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CraackerTraash
CraackerTraash Dec 16 2014, 4:50pm says:

I'll need to set some free time aside for this. Can't wait to see what's been added since the test version was released.

+1 vote   article: In Lucy's Eyes - Full Release!
CraackerTraash
CraackerTraash Dec 4 2014, 7:33pm replied:

I believe that's because the official 1.3 update came out today. I went to open the level editor and got the same error, and when I went to re-install it, I found a text file in the main directory called '1.3 changelog'. On the forums, too, you can find the download for the 1.3 update.
Here:
Frictionalgames.com

+1 vote   mod: Wheezy Everlasting
CraackerTraash
CraackerTraash Dec 3 2014, 2:16pm says:

This is a pain that needs to be felt to be understood. I have felt this pain.

+1 vote   media: What I'm working on...
CraackerTraash
CraackerTraash Nov 25 2014, 4:54pm replied:

I amend my previous statement. No longer using candles.

+1 vote   media: Hotel Interior (WIP)
CraackerTraash
CraackerTraash Nov 23 2014, 10:02pm replied:

I could only guess with it being in the state it's in now, but the levels are a good size and it's meant to be played slowly. It'll be a decent length, don't worry.

+1 vote   mod: Lament (WIP)
CraackerTraash
CraackerTraash Nov 23 2014, 1:02pm replied:

It stands for 'Work in Progress'. I just have it there to remind people that nothing is final yet.

+1 vote   mod: Lament (WIP)
CraackerTraash
CraackerTraash Nov 19 2014, 4:51pm says:

I love the colors, but I feel like the light from the window should be casting shadows. Just looks a little off to me.

+1 vote   media: In Silence
CraackerTraash
CraackerTraash Nov 14 2014, 9:10pm replied:

I don't have a set release date at the moment, because whether or not I can work when I want to is largely situational, and I have an inconsistent schedule anyways. I'd like to have it out sometime in March of next year, just for the sake of rounding off a two-year development cycle, but I really can't guarantee anything beyond that.

+1 vote   mod: Lament (WIP)
CraackerTraash
CraackerTraash Nov 4 2014, 5:14pm replied:

Honestly, I'm still on the fence about using candles on the walls instead of hanging lanterns from the ceiling. Aside from that, I'm happy you like it.

+1 vote   media: Hotel Interior (WIP)
CraackerTraash
CraackerTraash Oct 16 2014, 4:48pm replied:

Glad you like it. This level has been revised and redone so many times, I'm just happy it looks nice.

+1 vote   media: Lower Cellar (WIP)
CraackerTraash
CraackerTraash Oct 9 2014, 3:50pm says:

I'd be careful with fog and water. The HPL Engine doesn't like the combination, and it can start to look very strange with thicker fog levels.

+3 votes   media: Acid can be deadly...
CraackerTraash
CraackerTraash Oct 5 2014, 4:04pm says:

Those are some very pretty shrooms.

+1 vote   media: Screengasms!
CraackerTraash
CraackerTraash Sep 7 2014, 9:26pm says:

I'm not entirely certain how I feel about this.

+2 votes   article: Tired of waiting for new updates?
CraackerTraash
CraackerTraash Sep 6 2014, 9:15pm replied:

I keep seeing people mention this patch, but I can't find it no matter how hard I look. Do you know where I could get my hands on it?

+1 vote   mod: The Barn's Secrets W.I.P
CraackerTraash
CraackerTraash Sep 3 2014, 7:05pm says:

I believe your spotlight's upside-down.

+1 vote   media: More castle
CraackerTraash
CraackerTraash Sep 3 2014, 1:49am says:

Lighting-wise, I'm not sure what I'm looking at, but I don't think I like it.

+1 vote   media: Prison Improvements
CraackerTraash
CraackerTraash Aug 30 2014, 3:25pm says:

Are those black squares in the roof windows? If so, they'd look better with the window texture from the cellarbase set.

+1 vote   media: Barn
CraackerTraash
CraackerTraash Aug 11 2014, 11:22pm replied:

Thanks. Always good to see I've piqued someone's interest.

+1 vote   mod: Lament (WIP)
CraackerTraash
CraackerTraash Jul 25 2014, 6:23pm replied:

Bah, I wish that was the case. I'd say it's medium-low end, the APU's decent and the RAM's good, but it has some weird-as-all-hell sound card (the audio pops in 25% of the games I play) and 30 fps is the most I can scrape together out of most games. Gets pretty hot too, even with the cooling pad I use. We're probably pretty close performance-wise.

+1 vote   media: My Workstation
CraackerTraash
CraackerTraash Jul 24 2014, 8:13pm replied:

Even if the emptiness is intentional, I don't think it's a good design choice. Environments that lack detail fail to engage the player, and careful attention needs to be payed to the way a level looks and feels. The only way I could justify bare-bones level design would be if you were supposed to blast through it like the end of the first Oblivion (which was plenty of fun, truth be told). Other than that, empty rooms end up feeling lazy and rushed to the player, which is something you definitely want to avoid.

