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Comment History  (120 - 150 of 499)
Argoon Jul 21 2013, 6:34pm says:

First this game needs some SERIOUS optimization work, the lag was really making me sick, the game concept is sound and with a better implementation it could make a good game, but right now i can't recomend it to anyone, why, has i said is very laggy, not only that but is also very buggy, for example on the farming part of the game, almost all tasks didn't work well at first time, the hand icon was not showing even when you add the cursor over what you wanted. And last this is not a major complaint, but why on earth would you make us wait so much to cook a fish, and not have anything to do but seat on a bench by the fire, this should be a game not a real life cooking simulator, cooking, if you don't it to be a instant thing, imo should be at most a 10 second wait and no more.

+2 votes   game: The Tower: 2012 Edition
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 Jul 21 2013, 12:13pm says:


Will we see pinhead on this game?

+1 vote   media: Map
Argoon Jul 20 2013, 5:25pm says:

Has always nice work.

+1 vote   media: Mars Federal Penitentiary
Argoon Jul 16 2013, 5:08pm says:

Has always POM or Parallax Mapping on Cryengine 1 makes everything look like molten glass, have said that, on a cave is not a big problem because it looks like moisture so nice work. ;)

+1 vote   media: Work in Progress Far Cry 2010 Mod 0.16.31
Argoon Jul 4 2013, 10:48pm says:

fantastic, just know that many are seeing this mod even if they don't comment, continue the great work.

+1 vote   media: Work in progress - July 2012
Argoon Jun 24 2013, 11:48pm replied:

how can this guys change so much without the source code, i'm still to comprehend. But for example the titanic mod for Mafia 1 as also implemented stuff on the LSD engine, like SSAO, and advanced water shader, that was thought to be impossible in the past.

+1 vote   media: Picture of the Week. June 23, 2013
Argoon Jun 24 2013, 11:39pm says:

Nice :D

+5 votes   article: Final Release Trailer
Argoon May 29 2013, 4:28pm replied:

This looks exactly like the spell casting system used on Arx Fatalis so the mouse is a perfect analogue to the leap motion hardware.

+2 votes   game: Runes of Brennos
Argoon May 29 2013, 4:12pm says:

Very nice looking can't wait to see the bugs coming my way on it.

+1 vote   media: Pre-Alpha Environment Preview Walkthrough
Argoon May 24 2013, 9:41pm says:

Your modeling is good but please don't disregard the texturing, good texturing can make a bad model in geometry terms look like a art piece. For example the wood pieces below the table surface need to have their texture rotated horizontally so the flow of the texture matches the geometry direction. If you want you can send the model to me by PM and i will texture it for you has a example, for free of course.

+1 vote   media: Testing some candles
Argoon May 24 2013, 9:30pm says:

Nice, i also start all my organic models with a simple box modeled cage. :)

+2 votes   media: Hand Work in progress
Argoon May 21 2013, 11:03pm replied:

I don't know if they add spikes or not but if you google it you will see that some depictions of them does show them with back spikes or bone extrusions. About Jurassic Park it is not a good base for scientific accuracy.

+3 votes   media: Triceratops Design
Argoon May 14 2013, 12:09pm says:

Nice graphics indeed but why does the doors don't open all the way? it looks very strange that way.

+2 votes   media: Pre-Alpha gameplay 1
Argoon May 3 2013, 12:29pm says:

Nice texturing, but the weapon is maybe very low poly to be used has the first person weapon? See your messages i have a surprise for you. :)

Argoon May 2 2013, 5:16pm says:

They look fine has is, and you also have online sources for base textures like ,imo forget the camera use your expensive cell phone at lest it will serve for something or the link i posted, imo it is enough for you to work on decent game textures.

+1 vote   media: A bunch of new dynamic objects
Argoon Apr 29 2013, 10:22pm says:

Very good Logo design, I love the metal effect on the typography. Was it made using a 3D model with a material or are we seeing a hand made art work?

+1 vote   media: Wind of Luck: Arena
Argoon Apr 22 2013, 10:13am says:

You guys are showing a side of idtech 4 that needed to be shown, and that is that this engine is perfectly capable of bright and colorful worlds, ok prey also did it but you guys are a steep above that, just shows how professional your work is.

+8 votes   media: Reception
Argoon Apr 21 2013, 9:41am says:

Ok mapping is approved, now show us enemy design. ;)

+1 vote   media: Silent Hill Town Center
Argoon Apr 11 2013, 7:48pm says:

I seriously hope you are being sarcastic.

+2 votes   article: Deadlock 0.4.11 - We need your feedback
Argoon Apr 9 2013, 11:03am replied:

Never but never go above 2k for anything but terrain if you want a good looking but playable game, is nice to see the small details on the 3D app but ingame very small details just become noise and the high rez texture just takes performance away.

