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Comment History  (0 - 30 of 31)
biohazardger
biohazardger - - 31 comments @ G STRING

The old version was renamed to 'G String beta'. You can still download it from here.

Good karma+2 votes
biohazardger
biohazardger - - 31 comments @ New Space Battle Section

I mostly mean Eyaura's time. We could probably put the recent teaser on there with a few screenshots and a brief description, but I think that wouldn't live up to all the stuff she has done so far. Plus I'm not sure if that would really be enough anyway, do you think that would already make a good enough impression?

Anyway, I'd love distributing this through Steam since it just makes everything so much easier. Not to mention all the benefits you get through the community hub. When we eventually start a campaign, we'll announce it here for sure.

Good karma+2 votes
biohazardger
biohazardger - - 31 comments @ New Space Battle Section

So far our plans only include releasing it here as a free mod. We'd like to have Greenlight and release it for free on Steam, but we don't have the resources to go through the Greenlight process and PR.

Actually putting it on Steam would be simple enough for me, because I already got some experience with that when I worked on Blade Symphony.

Good karma+2 votes
biohazardger
biohazardger - - 31 comments @ New Space Battle Section

I think we'll try to have a few more articles like this. Eyaura is just super busy working on the mod itself and anything about, for example, the story or the research she has done for the mod should probably be written by her. I might have some more technical things though I could write myself, we'll see! :)

Good karma+3 votes
biohazardger
biohazardger - - 31 comments @ New Space Battle Section

Thank you for your comments, guys!

Good karma+3 votes
biohazardger
biohazardger - - 31 comments @ Rezental

sup, dawg

Good karma+1 vote
biohazardger
biohazardger - - 31 comments @ Source Shader Editor plugin released

Nope, I made that with the 2007 SDK ;).

Good karma+4 votes
biohazardger
biohazardger - - 31 comments @ lololonotatroll

Ceci n'est pas ultio.

Good karma+1 vote
biohazardger
biohazardger - - 31 comments @ Pokémon: Online

Sad to read that, but thanks for the update.

Good karma+1 vote
biohazardger
biohazardger - - 31 comments @ PotW: At the end of the rainbow

so this does not represent worldspacenormals? here's a reference with Y and Z swapped from wikipedia: Upload.wikimedia.org what does it represent otherwise?

Good karma+2 votes
biohazardger
biohazardger - - 31 comments @ PotW: At the end of the rainbow

Looks like worldspacenormals to me.

Good karma+3 votes
biohazardger
biohazardger - - 31 comments @ Half life 2 cel shaded

Well at least he tried to create a post processing based outline instead of having those fatboy outlines on models - but I agree, it does not look good this way...

Good karma+3 votes
biohazardger
biohazardger - - 31 comments @ Half life 2 cel shaded

Technically it /can/ be added to a material with $lightwarp, this guy didn't use it though...

Good karma+4 votes
biohazardger
biohazardger - - 31 comments @ Pokémon's In Alpha

That's true. Guess I misinterpreted you since you related my common argument to your own work and abilities, nvm then.

Good karma+1 vote
biohazardger
biohazardger - - 31 comments @ Pokémon's In Alpha

So? I never said that you 'suck' at animating or something, just that it's a lot of work for so many different models (but magneton is not really difficult at all, i'm rather thinking about all the unique walkcycles, since you guys want the pokemon to move).

Although you could make the deathanim at least a bit more dramatic, like so Imagebanana.com .

Good karma+1 vote
biohazardger
biohazardger - - 31 comments @ Pokémon: Online

They are not even going to use turn-based combat. And imho being able to switch your pokemon as often as you want to is fine, your enemy does basically get a free round to attack. If you lose because of this your team was probably rather imbalanced.

Good karma+1 vote
biohazardger
biohazardger - - 31 comments @ Pokémon: Online

Would indeed be cool to see something ingame, even if it's just a screen and not a vid.

