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Comment History  (210 - 240 of 344)
ausbushman
ausbushman Apr 23 2009, 12:15am says:

I like the new combat track, especially the end of it :).

+1 vote     article: Some updated music tracks: before and after comparison
ausbushman
ausbushman Apr 23 2009, 12:06am says:

I hate downloading from Fileplanet. but cool, can't wait!

And it's good to see that people read past the first sentence...

+1 vote     article: The shape of things to come
ausbushman
ausbushman Apr 21 2009, 3:14am replied:

Perhaps the best thing to do is use some reference images. Check out some 3D art set at night time (say, on CGSociety) and see how they light the scene.

Normal maps/specular highlights are essential to bring out more detail, reflecting the moon at whot-not. Dark shadows and unlit areas shouldn't be too much of a problem if HDR is used correctly. ;) Keep up the good work.

+1 vote     article: The City of Darineth in the Early Morning
ausbushman
ausbushman Apr 21 2009, 3:09am says:

Awesome screenshots. Great poses, modelling and everything.

+1 vote     article: Versus: Blind Edge
ausbushman
ausbushman Apr 19 2009, 11:00pm says:

Looks good and sounds good, particularly the amount of detail.

I think the only thing is that for a night shot there's too much light, especially ambient light.

+1 vote     article: The City of Darineth in the Early Morning
ausbushman
ausbushman Apr 19 2009, 11:05am says:

For the amount of effort put into the visuals the gameplay looks surprisingly simple. Will be interesting to see how this plays.

The mapping, modelling and texturing look fantastic by the way.

+1 vote     mod: Kingdoms Collide
ausbushman
ausbushman Apr 19 2009, 10:57am says:

Mighty fine lookin' horse you have there.

+1 vote     article: Dedicated server update and new media: horses are here.
ausbushman
ausbushman Apr 18 2009, 11:40pm replied:

Yeah I have to agree too. The new lighting itself looks great, and being to get all these new effects working in Build Engine is fantastic. However, it basically creates another different style on top of the original, and I don't think they mix as it creates a lot of inconsistencies. Just being able to see Duke3D blended with GTA1 is great enough I think :).

The new effects are interesting, though perhaps only in terms of experimentation.

+1 vote     article: Duke Theft Auto News Update
ausbushman
ausbushman Apr 18 2009, 11:27pm says:

Looking good! Some really good news in there.

The Carentan-based mapping is that it's looking very simplistic, like a Day of Defeat map would. Obviously it's only a WIP though :)

Keep up the good work.

+1 vote     article: April 15th Road to the Future
ausbushman
ausbushman Apr 18 2009, 11:13pm says:

I like the idea. Lots of potential. However, the puzzle/level design sounds like it could be really tricky to make them both fun and difficult. Lighting doesn't add much to this, either does models and textures. Physics would help, like Druza pointed out.

I think a loose story would help. This mod at first reminded me of Age of Chivalry (mainly just from the textures) and Thief. In thief you often have to steal something then escape. This sounds like it could suit your mod quite well.

Do you think adding a simple story like this could help guide your mod through the kinds of puzzles created?

+1 vote     article: Introducing Room Escape!
ausbushman
ausbushman Apr 15 2009, 8:58am says:

Flying around in space like that looks really fun. Perfect engine for it too, everything looks very nice. Keep up the good work!

+2 votes     article: Media Update + Early Gameplay Video
ausbushman
ausbushman Apr 5 2009, 11:53pm says:

I just love this shot.

+2 votes     media: Forest
ausbushman
ausbushman Apr 5 2009, 11:51pm says:

Holy crap, fantastic textures and lighting!

Are those screenies original or Photoshopped? :)

+1 vote     article: Forest and apartment blocks
ausbushman
ausbushman Apr 4 2009, 11:34pm says:

The action looks rad!

The voice sounds a little out of place. Maybe that's because I don't know the full story, but shouldn't his voice sound muffled or something like its behind a helmet (seeing as the character is wearing one)?

+2 votes     article: FPS/RPG E.Y.E reveals new trailer.
ausbushman
ausbushman Apr 4 2009, 11:23pm says:

I love the look of these maps! Everything is looking great. LaFiere is looking most impressive :D

The US Paratrooper is looking slightly odd. Is he too talk and lanky or does just need some more weight? Or is it just his head that's too small? Not sure. Amount of detail looks good though.

+2 votes     article: Road to the Future Update
ausbushman
ausbushman Apr 1 2009, 9:48pm says:

Great idea, I'm looking forward to this.