+3 votes   media: Makarov, texturing
Argoon Mar 13 2013, 10:50pm says:

you guys are fulling us this can't be the HL1 engine no way. ;)

+1 vote   media: Picture of the Week March 10, 2013
Argoon Mar 13 2013, 10:48pm says:

Fantastic work on the modeling and texturing and very nice video editing.

+6 votes   media: The Titanic Mod - A deck Public places
Argoon Mar 5 2013, 8:34pm says:

Very good job, and is nice to see for the first time something looking professional made with Adventure Maker, i hope others follow your steeps.

+2 votes   article: ASA: A Space Adventure Released on Desura
Argoon Feb 21 2013, 10:30pm says:

Looks fantastic. :)

+8 votes   media: AKS-74U ingame, finished
Argoon Feb 21 2013, 10:27pm says:

Thanks for the info knowing that makes me feel better now. :D

+1 vote   media: Space Restrictors - Military Base
Argoon Feb 20 2013, 8:33am says:

Is all good and dandy but how can you make directional audio without mono sound sources? I always thought that was a giving for 3D directional audio, i certainly would not like to ear a gun shoot coming in from two directions at the same time ( two channels like stereo does). I'm all for ambient sounds being stereo but gun sounds and even character sounds imo should be mono only. Game developers are killing true 3D audio (and even hardware audio acceleration) on games so please don't be like them but try to make it sound the best and the most realistic has you can.

+2 votes   media: Space Restrictors - Military Base
Argoon Feb 17 2013, 1:17am says:

No problem :)

Just so you know i learned modelling with wings3D also , fantastic little program indeed, but now i use Modo 601 for 6 years to me is like wings3D on steroids.

+1 vote   media: Teh Camera
Argoon Feb 13 2013, 1:05pm says:

Hum now that i'm seeing the model textured, i think that using real geometry for the grate thing of the place where the display rests, is a waist of polygons, that effect could very easily be faked with normal map, and will even help on the performance on low end GPU's.

Sorry if my critics seam a little harsh but i just want to help you make your gamer better.

+1 vote   media: Teh Camera
Argoon Feb 13 2013, 1:00pm says:

Again very nice model, the edge flow seams to be very good indeed. :)

+1 vote   media: Camera WIP
Argoon Jan 19 2015, 9:10pm says:

Sad to fatal is gone but i loved Onirica and i didn't knew it was yours, congrats.

+2 votes   article: Fatal is canceled
Argoon Jan 13 2015, 6:38pm replied:

sorry for the extremely late reply but i was very busy and then forgot about this, did what you said and the performance jump was considerable so yes the "pretty water" is to blame here.

+1 vote   article: Katharsis Alpha 0.1 is out. Get it!
Argoon Dec 3 2014, 3:42pm replied:

yes but in real life shadows are not pitch black they have bounced light from the environment so a real night vision mode does make shadows less dark, you could apply a extra ambient light to the level to make shadows less black when the goggles are on and hide it when they are off, don't know if this is doable on the stalker engine tho. You could also if possible use a post process shader that mimics the photoshop levels.

+1 vote   media: New IR & Infrared PPE effects
Argoon Dec 2 2014, 6:21pm says:

Looks cool but what purpose does they have? None of the visions really helped you much (in the video) a shadow was still pitch black no matter what vision mode you used.

+1 vote   media: New IR & Infrared PPE effects
Argoon Nov 12 2014, 7:41pm says:


+2 votes   game: Scrap Mechanic
Argoon Nov 7 2014, 8:50pm says:

Very nice continue doing a excelent job, you have a fan in me.

+1 vote   media: Inflitrator
Argoon Oct 23 2014, 5:01pm replied:

By browsing the forum link that you gave me for AMD and darkplaces problems something came to my attention, it seems the water maybe the culprit here, in the forum they say the "pretty water" on darkplaces rapes AMD cards. And you have a small water pool in the exact place that is causing the extremely bad performance for me.

+2 votes   article: Katharsis Alpha 0.1 is out. Get it!
Argoon Oct 22 2014, 10:26pm replied:

Hum, Thanks for the suggestion but even with crossfire disabled performance is still very bad, do you have a Nvidia GPU, what is your fps's when looking to the center of the room? It could certainly be a combination of an AMD OpengL driver problem with your game, plus the fact that you have, imo, to many shadow casting lights, visible at the same time when we look to the center of the room, i counted a total of 6 that is overkill, for example when i look to the corners where you have a single light, performance jumps considerably from 8 fps's to more than 40 fps's. Please don't take this wrong but you should not have more than 4 shadow casting lights visible per frame, you should also be careful with overlapping light volumes, i know this because i'm modding the idtech 4 engine and this engine is very similar, if you enable the r_showoverdraw command and look to the center you will see what i mean.

