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Comment History  (210 - 240 of 344)
ausbushman Jun 21 2010, 5:01am replied:

Too bad.

+3 votes   article: Developer Banter - Ragnarok Arena
ausbushman Jun 14 2010, 10:10am replied:

This looks like it's based on the - rather good - animated TV series, which is the origin of Aeon Flux I believe, and which the "terrible movie" was also based on :)

+8 votes   article: ├ćON FLUX Episodes released
ausbushman Apr 11 2010, 6:43am says:

That is one seriously good video! Great work, especially the animation. Is it completely 3D or is it composted with video? Some of the backgrounds look real. Cool seeing a female soldier. Some sound effects would have been really good too.

+1 vote   article: In mod footage and some progress news.
ausbushman Apr 3 2010, 2:51am says:

Clouds look quite good! Can you layer them up, making large thick clouds? What happens to performance?

Keep it up.

+1 vote   media: Clouds
ausbushman Jan 11 2010, 4:11am says:

I like that storm shot!

+1 vote   article: Sabotage Updates and New Additions.
ausbushman Jan 3 2010, 6:48am replied:

No we don't :/


+10 votes   poll: Rock, Paper or Scissors?
ausbushman Dec 25 2009, 5:29pm says:

I like the indian guy too, and the chick. But the 3 big guys look like pretty similar characters - how do they differ?

0 votes   media: Primal Carnage-Concept Art
ausbushman Nov 17 2009, 10:02pm says:

Looks great! Excellent work.

What's with the interlacing effect on the video?

+1 vote   article: Living Hell: Noname Island 2 Release This Month
ausbushman Oct 13 2009, 2:29am says:

I think that voice over could do with some improvements :)

+1 vote   article: Daniel Mariano Developer Interview
ausbushman Oct 10 2009, 11:53pm says:

Nice texturing!

+2 votes   article: Random update #2 - Abandoned House WIP
ausbushman Sep 10 2009, 8:42pm replied:

You're all wrong.

+4 votes   poll: Whats your favourite current console?
ausbushman Jun 28 2009, 9:11pm says:

Looks cool. Sounds cool. And the ultimate tease.

Would love to see more!

+1 vote   article: Teaser... of a teaser?
ausbushman May 7 2009, 5:16am says:

Looks awesome! I'd so totally play this... if I were to buy an iPhone.

+1 vote   article: G - Week One Recap
ausbushman May 3 2009, 10:52pm says:

So glad to hear that the maps are being fixing. Some of them had some shocking mistakes and it's surprising how often they ruin a game. So good on ya's for putting in the effort to improve the maps.

Sounds like you're on top of everything, but I have one thing to add. Sometimes there are spaces that look like you can fit through but you can't, due to the space being just a couple of units too narrow. I noticed this in the spawn on the beach in Monastery (that's the one where you take loot to the boats, right?). It's frustrating because sometimes you just waste time taking a route that turns into a surprise dead end, but it's most frustrating when you're in a battle and you're looking for an escape or quick route, only to end up being raped in a corner that shouldn't be.

So please make spaces like this either obviously narrow or obviously wide, so they can be judged from a distance. Anything in-between causes confusion and frustration in gameplay.

+2 votes   article: Age of Chivalry Map and Gameflow Restructuring
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 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 Mar 18 2009, 3:18am says:

Great! Good to see they're selling their engine properly now.

0 votes   article: CryENGINE 3 to be announced at GDC
ausbushman Feb 12 2009, 9:49am says:

Very nice tracks! I enjoyed them.

+1 vote   article: New Music for Soundtrack!
ausbushman Jan 31 2009, 7:07am says:

Good work. Still loving that trailer :D

+2 votes   article: Curse Interview
ausbushman Jan 28 2009, 10:21pm says:

I really like the style of the texturing here.

+4 votes   media: Concept Art to Finished Asset
ausbushman Jan 27 2009, 7:34am says:

I was just about to say I'd like to have a play of this, then I read about the beta, so I joined up :)

Good points there KakistoZ. I too noticed the sounds, but mostly just the custom sounds. It'd be nice to hear more varied and higher quality sounds. I noticed that the voice sounds don't suit the characters very well, but of course it's a beta :).

Still looks fun to play. I like the pace and also hiding and ambushing intrigues me...

+1 vote   article: Berimbau News: 1/26/09
ausbushman Jan 25 2009, 10:00pm says:

Very nice looking concept art.

The music I'm not diggin' though. There are some cool sounds in there, but then there are some really odd sounds that don't fit. I can't quite figure out what you're aiming for here.