+1 vote   mod: Oblivion II: Die To Live
CraackerTraash
CraackerTraash Jun 24 2014, 8:10pm says:

I know the feeling. I lost a ridiculous amount of progress on my custom story "Lament" when I backed it up incorrectly (a result of saving my work in the Amnesia directory, I highly recommend saving it externally) and, to be entirely honest, I still haven't made up for all of the progress lost. That being said, it was easier to improve the level's designs while remaking them than it would have been originally, so I don't consider it a complete loss. Anyway, I wish you luck in your endeavors, and I look forward to seeing the finished product.

+1 vote   article: An unfortunate delay
CraackerTraash
CraackerTraash Jun 15 2014, 11:15pm replied:

Glad to see you're interested. As far as voice acting is concerned, a handful of characters probably wouldn't work the way I want them to without being fully voice acted, so I'll definitely look into it when the time comes.

+1 vote   mod: Lament (WIP)
CraackerTraash
CraackerTraash May 28 2014, 7:43pm replied:

Yeah, been meaning to do that. The whole demo thing fell through, and I've been lacking motivation ever since. I'll see about updating the page in the next few days, though.

+1 vote   mod: Lament (WIP)
CraackerTraash
CraackerTraash Apr 20 2014, 2:46pm says:

It's certainly an interesting idea. I'm all for it.

+2 votes   mod: Amnesia: Delicates MODELS PACK
CraackerTraash
CraackerTraash Apr 10 2014, 5:51pm replied:

That means quite a lot to me, thank you.

+1 vote   mod: Lament (WIP)
CraackerTraash
CraackerTraash Apr 9 2014, 9:31pm replied:

You probably don't have Justine installed. The MovePlayerForward command is exclusive to the Justine update, so if you don't have it, this custom story won't work properly.

+1 vote   download: CFAD2: Herman's Revenge V1.1
CraackerTraash
CraackerTraash Apr 9 2014, 12:03am replied:

Cozy and claustrophobic, yes indeed.

+3 votes   media: Upper Cellar (WIP)
CraackerTraash
CraackerTraash Apr 7 2014, 4:49pm replied:

At my current work-rate, I'd say we're a few months out from a full release. I'll be releasing a demo sometime in the near future, though, maybe in a couple weeks.

+1 vote   mod: Lament (WIP)
CraackerTraash
CraackerTraash Apr 4 2014, 6:33pm says:

Is the spotlight on that lantern set to cast shadows? If not, I would highly recommend it.

+2 votes   media: Crush the bones...
CraackerTraash
CraackerTraash Apr 3 2014, 6:05pm replied:

It is a pretty major flaw, though.

+2 votes   media: Tunnels
CraackerTraash
CraackerTraash Mar 28 2014, 6:12pm says:

Much better. Good job.

+1 vote   media: Changed billboards
CraackerTraash
CraackerTraash Mar 20 2014, 6:31pm replied:

I see what you're getting at, but it's not the glass that I want lit. It's hard to explain exactly why the point light HAS to be there, but to put it simply, it's just a matter of realism. Were I to remove the point light, the window, and the area around it, would not be lit at all, leaving only the spotlight and giving it a very unrealistic look. What I have done since reading your comment, however, is split the one point light into four smaller, dimmer ones, and spread them apart so that the light isn't focused on the center of the window, but rather spread out and more diffuse. I think it looks much better that way.

+1 vote   media: Hotel (OUTDATED)
CraackerTraash
CraackerTraash Mar 20 2014, 5:10pm replied:

Ah, that makes much more sense. Probably because there's a couple halos and a point light there. Really nothing I can do about it without making the halos impossible to see and/or the point light unrealistically dim. I'll see what I can do, though.

+1 vote   media: Hotel (OUTDATED)
CraackerTraash
CraackerTraash Mar 19 2014, 5:57pm replied:

I'm not entirely certain what you mean. There are two spotlights coming from that window, one of which is meant as direct sunlight shining through the window using a gobo (though you can't see it in the screen, it's over behind the bed), while the other is meant to simulate refracted light through the glass with a high fov, and is significantly dimmer (it's the one lighting the majority of the room). Both spotlights are positioned in the center of the window for the sake of specular, normal-map, and shadow accuracy.

+1 vote   media: Hotel (OUTDATED)
CraackerTraash
CraackerTraash Sep 22 2013, 6:10pm says:

I like the look of this. Keep up the good work.

+1 vote   mod: SEVERANCE
CraackerTraash
CraackerTraash Jul 18 2013, 4:14pm says:

That is indeed a room. And a pretty spiffy one, at that.

+2 votes   media: Room
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