+2 votes   article: Katharsis Alpha 0.1 is out. Get it!
Argoon Oct 21 2014, 8:16pm says:

Performance very bad on my PC when looking to the center of the room where the tree and the water is. Literally 5 fps's or less.

System - Radeon HD5770x2 , corei7 860 2.8GHz, 8Gb DDR3 dual channel NBF 2407.5MHz, ASUSTeK P7P55 WS , SoundBlaster Audigy 4, Win7 X64
Driver - Catalyst 14.4, w/stock settings.
Sreen res - 1920*1080

+2 votes   article: Katharsis Alpha 0.1 is out. Get it!
Argoon Oct 19 2014, 11:15am replied:

The problem like i said is not visual difference even tho you will find that some more advanced effects like Parallax Occlusion Mapping and others do not work with SM1.1, the problem is that SM 1.1 shaders are so old (like i said SM 1.1 is dx7/dx8.1) that GPU makers don't care about anymore, so driver support will be hit and miss, especially on more modern GPU's. Your GPU supports SM 2.0 and if it runs well then use that path instead because that is dx9a or dx9b, SM 3.0 is dx9c and GPU makers still support it well. By doing so you will have two benefits, first assurance that GPU makers will still support your game on their drivers, and the ability to implement more advanced shader effects if you so desire.

+1 vote   media: spot the difference
Argoon Sep 12 2014, 1:08pm replied:

That is sad to know about the 64bits OS problems, but i still don't know what you mean by absolute pitch black transparent, does LS3D use alpha maps by the means of a black and white image where black is transparent and white is opaque? Perhaps you are referring to the lack of alpha blending where instead of only a black and white texture you can also have a grayscale one? The jagged edge you are referring to is a black outline around alpha images? If so use this trick to get rid of the problem just extend colors in the texture outward into transparent areas by one pixel (or more).

+1 vote   media: Mail Hold finished
Argoon Aug 18 2014, 10:38am replied:

Decals are just a plane with a alpha mapped image some units above the surface, so if you used that trick before there is nothing preventing you from using it again. To solve Z-fighting just move the plane up some more units, it will solve the problem, about the alpha map issues, what are they? Doesn't LS3D support it well?

+1 vote   media: Mail Hold finished
Argoon Aug 15 2014, 9:28pm replied:

They are not doing everything from scratch the engine they are using is the Ogre engine they are just modifying it so it can read morrowind original assets.

+2 votes   article: OpenMW Version 0.31 Released
Argoon Aug 7 2014, 7:22pm replied:

You are free to disagree of course but imo is all a matter of gameplay, is all fine and dandy when you give choice to the player and i'm not certainly against big number of guns but problems arise when you include ones that unbalance the gameplay, when you can get them early on (is not the reason here tho has E.Nigma42 explained).

+1 vote   media: 2.3 Automatic Pistols
Argoon Aug 7 2014, 7:16pm replied:

Nothing against that and just to clarify i didn't said i don't like them, I said they looked overpowered.

+1 vote   media: 2.3 Automatic Pistols
Argoon Aug 4 2014, 7:18pm says:

Hum, imo they are overpowered, even if in real life they are like that, with a automatic pistol like this i don't need a normal pistol or a submachine gun, and so this kind of weapons become useless. IMO you guys instead of trying to implement all kind of weapons that exist in the world, think of the kind of impact they will have on the gameplay and try to only implement the ones that give something to the gameplay but do not retract from it, again just my opinion and advice but the final word is yours.

But this is why i think this kind of weapons should not be included.

1 - IMO they make normal pistols and submachine guns useless (because is a pistol and a submachine gun in one).

2 - By making the above guns useless you don't need to carry them so it has an impact on the carry capacity (gives you more room to carry other stuff) and so gamers will try to get them early on has possible.

3 - The way to make them less available to counteract the problems mentioned above would be to make them more expensive (You could make them very rare tho) than the other weapons, and why would a automatic pistol be more expensive than say a MP5 submachine gun?

-4 votes   media: 2.3 Automatic Pistols
Argoon Jul 22 2014, 12:17pm replied:

The original stalker (the alpha version) add working vehicles and stalker lost alpha (based on the leaked alpha version) also has them so the original vision for stalker demanded them. So introducing vehicles in this mod is the right thing to do imo.

+2 votes   media: Tiger - advice
Argoon Jul 22 2014, 12:14pm says:

This screenshot looks really like stalker but unfortunately this is the exception and not the rule. I need to ask are you guys trying to faithfully reproduce the Stalker look on the Cryengine 2? Or are you guys just trying to make a game similar to stalker but not necessarily look like the xray engine stalker? Btw does cryengine 2 supports dynamic wet surfaces to simulate wet floor and dry floor when on cover like on the Xray engine?

+3 votes   media: Scene - Mercenaries
Argoon Jun 24 2014, 9:08pm says:

This is some of the best texturing i ever seen.

+3 votes   media: TOZ-66
Argoon May 30 2014, 11:00am says:

Two things i don't like on this list.