+1 vote     article: Noesis Interactive Announces the Addition of Curriculum to SourceU
ausbushman
ausbushman Apr 1 2009, 9:12am says:

Probably for the best, never really liked the game anyway.

+1 vote     article: Overgrowth has been squashed by SMALL TANKS
ausbushman
ausbushman Mar 31 2009, 10:56pm says:

So much work to show off! Great stuff guys, keep it up.

+1 vote     article: Lightspire:March Update
ausbushman
ausbushman Mar 31 2009, 1:42am says:

HL2 has never worked well with open spaces unless designed correctly. And are you sure you're using the nav meshes properly?

Shots look good except they're too dark, can't see much :)

+4 votes     article: Left 4 Dead hates open spaces!
ausbushman
ausbushman Mar 30 2009, 8:07am says:

These renders looks really quite stunning! Great work, keep it up!

+1 vote     article: New assets revealed and important news about Italian VG developers
ausbushman
ausbushman Mar 28 2009, 10:31pm says:

Everything is looking fantastic! I like the Nanowarrior.

+1 vote     article: Media Update
ausbushman
ausbushman Mar 28 2009, 10:22pm says:

Looks really good guys.

One thing that I notice about games that get to this sort of visual detail is that the specular highlights begin to make things look plastic. Depending on the material, the highlight varies a lot however many games seem to slap on a general shader which highlights all their materials the same.

Are the materials your scene using the same specular highlighting algorithm? Will you be changing this in the future?

+1 vote     article: Destroying What You Build
ausbushman
ausbushman Mar 28 2009, 10:13pm says:

Well it looks like the Crytek has accomplished environmental realism. Now I want to see some realistic AI! Seeing an enemy get shot from a distance and watching him turn around not knowing what the hell is going on while he continuously gets shot at is simply not good enough.

I really think it's time for Crytek to boost their support to the community to encourage more modding, too.

+2 votes     article: Engine Spec
ausbushman
ausbushman Mar 28 2009, 10:08pm replied:

The physics seemed accurate but perhaps too accurate. I forever had objects infinitely bouncing around amongst other objects, making a hell of a lot of noise. That was really annoying.

+1 vote     article: Engine Spec
ausbushman
ausbushman Mar 25 2009, 10:47pm says:

Whoa, that's a bit of a shock. This is not going to be good for all those files hosted on Filefront, I know I've visited the site a lot to download some handy files.

Where else is there to host?

Mediafire is good but has a 100MB limit for the free account. I've used Microsoft's Skydrive a bit and that's not too bad!

0 votes     article: FileFront closes its doors
ausbushman
ausbushman Mar 24 2009, 12:48am says:

Wow, the comments go on and on!

Looks fun :)

+2 votes     article: Trailer
ausbushman
ausbushman Mar 23 2009, 3:14am replied:

Fair enough.

+1 vote     article: New Year - New Progress
ausbushman
ausbushman Mar 22 2009, 11:22pm says:

> "We've also decided that from now on beta testers will be by recommendation from existing testers and the development team only. We hope this will improve the commitment/quality of our testers."

Maybe, but there's still an entire world of keen gamers and modders out there who could be helpful towards your mod but instead are getting the cold shoulder.

> "I know many who wanted to test are sad that we're now not letting anyone test but I hope you can understand that we need to do this to ensure we get things right."

If you want to make things right then surely you'd want as much testing from a range of users *before* making a release.

> "We will pick people that have been referred to us, not random people begging!"

Is there really a difference? And how can you tell? Unless you know your testers in person, everyone is 'random' on the internet. There's no way that you know your referred tester is more committed than some random person begging. And what's wrong with begging? One would see that as a strong sign of interest and therefore commitment.

What's wrong with accepting random beta testers but just cease sending invites to the ones who do not attend? It's pretty understandable that people might show interest one day but lose interest the next.

Do you know why your vanishing beta testers are not attending?

I thought this was suppose to be some kind of community mod, or at least it used to be. In any case, it doesn't make sense for anyone creating a 'product' to deny themselves testing from a range of users.

+1 vote     article: New Year - New Progress
ausbushman
ausbushman Mar 22 2009, 4:57am says:

Clearly it's a space-aged doorstop.

+1 vote     article: Survival horror is dead, but our love is not.
ausbushman
ausbushman Mar 21 2009, 10:25am says:

I really like this idea. Looking forward to seeing more.

+1 vote     article: Ironclad
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