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BJBlazkowicz May 10 2009, 8:09am says:

what I'd also like in this type of games, dunno if this is possible for Bioshock with a mode:
-every pickup with according animation, even pick pocking dead bodies, no more silly icons there
-when u walk u need to holster your weapon, else if you steady your gun all the time, your hands starts shaking
-display body on the screen _when u look down u see your feet
-for realistic games, forget quake artificial "ideas" designed to increase dm performance by placing the crosshair in the middle of the screen all the time. movement directed by keys only, and aiming guided by mouse, so you move your hand left-right-up-down all over the screen when aiming
Other improvements this type of game needs, yet it is not possible here, as follows:
-100x bigger maps, with less and less enemies and less and less linear action
-keep shooting elements but increase player interacticity with the surroundings, by adding physics support

+1 vote   download: BioShock Reborn: BETA
BJBlazkowicz May 10 2009, 7:49am says:

readme.txt don't says much about the changes u made?
I used the ini files to modify strafing procedures, because AI uses to strafe too much, annoying and unrealistic, I wanna see the guy who strafe in front of you when you shot a gun in reality, lol, in order to keep it fair I don't use strafe buttons either, also I was decreasing the amount of ammo, especially grenades and special ammo (electric bucks, and stuff like this)
I also slowed down the speed of AI, AI running speed is now kinda 75% of default and walking speed is half, but what I did not find is player walking speed, unless u crouch u walk way too fast for a realistic experience. In the eventuality I find out the walking speed settings, I slowed down turrets turning speed, because their reaction time was utterly fast, "unpossible" regarding armor material mechanics.
What settings the game would need in order to be realistical kinda (imo):
-bye bye eve bar, now the use of plasmids is directly eating your health, every electrical discharge or any other 1 plasmid ability you use is eating 35% of your health, so no more plasmid fest here (imagine this as a very consuming use of your special psychic abilities, like telekinesis in real life is exhausting the guy that practice it, with the difference this time abusing this might prove deadly)
-finding at least 20x less ammo, buy more and find less (rapture citizens holding electrical bucks in their living room? wtf?)
-remove health packs from game, and ur health grows little by little, only if you consume food, let's say you eat 4 candies=20% of your total health, and the process will complete in about half an hour
-10x less enemies, Bioshock has too many fights, which makes the game repetitive, for better balance between action and exploration less enemies needed

+2 votes   download: BioShock Reborn: BETA
BJBlazkowicz Apr 30 2009, 12:29am says:

I tried the game when it came out, and did not like it.
Reasons: all weapons look and act pretty silly, fighting system is pretty silly too, the invention of bla-bla (don't recall it anymore) system with stopping the fight to pre-choose the zone you aim is cheap excuse for not having a solid fighting system,too many enemies for a post-apocalyptic world, I know this is part of the skill system conception, but it doesn't fit with the story. Also day-night cycle is going too fast. When I tested the game, I remember I was waiting for the night (in game of course), to be able to cross a few virtual kilometers in the shadow of the night, undetected, guess what: after walking a few hundred meters, it was morning again. What a ****** retard game...
Conclusion: don't wanna say negative comments on ur mod yet, have to try it, and I understand a bad game is not modders fault, but fixing the many silly things this game have, would be pretty good.

-3 votes   mod: Fallout 3 Reborn: A Realism Mod
BJBlazkowicz Apr 7 2009, 12:28am says:

best regards for mapping (considering how much I criticise abt everything, it's a great deal, lol)

+1 vote   media: Screenshot 01
BJBlazkowicz Apr 7 2009, 12:25am says:

he has a hot right eye right there :P

+2 votes   media: Rebel character concept
BJBlazkowicz Feb 2 2009, 10:39am replied:

google it :)

+1 vote   mod: ENBSeries STALKER v0.068
BJBlazkowicz Feb 2 2009, 10:36am says:


+1 vote   mod: Reborn Project
BJBlazkowicz Feb 2 2009, 9:29am says:

About the new player models: there is a disproportion between body and head -head is too big compared to body size, like they are kids

+1 vote   mod: Doom 3: Phobos
BJBlazkowicz Feb 1 2009, 5:51am says:

As someone said here: some weapons required. Not too many, but at least to foolish the player he is protected. Let's say at some very moment we are gonna deal with 25 monsters in a backyard, if u have one pistol and a shotgun, 10 pistol bullets and 3 bucks,of course it won't be enough but at least will make the game a little more entertaining. Don't put weapons in a silly way, though. Finding a knife or an axe at the beginning would be ok, then a shotgun somewhere on the run, in a very intuitive or hard to find place (not the illogical "you picked 15 bullets from the restaurant" stuff)
Also 3rd person camera is "bleah", for this kind of experience we have RE and Silent HIll already. Try the 1st person approach, in the innovative way -RE 4 and Left 4 Dead are too much on the shooting road on the matter.

+1 vote   mod: Flesh
BJBlazkowicz Jan 30 2009, 7:01am says:

Isn't there some VO modification software?

+1 vote   mod: Resident Evil: Twilight
BJBlazkowicz Jan 30 2009, 6:50am replied:

"the rest of the engine is BS."
Or let's say...unfinished.

+1 vote   article: New Workstation - Development On Hold
BJBlazkowicz Jan 30 2009, 6:42am says:

Defintively no. Worst idea ever. Quake 4 because the real time shadows has big problems with illumination, and illumination is a very important aspect for a 3d scene. I am not referring at the dark atmosphere. I am saying that as soon as you put enough light in the maps to see something, all start looking ugly like ****.
In order to make the engine do real time shadows, the engine gives poor shadows calculations, else it would have kill the pcs. There is not such a wonder yet, make computers do real time shadow calculations with final visual results same as the compiling lights techique gives. The so called modern stencil shadows technique comes with its disadvantages. Soft shadows don't fix much of the job, too.
Also doom 4 engine lack materials shaders, there is no metal shader in that engine (they only use specular which is pretty dumb, so all materials has plastic aspect).
Quake 3 has way better material shaders than q4, for example quake4 don't use glossmaps techinques, excepting for some glass material, because creating shaders for realistic metal materials would have stress cpus and gpus even more. Q4 has bad code even without implementing this, as it used to be slow as hell.
Q4 is strong on normalmaps rendering and has particle shaders, the rest of the engine is BS.
If I would have to choose between source and q4, despite the many lacks source has too, I'd choose source.

+1 vote   article: New Workstation - Development On Hold
BJBlazkowicz Jan 30 2009, 1:06am replied:

"lmfao you couldn't create curved srufaces in source? seriously how much time you spent in there?"
Before you reply like this you should check how do quake 3 arena deal with curves. I spent much less time on the editor than you, yet I observed these important details pretty fast. But I guess other have slow brain disorder.

"Valve's Hammer world editor is actually not the right tool to use in order to create objects with this level of detail. Hammer is no good at curves, or at measurements of less than one inch."
Are you laughing with some boyfriend close to you too? Idiocracy all the way.

-1 votes   article: Code: Blue Developer Interview
BJBlazkowicz Jan 30 2009, 12:57am replied:

Um, u forgot to mention "so many BAD mods for source"

-1 votes   article: Code: Blue Developer Interview
BJBlazkowicz Jan 30 2009, 12:55am replied:

"After selecting what you want to take into the Zone, you spawn into a very detailed beautiful environment. It takes a while to get used what you see and to be able to spot your enemies, the camouflage blends well into the surroundings. The first thing that struck me was the details of the surroundings, just looking at the buildings, the sky, the fences and that movement just over there followed by my body flopping to the ground. And that was all before I even moved!"

It's great when rookies like you start commenting on artistic expression.

-1 votes   article: Code: Blue Developer Interview
BJBlazkowicz Jan 30 2009, 12:47am replied:

What are the differences??
Compare these images, from a mapper perspective,
with these images (check the goddamn destroyed corner at that building, and it's not just a singular case, details like this you see in stalker maps all around)

The architecture of maps in stalker shows the love for detail. For christ's sake, even the floors are not just one simple perfect flat plane, like you see in crappy hl2 maps. HL 2 maps have just a few flat cubes, they put some prefabs, a few models, and there we go: "great map" all the way.