The removal of the grenades from Monolith and Bandits, everyone should be able to use them just like in real life.

Replacement of Duty and Freedom propaganda for music, why, because is more immersive to ear propaganda in the Zone, it makes sense, not only because of the factions wars but also because of their character, Duty and Freedom are trying to make people join their ranks and cause not give music espectacles in the zone.

+1 vote   article: Arsenal Overhaul for Clear Sky - Released
Argoon Apr 29 2014, 12:30pm replied:

Is just reflections and in game i'm sure it will look better because of the movement.

+4 votes   media: Swamps - In game
Argoon Mar 24 2014, 8:48pm says:

You sure have fantastic artists lets hope you have as good gameplay developers.

+3 votes   article: E.T. Armies new screenshots and updates
Argoon Mar 7 2014, 12:28pm says:

Nice teaser :)

+4 votes   article: Lethe - Teaser Trailer 2014
Argoon Jan 26 2014, 7:46pm says:

Looking nice guys.

+8 votes   media: Cleric and Roden
Argoon Jan 20 2014, 4:38pm says:

Continue doing a great job guys, but this needs to be more known, i found about it just by accident when browsing GOG forums.

+2 votes   mod: Blade of Light
Argoon Jan 15 2014, 2:47pm says:

Nice atmosphere

+1 vote   media: New areas and stuff
Argoon Jan 10 2014, 12:50pm replied:

this feature sounds very good congrats, but one thing that you guys have still to solve is the instability of the ragdolls, on almost all videos that you guys blast a enemy, some of his limbs gets stretched when ragdolling.

+1 vote   article: Eye-tracking tech to come to Son of Nor
Argoon Dec 19 2013, 7:13pm says:

For the love of the game

Merry christmas guys.

+5 votes   article: Update 8: Merry Xmayhem & New Documentary
Argoon Dec 11 2013, 12:01am says:

Fantastic work man you are a superb modeler. :)

+6 votes   media: Boiler room 6 finished
Argoon Dec 9 2013, 9:43pm says:

I don't have many free time to devote to mods now with university and work, but tell me what models do you need and i will see if i can make some of them, no character models tho not my speciality.

Here is my portfolio

+1 vote   article: Looking for a 3D modeller!
Argoon Dec 9 2013, 9:17pm says:

fantastic guys looks very original.

+1 vote   media: Albedo - Eyes From Outer Space
Argoon Dec 8 2013, 4:10pm says:

Nice work i will indeed try this one has well. Don't give up continue doing what you love.

+2 votes   article: The Forgotten Ones v2.3.0 is out!
Argoon Nov 29 2013, 4:50pm says:

Congrats on the media attention that you are having, that is always a morale booster, and i hope it makes you continue your work.
Now i must say this, i'm following you for sometime now and has always your normal maps are very exaggerated and makes your textures look very noisy and ugly, you should really think about toning down the normal mapping strength because it will have a large impact on how people will perceive your game, also the wood beam on the ceiling has the textures in the wrong direction. I hope my criticism instead of making you be mad at me and ignore my suggestions, make you see what you can improve and so make your game look much better.

+3 votes   media: Images for milestone post
Argoon Nov 28 2013, 8:51pm replied:

I have no doubt this is the Morrowind engine, but to me it looked like the oblivion engine heavily modded. :D
Also some of the assets look models straight from oblivion, so that also help the illusion.

And just to show that is the art that make the game not the engine.

+1 vote   article: Black Horse Courier #4
Argoon Nov 28 2013, 8:39pm says:

nice work guys good bug hunting, i would love to play but work take most of my time now.

+3 votes   download: Wind of Luck: Arena beta version
Argoon Oct 28 2013, 11:29am says:

Very good. :)

+3 votes   media: Underground
Argoon Oct 23 2013, 3:26pm says:

Nice work, this scene is very atmospheric.

+1 vote   media: Campsite #2
Argoon Oct 20 2013, 8:12pm says:

I'm not a woman and i'm also not a natural English speaker, so if you don't want a strong accent on your voice acting i don't think i can be of any use to you, but i will say this the English quote you have above is full of syntax errors.

IMO It should be something like this.

"Often I Hide myself in a secret room in the prison. I can take a rest here. I'm studying black magic for around two months now. No one knows about it, knows that I learned how to make hard wood start to rot and decay. My father (dad) was a very intelligent man, he constructed this place only (just) for me. In the future I want to be as dangerous as he was. People will fear (be scared of) me, even my brother and my friends. I feel it, I feel my power growing. Everyone will pay me tribute, Kate." "

Hope this is of any help and you find the necessary voice actress.

+1 vote   article: Voice Actors strongly needed
Argoon Oct 12 2013, 8:43pm says:

The normal map is too strong, imo ditch the normal map and just use specular to give it the wheat shiny look.