I also don't understand why someone downvoted you for this, you didn't say anything bad, geez! I can especially understand your concerns since many of these models are not even created by the team, unless this guy joined you already: Youtube.com
I also realize that you guys asked him, and he offered them for download anyways, so that's totally fine! (but you should maybe mention the original creator)

Good karma+1 vote
biohazardger
biohazardger - - 31 comments @ Pokémon's In Alpha

Unwrapping is hard? -> Unfold3D.
And again you missed the point. I never said it's hard to make them, but it's difficult to make them good, because it takes a lot of time. And if you just 'experimented' with this kind of stuff, how can you know? I don't think that you've got access to mocap, or do you?

Good karma+3 votes
biohazardger
biohazardger - - 31 comments @ Pokémon's In Alpha

What have I done to prove - what? Proving that many mods don't have complex custom animations? What do I need to prove there, just open your eyes.

Good karma+4 votes
biohazardger
biohazardger - - 31 comments @ Haunter and Gengar

He's talking about turn-based combat like in stadium or any gameboy game instead of seizing direct control of the pokemon entities.

Good karma+1 vote
biohazardger
biohazardger - - 31 comments @ Pokémon's In Alpha

The other pokemon mods never made it very far, there's absolutely no reason for name calling because someone is skeptical, but you seem to have missed the point.

And it's not difficult to create ****** animations indeed, thanks for reading my comments throughout. But I don't see many good custom character animations on source around, and you neither.

Good karma+6 votes
biohazardger
biohazardger - - 31 comments @ Pokémon's In Alpha

Heh, of course I hope they will already have their models fully animated in (their first releases), too. But since I know how much work this stuff is, it might be possible that these things have a lower priority for now.

And it seems they don't have a coder yet, so who knows if they have a skilled animator for this? ;)

Good karma+2 votes
biohazardger
biohazardger - - 31 comments @ Pokémon's In Alpha

That's a legitimate question. Nearly every pokemon must have a unique skeleton, so you can't have shared animations - it's a lot of work to create a set of good looking anims here. And how often do you see fully fledged custom animated characters on source? No, aimlayers on top of valves walkcycles is not what I'm talking about.

Good karma+2 votes
biohazardger
biohazardger - - 31 comments @ Half life 2 cel shaded

It's possible that he simply slapped a very sensitive sobel filter on the framebuffer AFTER the hud has been rendered. The hudelement vgui drawcalls are done directly after the scene has been drawn, so you can actually do this.

But the sobel filter should be applied to depth or/and world space normal, this way it just looks dirty.

Good karma+1 vote
biohazardger
biohazardger - - 31 comments @ Ever dreamt of electrocuting combine in zero gravity?

Hehe cool thing DuckSauce! Do you plan on adding some animations though? Since the players seem to be in air most of the time it would be neat to have some blended swinging anims :).

Good karma+1 vote
biohazardger
biohazardger - - 31 comments @ Sunday update. New team mates.

A fov of 130? That's ridiculous. Source engine games allow the user to play at a fov between 75 - 90 by default (54 - 70 for viewmodels) and furthermore this setting is relative to the y-res, so it adjusts to your x-res accordingly by itself, it is NOT dependent on your ratio.

Good karma+1 vote
biohazardger
biohazardger - - 31 comments @ Flesh, not so minimod afterall

I've already voted, you guys deserved it :).

Good karma+1 vote
biohazardger
biohazardger - - 31 comments @ Flesh version 1.0 released

Good job on this mod, I really like the atmosphere; both visuals and sound effects.
The only small drawbacks imho are the controls and your character animations. I think it wasn't a good decision to scratch strafing out for the usual pc controls, it seems a bit odd, though you can get used to it of course.
And your custom movement animations create an humorous impression sometimes, because the models are 'ice skating' all the time.
But these things are only small fish in a big pond, it's a great mod overall.

Good karma+3 votes
biohazardger
biohazardger - - 31 comments @ Example of NoHook Texture

You could have added your own keyvalue to a material in 'surfaceproperties.txt' and access that within the code :P.

Good karma+2 votes