I will pick one more random statement you come with: "i mean i have a high end rig and can run this on the max graphical settings and to me the maps are not as polished and cared for as those created on the source engine."
When I repeat myself on commenting about Stalker maps, this mean the very best about the MAPS, and not about your "max graphical settings" eyecandy you say there. Half Life have great illumination techniques, yet if you will go and create a hollow cube with a light and a playerspawn rigth in the middle, it won't be a great map. Or will it be ?Considering your high IQ it might be, easy as cake. I consider the rest of your arguments are as dumb as this. So keep on laughing, you and your boyfriend.

-1 votes   article: Code: Blue Developer Interview
BJBlazkowicz Jan 30 2009, 12:18am replied:

"If you come up with a better code yourself then I will shut up, but you havent."
This is the dumbest argument ever. You can't say about an sucking ball engine it sux, when every retard over the Internet think it's good. You consider Microsoft Windows sux? How about you make your own OS? Is it so bad if you point the fact that things can be better? Way to make your statement valid. *******.
Prince of Persia 1, created in 1989, has better human fluent animation, than this game. And the game is 1 megabyte. You'll say hl2 is 3d? This is not the point anyway.
I was entering this page to search for the link someone over here was giving me to some so called cool stuff made with source, else I would not read your replies anymore. So keep free to reply to my middle finger or prove the whole world how smart you are. Be my guess.

-2 votes   article: Code: Blue Developer Interview
BJBlazkowicz Jan 27 2009, 6:35am says:

"Does copyright give the owner an absolute monopoly?
Although copyright is an exclusive right - a sort of restricted monopoly - it is limited in various respects. Authors control only rights specified under the copyright law and may not control other uses. "
You know what this means? It means that in our case regarding doom it referrs to code itself, as it don't affirms the patent over graphical look-a-like visuals. If this would be the case id Soft. which invented 3d shooters by their wold3d, back in 1991, would have the right to sue any 3d shooter game creators, ever.

+2 votes   mod: Unreal DOOM
BJBlazkowicz Jan 27 2009, 4:38am replied:

Try for the Myst series :)

0 votes   mod: Dear Esther
BJBlazkowicz Jan 26 2009, 6:51pm says:

Congratulation on the way you was putting things together. I know I kinda like to criticise source engine, yet your work is considerable good. Voted with a 10.

0 votes   mod: Dear Esther
BJBlazkowicz Jan 26 2009, 3:50am replied:

Once again I have to repeat myself: I said about the details in stalker dm maps, which is not an apology for stalker engine but for stalker mappers.
It seems you people do not agree with me yet everyone here come and gives me again the retard replica about stalker engine when I was giving it as a good mapping example not particles shaders ****.
It seems to me you people don't even know the difference between elementary things about this (or maybe you did not observe).

The only engine I was saying it don't even gives the mappers the possibility to create such detailed games, is source, and by this it doesn't mean stalker engine is best, but source engine is weak. Once again, so you people maybe will bear this in mind: the minimum distance between two coordonates on a brush is too big for nice brushes constructions. Hell, even quake3 engine is superior on this aspect, because you have the possibility to create curves there.

-2 votes   article: Code: Blue Developer Interview
BJBlazkowicz Jan 26 2009, 3:40am replied:

I was not talking about the hl2 engine only, but about many other things. Like: childish player animations, childish linear action with superscripted AI, yet stupid stupid AI (hl1 has better enemies, I guess), and BS goes on and on.
I was also doing level editing in source and the first map I made I found out the editor limitations already. On the first map! I had to give up on the map, because it was not possible to create a simple quake3 jumpad replica, without doing a mod for this. I asked a lot of source mappers at that time there and none was able to give me another advice -the common answer: u have to create a mod for this. What kind of next gen engine is this if even its editor is so retard not even able to make a freakin' jumpad? I was forced to make use of function button to obtain some push effects, yet it didn't function as a q3 jumpad. So after I completed 90 about the map, I had to give up or mod it. Why am I telling you this story? To show you that I know a little bit about the deeper characteristics of the engine.
This engine definitively sux. The only remarkable thing it has is the shaders on the metal material.
Modders please be smart and don't use it anymore.