+1 vote   media: New eyes shader. WIP
Argoon Oct 9 2013, 11:24am replied:

Why is that a good news for modders? Unity afaik has no modding support built in, you can't download the Unity editor or engine and mod a already out Unity Game.

Imo Unity is a danger for modders, and it is picking so much rep that everyone and their mother are now using it. Theres much better inexpensive engines out there if modding support is a fact, for example C4 engine, Esenthel and NeoAxis are very good engines with nice modding capabilities, especially the C4 engine.

+1 vote   article: Announcement: TinyKeep is now powered by Unity
Argoon Sep 25 2013, 12:36pm says:

Nice concept, continue the great work guys.

+1 vote   media: Arx Fatalis - Concepts
Argoon Sep 12 2013, 3:40pm says:

Nice but i think there will be a problem for non english speakers like myself.

+2 votes   media: Bot Colony Gameplay Trailer
Argoon Aug 26 2013, 10:11pm says:

Looks good but consider using a hidden ramp on the stairs (disable collision on the stairs itself) so the character controller do not jump like that when going up or down stairs, that is how Remedy (makers of the Max Payne and alan wake) and others solved the same problem.

+1 vote   media: 3:00am Dead Time™ , Progress in UDK, August 2013
Argoon Aug 26 2013, 10:06pm says:

Nice work i like it. :)

+1 vote   article: Quizz Ball
Argoon Jan 28 2013, 5:29pm says:

Nice to see that you will update the the normal maps they indeed looked very excessive in their power, also from the texture files on your last demo i saw that you have the specular maps very strong you should make then darker so your materials do not look like wet surfaces or in some cases like molten glass, has you are taking inspiration from Amnesia see how they made their specular maps, it will help you a tonne.
Good luck with your game and funding campaign.

+2 votes   download: Playable Pre-Alpha\TechDemo V2 for WINDOWS
Argoon Jan 13 2013, 10:19am says:


+6 votes   media: Quick Rain Test 2
Argoon Dec 29 2012, 10:26am says:

Fantastic work man as a mapper i always missed this feature on idtech 4, this feature alone imo makes it worthy to buy your game for idtech 4 moders.

+4 votes   media: Painting the World!
Argoon Dec 16 2012, 11:24am says:

FANTASTIC!!!!! enough said.

+2 votes   media: Screenshot
Argoon Dec 3 2012, 9:06pm says:

The second i saw the image it reminded me of Splinter Cell Chaos Theory. :D

+4 votes   media: Screenshot
Argoon Nov 19 2012, 11:30pm replied:

Yes i still don't comprehend how they can do that with only the HL1 SDK and no access to the render source code, is bloody amazing.

0 votes   article: Trunks Bonus Melee Attack *video*
Argoon Nov 13 2012, 8:17pm says:

Continue the fantastic work. :)

+2 votes   media: Lightmapping
Argoon Nov 11 2012, 3:23pm says:

Now we are talking, continue the fantastic work. :)

+3 votes   media: Lightmapping
Argoon Nov 6 2012, 10:40pm replied:

So instead of saying to me "Ok thanks for your opinion but don't worry it will look better" you say i lack common sense and give me a condescending reply, i know you don't own me anything has this is a free mod, but the lack of professionalism you seam to show and with how you reply to potential users or even partners, will bite you one day in the *** and perhaps it may be one of the reasons you seam to be low on team members. With that good luck on your modding and game developing endeavors.

+3 votes   media: VERY Early Physics Test
Argoon Nov 5 2012, 10:25pm says:

If that 0.9 peace means the human heart area then is wrong, it is in the middle of the chest not on the left breast.

+2 votes   download: New configs for humans and mutants.
Argoon Nov 3 2012, 12:09pm says:

oh i see that is the door where you need to take that glowing ball to the other side of the maze for it to open. :) Also i love the lighting in the scene you are really capturing that Egyptian tomb feeling at lest in my opinion.

+1 vote   media: Magic Door
Argoon Oct 30 2012, 11:30am replied:

Looks fantastic for a Mafia 1 scene :) , also shaders are never CPU intensive they are GPU intensive because they run on the graphics card, btw now a days almost all games are GPU heavy not CPU heavy.

Things that run on the CPU on most all games now, audio, AI and physics, all the rest is GPU only.

+2 votes   media: New Ocean, Sky & Sun ray effects!
Argoon Oct 26 2012, 3:38pm says:

Fantastic video and very funny i hope all the success to you guys.

+5 votes   media: Interstellar Marines: Prologue
Argoon Sep 19 2012, 7:19pm says:

For the game looks certainly cool, but on Wikipedia it says that is not proven that does images on dendera represent a electrical lighbulb of any kind, it says : "The view of Egyptologists is that the relief is a mythological depiction of a djed pillar and a lotus flower, spawning a snake within, representing aspects of Egyptian mythology."