Keep up the good work though :)

+1 vote   article: Update #4 January 2009
ausbushman Jan 17 2009, 1:07am says:

That's huge! Can you get a silencer on this sucker or is that just plain ridiculous? :D

+1 vote   article: Barrett M107 - Beta Download
ausbushman Jan 16 2009, 9:01am replied:

Some good points, Tatsur0.

I agree that today there's too much hand holding. It's probably something to do with wanting to keep gamers playing the game as much as possible and as comfortably as possible. However, this doesn't always need to be the case.

Letting the player figure out things for themselves can bring a sense of self-accomplishment, which can add to the satisfaction of playing the game. Also, discovering cool features on your own and realising future gameplay possibilities as the consequence can be very exciting - a neat way to introduce new game features.

What I absolutely hate with a passion is when a game forces you to watch a tutorial which teaches you the extreme basics. I'm talking about how to press the 'w' key, the 'a' key, the 's' key, the 'ctrl' key. If the game expects to the player to not even know how to use a keyboard then how the hell does it expect you to play the game at all? It's completely absurd.

I've noticed some absence of hand holding in today's games which I think are due to a lack of detail and mindfulness given towards the player rather than a design decision.

+2 votes   article: Wolfire Games Design Tour
ausbushman Jan 8 2009, 9:47am says:

Good interview, thanks for the post!

+1 vote   article: Noesis Presents ModDB TV: Last Man Standing Interview
ausbushman Dec 4 2008, 8:56pm replied:

It doesn't seem to be available in Australia on Steam though, why is this?

+1 vote   media: Overgrowth on Steam
ausbushman Dec 4 2008, 8:52pm says:

Looks very good. I think I can start to see the mood of the gaming coming together now :)

+1 vote   media: Object Shadows
ausbushman Dec 1 2008, 7:20pm says:

Cool. Loved the main theme and Combat 2 but found Ambience 10 a little unpleasant to listen to.

By the time I listened to Ambience 4 I was getting tired of listening to those synth-strings in the background. Maybe if they weren't so audible or noticeable... :)

0 votes   article: Overgrowth Music
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 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 Apr 21 2009, 3:09am says:

Awesome screenshots. Great poses, modelling and everything.

+1 vote   article: Versus: Blind Edge
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 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 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 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 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 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 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 Apr 5 2009, 11:53pm says:

I just love this shot.

+2 votes   media: Forest
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 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 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 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 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 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 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 Mar 28 2009, 10:31pm says:

Everything is looking fantastic! I like the Nanowarrior.

+1 vote   article: Media Update
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 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 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 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 Mar 24 2009, 12:48am says:

Wow, the comments go on and on!

Looks fun :)

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

Fair enough.

+1 vote   article: New Year - New Progress
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 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 Mar 21 2009, 10:25am says:

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

+1 vote   article: Ironclad
ausbushman Sep 9 2010, 12:26am says:

That is awesome.

-3 votes   article: Quick Update
ausbushman May 31 2010, 7:41am says:

It's a TRAP!

+1 vote   article: May News
ausbushman Mar 19 2010, 8:19am says:

Looking superb. Only thing is, I find it hard to believe that shadows would be so dark on such a bright day (consider how much ambient light is around)?

+1 vote   media: Primal Carnage GDC Demo Screenshot 04
ausbushman Feb 5 2010, 8:46am says:

Top notch.

+2 votes   article: Unigine - Lukewarm Media - Press Release
ausbushman Oct 7 2009, 4:56am says:

New models and textures look great!

+1 vote   article: CR3 Plans Revealed + NEW WEAPONS Unvieled + HotFix Released
ausbushman Sep 14 2009, 8:17pm says:

Some good looking maps there!

0 votes   article: New Gate 2 Screenshots
ausbushman Sep 12 2009, 11:53pm says:

Man down! Pothole ahead!

+2 votes   media: Sept 09 Media
ausbushman Sep 5 2009, 7:22am says:

No summer here, yet.

0 votes   poll: Your thoughts on the Summer of Mods & Indies...
ausbushman Aug 15 2009, 6:40am says:

I like the faces in the rocks!

+1 vote   media: CTF-Red River Canyon Alpha
ausbushman Aug 10 2009, 2:23am says:

Great mapping and weapon modelling there!

+1 vote   article: New screenshots of Market scene
ausbushman Aug 4 2009, 5:03am says:

Love the music and sounds :) great job.