-3 votes   article: Code: Blue Developer Interview
BJBlazkowicz Jan 26 2009, 3:26am replied:

U got me wrong. Stalker has great maps part because pretty high brushes "resolution" and part because the mappers. I did not mention Stalker for its engine capabilities because I don't thinl stalker engine is that great, but I was mentioning stalker for the work put in the maps.
So all referrings to stalker say about the quality of the maps (level of details u got there) and not the engine.

-2 votes   article: Code: Blue Developer Interview
BJBlazkowicz Jan 25 2009, 4:29am replied:

that's because they have no AI yet

+1 vote   game: Blade Symphony
BJBlazkowicz Jan 25 2009, 1:47am says:

Also about controls: all the way, first person shooters come with the idea of moving the model according to mouse directions. In reality, mouse rotations should just emulate head rotation, excepting the cases when you holster your weapon, in this case you should aim with it. U should force the use of button keys for movement and mouse only for watch and aim. And remove strafe option as it is now, because it is silly. Eventually put button options for step left/right, with proper animations (u should reduce by all meanings the childish running in strafes option, derrived by no-brain strafe implementation). Games could advance in more directions talking about realism, if people would try to think different.
Why am I saying that superfast movement, weak animation and strafe represent bad options?
Because these were implemented for playing performance purpose and weak systems at the time they were invented,with people asking to have the option to shoot and move better and better for efficiency mostly against other players, and not for strong individual game feeling purpose, which should vary very much from one fps game to another. U all people trying to make mods with individual storyline etc etc, u gotta remove these options as fast as possible. This is the main reason most fps looks all like clones and if mods go the same way, we'll just have even more clones.

0 votes   mod: The Stargate Mod
BJBlazkowicz Jan 25 2009, 1:44am says:

Players animation is very poor. I know hl2 have this problem too, but if you are gonna mod it...
Practically all characters move like they have no weight and inertia. The hell, look how silly they run and move. Capture the running of a character in game, then watch the movement of a real person. First Prince Of Persia, back in 1989 had better character animations, even if the game wasn't 3d. "Prince of Persia, released in 1989, was noted for its fluid animation of human figures.", wikipedia says. We are 20 years later, pay millions of dollars to game creators, yet they are not even able to put valid character moving code in their games, jesus ****** christ, Valve!
Also why have player the weapon on the screen all the time? Also when was the last time games implemented animation for attaching the weapon on the shoulder, by the belt? When will this genre make a standard in putting ready/steady weapon stat options, like we have in RE back 10 years ago? And if hl2 does this crappy lack of options, does all stuff have to be the same? If you wanna mod something, can't u just think out of the box? Cause u spend so much time on weapons and all that stuff, trying to make them look realistic and the environment too, yet other things remain at kindergarten level. If I would start moding, the very first thing I would do I would reconstruct player animations, and build additional new ones from scratch, because the way they are now is just BS (in most fps, not just hl2). A modern fps should have at least 50 different animations on what should the model do, even with the risk of taking much to learn all the buttons and button combinations.

+1 vote   mod: The Stargate Mod
BJBlazkowicz Jan 25 2009, 12:58am buried:


U should have really remove the strafe option **** from such a title.
People who wanna play this want to have a moviekinda feeling, and I don't remember fighters dodging enemy fire in the movie lol

A lot of nice things that could be done, like trying to make ultrarealistic animation for character movement, working on AI to make it at least F.E.A.R. like and still no ideas. Too bad

-6 votes   mod: Stargate: Legacy Beta1
BJBlazkowicz Jan 25 2009, 12:52am says:

u need some fat zombies ftw:

+1 vote   mod: No More Room in Hell
BJBlazkowicz Jan 24 2009, 11:10pm says:

U do it a lot of good commercial to the gameplay we have here, by this video trailer (sarcasm)

+1 vote   mod: Varion
BJBlazkowicz Jan 24 2009, 11:00pm says:

drops down to windows, while loading the menu screen or smth
suppose the mod isn't ready, in fact
(now they will motivate to buy left4dead to make it to work lol)

+2 votes   download: Survival 101 beta 0.9 is out!
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Dec 13, 2009
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