Is hard for me to believe they add invented the lightbulb and a way to get electricity to that same lightbulbs and not have any physical evidence of that on the thumbs excavations, also for a lightbulb you need translucent glass and all the man made glass on that period was opaque and colored used for jewellery, amulets and the occasional small receptacle.

+2 votes   media: dendera light
Argoon Sep 10 2012, 4:10pm says:

Fantastic work, congrats. :)

+2 votes   article: Grimm:Quest for the Gatherer's Key: Wall Walking
Argoon Aug 30 2012, 11:26pm replied:

Thanks for the info :), it just shows how modifiable all the id and valve engines are fantastic work guys.

+1 vote   article: Two new videos: night/day cycle & explosions
Argoon Aug 30 2012, 12:39am says:


+3 votes   media: More Screenshots of the DarkWarrior Complex
Argoon Aug 28 2012, 12:33am says:

How the hell did you guys included dynamic shadows on the HL1 engine!? Do you guys have access to the engine source code?

+9 votes   article: Two new videos: night/day cycle & explosions
Argoon Aug 21 2012, 7:19pm replied:

Sorry if my reply is not what you where expecting but has a fan of your work my job should to give you guys my true opinion not saying "guys that looked awesome!!" (even though that is what all developers want to ear) but on the backstage think man that really needs more work. Once again i gave you my true opinion and i just hope that instead of discouraging you guys it makes you more strong, also i realized now that my BOD remark was unnecessary and for that i'm 100% sorry. :(

+2 votes   media: VERY Early Physics Test
Argoon Aug 21 2012, 4:49pm replied:

Ok i applause the effort but i really can't say i liked the physics behavior, even Severance blade of Darkness a 2001 game add more "realistic" physics behavior, if you guys can't make it better then IMO you should kill physics altogether and go static, there's no shame on that, id decided the same for Rage. Your work so far looks so professional and nextgen that again imo having so old school and lackluster physics does your guys no good.

Sorry Nicolas i hope you comprehend my opinion.

+2 votes   media: VERY Early Physics Test
Argoon Aug 13 2012, 1:09pm replied:

Thanks will do, i will report if something doesn't work.

+3 votes   download: Grimm Quest for the Gatherer's Key v0.2 (Win)
Argoon Aug 12 2012, 11:55pm says:

Problems playing this mod in ultra mode, because of the launching method i'm unable to use RadeonPro to disable catalystAI or at lest i don't know how. :(

+3 votes   download: Grimm Quest for the Gatherer's Key v0.2 (Win)
Argoon Aug 3 2012, 12:55pm says:

Very well done, but is this ingame or a render?

+1 vote   media: Screenshot
Argoon Jul 29 2012, 3:33pm says:

As always fantastic level design, if you aren't already working in the industry i can see a job offer in your future for you or the team member that did this fantastic maps.

+3 votes   media: Fuel Control
Argoon Jul 29 2012, 12:49pm replied:

Don't take them seriously man just continue doing your great work. :)

+1 vote   article: Mafia Titanic Mod - Journey Continues
Argoon Jul 25 2012, 10:02pm says:

Good to see a update from you. :)

As always looks promising.

+2 votes   media: Only Human
Argoon Jun 29 2012, 4:17pm says:

Looks fantastic. :D

+2 votes   media: Wind of Luck alpha - first shooting demo
Argoon Jun 28 2012, 9:31am replied:

Sounds good thanks for the info. :)

+1 vote   media: Alpha version gameplay video.
Argoon Jun 27 2012, 7:16am says:

looks good and they sure travel fast :D , will you guys make the water more realistic? Imo is a very important peace of your game world and should get some more love, the Unigine based game Oil Rush has a nice water that could give you guys some ideas, another question, will the boats be animated (moving Oars) and perhaps have moving or stationary sailors on board?

+1 vote   media: Alpha version gameplay video.
Argoon Jun 22 2012, 6:22pm replied:

Oh, i clicked the "Don't push" button!! lol

+3 votes   media: Game interface.
Argoon Jun 22 2012, 6:15pm replied:

No problem, my kind words are giving to does that deserve it. ;D

+2 votes   media: Game interface.
Argoon Jun 21 2012, 5:33pm says:

Nice :D i love your User Interface idea.

+2 votes   media: WOL alpha version screenshot.
Argoon Jun 21 2012, 5:22pm says:

Fantastic concept and modeling, btw you guys should also announce the game on the C4 forums. :)

+3 votes   media: Game interface.
Argoon Jun 20 2012, 2:35pm says:

The fire looks good but the sails should be bulging because of the wind force, right now they look like simple planes, not very realistic. What kind of camera system will you guys implement on this game? 3rpRPG, RTS, FPS?

+2 votes   media: Testing fire effects.
Argoon Jun 19 2012, 11:15am says:

The Avatars look fantastic!