+1 vote   article: A media Update
ausbushman Jul 31 2009, 1:46am says:


Very cool video, well done! Good on Valve for helping out with the voice recording!

+2 votes   article: I Hate Malls...
ausbushman Jun 22 2009, 12:25am says:

Good vid. I can never pull over head shots like those with the pistols though, or maybe I'm using the wrong ones.

The TF2 player collisions are brilliant, every multiplayer mod should have 'em.

Signed up and can't wait to download the next version!

+2 votes   article: Beta 2.6 preview, release imminent!
ausbushman Jun 18 2009, 11:50pm says:

Impressive effect!

Is it better to use brushes or make a model?

+2 votes   article: Grated light effect
ausbushman Jun 18 2009, 12:29am says:

Bumper cars awww yeah!

+1 vote   article: Assassination Mod - General Update
ausbushman Jun 3 2009, 11:27pm says:

Great interview and video! Thanks very much to Noesis and team Dystopia.

+1 vote   article: Noesis Presents: Dystopia Interview (Part 3)
ausbushman May 3 2009, 7:49am replied:

I'm wondering the same as Varsity.

The sun doesn't cast sharp shadows like that unless it's a very clear day. Even then, there's always some diffusion. That scene doesn't look like a clear day, it looks overcast, so having sharp shadows in a scene like that makes it look like they're coming from a giant lamp or... a dynamic light.

With radiosity you get natural looking light and diffused shadows, so I'm wondering why you'd want to have these sharp shadows from dynamic lighting. Doesn't sound like a good idea in terms of performance or visuals.

+2 votes   article: Some Graphical Things
ausbushman Apr 29 2009, 11:14am replied:

I think what's missing from this pic is that WW2 European feel. The grass, trees, foliage and even rocks don't look natural European. I think more accuracy in these details are necessary.

The scene of the beach looks just about as real as it can get! All the textures look great.

+1 vote   article: News Update #7: Stielhandgranate
ausbushman Mar 3 2009, 10:23pm says:

The combination of the Duke FPS in the GTA world is represented perfectly. No need for shiny graphics.

+1 vote   article: Grand Theft Outta Gum
ausbushman Feb 19 2009, 9:18pm replied:

Agreed. And also, what about if you're in a country where you're lucky to get a low ping server, and then you get kicked for playing the game?

Newcomers shouldn't have a problem playing if the game is intuitive enough, while giving them some tips and tricks.

+4 votes   article: Fistful of Frags 2.5, almost like a fresh start.
ausbushman Feb 11 2009, 10:26pm says:

Yes, the gegisn^ is looking very basic.

+1 vote   article: Survival 101 Left 4 Dead Port to be released soon
ausbushman Feb 8 2009, 6:41am says:

Man these designs are great. He is one funny-cool lookin' fella!

+1 vote   media: Feb Update
ausbushman Jan 26 2009, 7:16pm replied:

Looks like you have interlacing enabled - - should keep it on progressive scan.

+1 vote   article: [Brick It] #6 - Video ... !
ausbushman Jan 16 2009, 8:13am says:

Another good tour David. Aquaria is a game that I must now check out.

And thanks for posting the tours on moddb, as well. Valuable lessons can be learned from these - *nudge nudge*, modders!


+1 vote   article: Wolfire Games Design Tour
ausbushman Jan 14 2009, 6:06am replied:

This is a feature of the Javelin missile system, I assume - the missile launches up to gain height and then downwards on top of the target.

+2 votes   article: Javelin HUD Work In Progress
ausbushman Jan 10 2009, 9:09pm replied:

Lighting and rendering effects are client only and don't get sent over the network so it shouldn't effect online game play. Things that move (by the sounds of it, the big moon and monkey which 'transform') can increase network traffic or server load.

For example, you can set all of your video settings to the very highest or the very lowest and it's not going to make a difference to the server.

+2 votes   article: Terrain Lighting Tests
ausbushman Jan 1 2009, 11:49pm says:

Good post.

I'm liking this mod team's artistic talent! Keep up the good work.

I'm looking forward to seeing those characters concepts modelled up.

+1 vote   article: Story update, weapon renders and more ...
ausbushman Dec 22 2008, 6:00am says:

Excellent! I just joined the Lugaru event and will be pre-ordering for the alphas, shortly :)

Cheers for the updates, keep 'em coming!

PS - Would it be possible to pre-order via Steam and still get hands on the alpha releases?

+2 votes   article: Overgrowth's Map Editor and Free Lugaru
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