 ?

+2 votes   article: Announcement of the project CryZone: M.E.T.R.O.
Argoon Mar 24 2011, 2:39pm replied:

He is right you know, the shot from your mod looks more friendly, like is a shot from a quiet family neighborhood in a sundy afternoon, i mean it lacks that feeling that theres bad radiation on the air, that is dangerous to walk there, and all because of the blue skybox, if you used the Vanilla skybox them imo it would look much better. But don't think i dont like your scene it sure looks fantastic, the grass is better, the shading is better, only the feeling of bad place is better on the vanilla shot.

+2 votes   media: L.U.R.K. vs. Vanilla
Argoon Mar 24 2011, 2:21pm says:

As i said nice texturing but for a night scene it is to bright, you should play more with shadows, make the scene a little more dark, so the street lamps light cone is more visible.

+2 votes   media: Backstreets_3
Argoon Mar 24 2011, 2:17pm says:

Good work with the texturing.

+1 vote   media: Backstreets_2
Argoon Mar 19 2011, 11:50pm replied:

They have realeased the engine source of their Penumbra games called HPL, and theres also some mod tools but aren't very easy to work with.

You can find all in the oficial Penumbra forums.

+1 vote   game: Penumbra: Overture
Argoon Mar 18 2011, 5:48pm replied:

You can have 100+ NO SHADOW CASTING LIGHTS (i'm not shouting), with shadow you can only have a max of 4 or 5 per view (not per room, with clever occlusion culling and level design you can have more) it is really a wardware limitation not a engine limitation.

+2 votes   mod: The Mutant Factor
Argoon Mar 13 2011, 1:10pm says:

Guys play with the settings the default ones don't work for everyone, on some the game is to dark on others it is to bright, you need to find the settings for your PC.

+2 votes   mod: Sikkmod
Argoon Mar 11 2011, 12:30pm says:

enhanced normal maps indeed, are they based on highpoly source objects?

+3 votes   media: The Transaction Images (Part 2)
Argoon Mar 11 2011, 12:16pm says:

The color is fine this is a military complex and the military are know for using shades of green or brown for all their structures and equipment.

When ZPS make some outside environments i bet they will have more colors on their pallet.

By the way the map looks nice, and is that real time shadow maps that i see ;).

+8 votes   media: Picture of the Week 0023 - Week 10 March 2011
Argoon Mar 8 2011, 6:19pm says:

IMO you guys should see some videos from Severance Blade of Darkness that is how you make sword fighting, your sword combat is just to fast and unrealistic, but fantastic job on the characters, animations and maps.

+1 vote   media: Berimbau Duel Video 12/15/08
Argoon Mar 1 2011, 10:54am says:

Yes Gert is the nº1 investor in the ZPS team and the IM game, he decided to give away some of is shares to the IM community has a mean of supporting even more the making of this great game, to get shares from him you need to buy 20 support medals or more from the ZPS store and them enter in a Transfer Agreement with him.

+1 vote   article: Uncle Gert’s “Shares for Support Medals Giveaway”
Argoon Feb 12 2011, 4:53pm says:

Alley this " there's no point to replay something that will be exactly the same as the previous playthrough." is exactly what 90% of the so called AAA 60€ games are about, Dear esther will be a one time experience yes, but is just like going to the theater or the cinema, i bet it will be even more interactive them the later and more engaging. From what "i think it was Rob" said They will not take the free DE and just make better levels to it, they will make it BIGGER and BETTER for the commercial release. Just think of your payment as a donation to a game that will CHANGE how we perceive games.

+1 vote   article: Dear Esther remake to get commercial release
Argoon Feb 11 2011, 6:17pm replied:

To this developers YES.

+1 vote   article: Dear Esther remake to get commercial release
Argoon Feb 11 2011, 5:49pm replied:

Don't be discoreged by all this whiners You guys and especially Rob deserves being paid for their work, we all like to see some kind of reword for our work. Few people like is said here in Portugal "Trabalha para aquecer" this is "Work only to warm them selfs"

0 votes   article: Dear Esther remake to get commercial release
Argoon Feb 11 2011, 5:38pm replied:

No story?! Dear Esther is all about story and how it is told to you. So stop the wining already and be glad they will make it a indie game with more production value them is already apparent in the fantastic level design on the remake.

+1 vote   article: Dear Esther remake to get commercial release
Argoon Jan 9 2011, 2:19pm says:

Holly mother of god!! This is great news!! Now we will be able to make a blade Clone in other engine, i can't believe this, BIG THANKS for the the coder that did this.

Now can the meshs and animations be exported to any other 3d max them max 2?

+2 votes   article: Exporting Blade Animations and Meshes
Argoon Dec 21 2010, 11:25am replied:

A game engine needs to be flexible and abstracted from the kind of game you will make on it, theres games that use a custum engine made for their particular game/gameplay, with a engine like that you would need to change the engine code and tools to make a diferante genre of game, but comercial engine like Gamebryo and any new engine for that matter are developed to be separated from the games, so you can use the engine to make a RPG a FPS a Race simulation a MMO, etc in the same engine using the same tools.

+2 votes   engine: Gamebryo
Argoon Dec 14 2010, 1:14pm replied:

Them Natural Selection 2 (still in beta) is the game for you.

+2 votes   game: Interstellar Marines
Argoon Dec 14 2010, 1:12pm replied:

Unity 3.1 is as powerful as Unreal Engine and imo the dev tools are much easier to use.

+2 votes   game: Interstellar Marines
Argoon Dec 9 2010, 9:10am says:

I can make a Portuguese PT translation if you guys want.

+1 vote   article: Q&A + MODTY and new media!
Argoon Dec 1 2010, 3:27pm replied:

Thanks i will try that.

+2 votes   mod: The Dark Mod
Argoon Dec 1 2010, 2:55pm says:

That is a very weak nuke it looked more like a simple rocket explosion, see the nuke explosion of Crysis for a great example of a nuclear explosion simulation.

+1 vote   media: Renegade X - Nuclear Strike
Argoon Nov 30 2010, 11:35am says:

I don't know if this is a engine problem or intensional but on some maps the skybox moves very strangely, when i rotate the view the sky looks like as if he is imovel and the map geometry is the one moving instead, it looks very odd and immersion braking for me, it is also the same in other doom3 engine mods. Does it have anything to do with the portal sky thing?

+1 vote   mod: The Dark Mod
Argoon Nov 30 2010, 11:25am says:

Very nice indeed. :)

+2 votes   media: Flakebridge Monastery (Upcoming Missions)
Argoon Nov 25 2010, 5:45pm replied:

Valve is not a Indie studio in the way i see indie studios, yes they are independent and yes that's what indie means but the word indie studio is for the most part used to classify small teams even if they have publishers, Valve is BIG and a AAA game maker developer, for example the Penumbra developers add publishers for their first 3 games and were still considered a indie studio.

+3 votes   article: NS2 closed beta released...and how we got here
Argoon Nov 16 2010, 12:32pm replied:

The art direction of this game (that i concur is simple but effective) as nothing to do with the engine, C4 engine (that can be bought for $100)is as capable of great visuals then the UDK or even better, with the added benefit of not having to pay anything after selling the game to the engine developer. I know many indie teams and is very hard to bring a full game in a timely manner to the market with AAA graphics, that is the example of Zero point software, Wolfire Games, unknown worlds, etc, they all have very good looking games but are years still from completing them.

+1 vote   game: Bounce!
Argoon Feb 5 2013, 10:26pm replied:

Yes i also add this bug right now, and i'm in no mood to start again. :(

+1 vote   mod: Insanity: Nocturnal Confusion
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Jan 23, 2015
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