+5 votes   game: Wind of Luck: Arena
Argoon Jun 18 2012, 4:14pm says:

Nice concept. :)

+1 vote   media: Wind of Luck.
Argoon May 7 2012, 3:27pm replied:

Do this uninstall the drivers like normal and restart the PC then delete any folder on your PC with the name AMD or ATI that belong to the graphics system BUT don't delete any AMD folder that belongs to the mainbord chipset (if you have a AMD CPU) or even the AMD dual core optimizer folder, also don't forget to make hidden folders visible, after doing that use CCleaner to clean the registry, restart the PC again and install the old driver.

P.s- if you are afraid of deleting the folders your self then you can use a software called driver sweeper that will do that for you, but i don't know if it is still free.

+1 vote   media: A cause of delayments
Argoon Mar 8 2012, 11:51pm replied:

I don't know how you are making the models for this or what the engine supports or not, but you shouldn't need 90.000x90.000 textures (is not even possible btw GPU's can only render till 8192x8192), if you can give different materials to surfaces is totally possible to bake shadows on the models without sacrificing resolution, if you can't then the only other way i know is using a second uv channel to drive the lightmapps but the engine need to support that.

+1 vote   media: Reading and Writing Room Ingame Diffrence BETA
Argoon Mar 7 2012, 5:12pm says:

You need to bake lightmaps in your 3d tool because right now the lack of shadows makes it look very flat.

+1 vote   media: Reading and Writing Room Ingame Diffrence BETA
Argoon Feb 23 2012, 8:11am says:

looks very good.

+7 votes   media: Deep Black: Reloaded Pre-launch trailer
Argoon Feb 6 2012, 7:54pm replied:

You need to tweak the mod options the default ones don't work the same for all, for example to me it made the game dark for others they made the game bright, just spend some time on the mod menu changing values and you will be surprised.

0 votes   media: Random - RoE
Argoon Feb 1 2012, 11:48am says:

looks very good, i'm tracking. :)

+3 votes   game: Deep Black : Reloaded
Argoon Jan 3 2012, 7:43pm says:

Portuguese BR or PT?

+3 votes   download: Portuguese Translation
Argoon Dec 25 2011, 9:52pm says:

Looks fantastic. :)

+1 vote   media: Call of Pripyat Reloaded - 0.8 Trailer
Argoon Dec 18 2011, 8:38pm says:

Nice work guys :) btw don't they need bigger ears to be goblins?

+1 vote   media: News & Work In Progress - Late December 2011
Argoon Dec 12 2011, 1:55pm says:

Nice :)

+5 votes   media: Dem Light Shafts
Argoon Nov 27 2011, 10:09pm says:

Don't be discouraged by a new competitor that uses some shiny new engine, because of that he will always have more work then you to achieve that kind of quality that he shown in his video, by working on a engine like LS3D you have the advantage that low poly, low shaders engines gives less work on the art side more work on the gameplay side, gameplay will be what makes or breaks your mod not graphics. Now continue the great work.

+4 votes   article: Titanic mod - Importand notice
Argoon Nov 13 2011, 10:34pm says:

Can't play, loading times are just crazy on my wxp machine with 2GB of RAM and a AMD HD2600 AGP using 11.10 drivers, normal ET loads much much faster.

+3 votes   download: ETXreaL 0.3.0
Argoon Oct 14 2011, 1:52pm says:

Looks Fantastic.

+5 votes   media: Dead Cyborg EP2 teaser trailer
Argoon Oct 4 2011, 1:18pm says:

Nice teaser, and the mod looks fantastic.

+8 votes   media: Doom 3: Phobos Teaser trailer
Argoon Sep 9 2011, 1:26pm says:

É muito lowpoly para ser usada como o modelo principal FPS mas para 3ªPerson ou para as armas que se encontram no chão serve muito bem.

+1 vote   media: Portuguese Weapon - AR10 Rifle
Argoon Sep 9 2011, 1:20pm says:

Eu enviei-te um PM, pois estou muito interessado em participar no desenvolvimento deste jogo.


E já agora porque não o NeoAxis engine é baseado no Ogre Engine mas tem tudo o que faz falta para fazer um jogo, o Ogre pelo contrario é apenas um Render Engine.

+2 votes   game: Colonial Wars
Argoon Aug 19 2011, 12:08am replied:

Do you have eye problems? Or maybe is your monitor, it looks fine to me.

+2 votes   media: Roden's Library
Argoon Aug 15 2011, 12:19pm says:

Fantastic work.

+1 vote   media: OGS Mahjong 0.8 (beta3)
Argoon Aug 9 2011, 12:14pm says:

Fantastic image probably the best one so far from this mod imo.

One thing though the armature of the soldier should be more shiny them that, it is metal after all, now looks like is made of rock or something.

+1 vote   download: Arcturus's "Animated Grass Demo"
Argoon Jul 24 2011, 9:41pm replied:

yes i would like that also.

+1 vote   media: Episode 2 WIP images
Argoon Jun 29 2011, 12:14pm says:

nice atmosphere.

+2 votes   media: "Alberic's Curse" Images
Argoon May 18 2011, 8:25am says:

Looks very good and the guy in the video is very funny. :D

+4 votes   article: La Caza Released!
Argoon Apr 10 2011, 11:12am says:

Nice work, but don't forget to dirt it up, put some trash on the floor and graffiti on the walls and some dirt has well, take out some tiles from that tiled floor. On the lighting side make one of them broken, etc.

In resume make it has if people live there for ages.

+1 vote   media: Wip leves
Argoon Apr 2 2011, 2:33pm says:

Has this was posted on April 1st i really HOPE this is not a joke, because real time Global illumination would be AWESOME!!!

+1 vote   media: Picture of the Week 0026 - Week 13 April 2011
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 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 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 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, 12:06pm says:

Make the box small so it more feats the sitting character, right now he has is but inside it: :D

+1 vote   media: No Honor Among Thieves (Bums)
Argoon Nov 16 2010, 12:03pm replied:

You will. :)

+1 vote   media: Picture of the Week 0007 - Week 46 November 2010
Argoon Aug 22 2010, 12:17pm says:

Go prospero!! Make this wonderful game live forever.

+1 vote   article: Upcoming Surprises!
Argoon Aug 14 2010, 3:23pm replied:

I'm also a spearhead user. :)

By the way don't forget to buy support medals and your spearhead unit patch on-site will grow to be a thing of beauty, i personally call it the ultimate spearhead support patch.

+1 vote   article: Why Join the Spearhead Unit
Argoon Aug 14 2010, 3:09pm replied:

Yes Spearhead is correct, that account will give you access to the 2ª and 3ª game of the IM trilogy for free (and other goodies), you can also convert support medals (5€ each) to a spearhead account if you buy enough of them.

So if you don't have enough now to buy the full Spearhead or even the frontline account them just buy support medals and you will support the AAAindie idea, the making of this game and also maybe have exclusive early access to the multiplayer preview slice, ZPS did that with Running Man.

I BELIEVE!!! and you guys will believe also. ;)

+1 vote   article: Interstellar Marines: Running Man
Argoon Apr 26 2010, 9:19pm replied:

Awesome stuff. Continue the good work i will be waiting for it. :)

+1 vote   article: Sir Random Project.
Argoon Apr 17 2010, 7:36pm replied:

where is the edit bottom?

Sorry for the grammatical errors but when i made that translation my English was not very good. (not that is now any better :P )

+1 vote   article: Severance: Blade 3D by R3D
Argoon Mar 12 2010, 3:49pm replied:

Will you guys be able to achieve the same level of quality as in the CE2 scenes with the volumetric light (god rays) and dynamic lighting? If so them good if not them is a shame it was what made the scenes look so fantastic.

By the way, i personally, am tired of the UE3 engine looks and i hope you guys can be able to diferenciate your selfs from all UE3 games out there, good luck and good work.

+1 vote   article: March Update - UDK + In-Game assets
Argoon Mar 4 2010, 1:17pm says:

Hi Esfumato nice to know that Prospero still supports Severance, i don't know how he have the patience as severance is so old and don't even work on the new OS's, but I'm glad he does. I LOVE severance and every time that i see something about it i cry inside because i can't play it anymore. (Vista 64bits)

+1 vote   article: News About upcoming Mods for Severance.
Argoon Feb 23 2010, 7:11pm says:

Good work on the map, by the way, are you guys using the dark mod ambient light system? If not i recommend it because some ambient light on that shot would do wonders. ;)

+1 vote   article: Devblog #10 - Uncharted Worlds
Argoon Jan 22 2010, 4:42pm says:

What kind of animal have the eyes in their mouth? :P

+1 vote   media: Skulks in vent
Argoon Jan 2 2010, 10:17am replied:

yes :)

+1 vote   media: Dwarf
Argoon Aug 29 2009, 10:58am replied:

Thats the poster that is in max payne 1 and is a tribute from remedy to a great mod called KungFu.

+1 vote   media: Wish to be Bruce
Argoon Aug 20 2009, 3:18pm says:

Nice interview i like your sense of humor. :)

+1 vote   article: Scribing the Fate of Cronos
Argoon Jul 14 2009, 12:06pm says:

Nice classmates(:O)...ops, i mean nice T-shirts.

+4 votes   media: Some girls wearing Wolfire Games t-shirts
Argoon Jun 11 2009, 12:54pm says:

Looks good just like the first one. Good luck.

+1 vote   mod: The Delta Sector 2
Argoon Dec 9 2008, 4:59pm replied:

That's why he is already working as professional level designer. :)

+1 vote   media: Level Design
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