Hi! My name is Mauro. I'm a cameraman, video editor, level designer and a creative person in general. :)

Comment History  (0 - 30 of 214)
GC_Vos
GC_Vos Sep 1 2014, 3:09am replied:

- If you've never used the map editor the directory doesn't exist. You can either create the directory yourself or just launch the level directly from the editor.

+1 vote   article: How To Install & Play
GC_Vos
GC_Vos Sep 1 2014, 3:05am replied:

There's no set release date at this time. However, we are planning to release a new open beta this September.

+2 votes   mod: DEAD CRY
GC_Vos
GC_Vos Jul 16 2014, 8:24am replied:

I think he might have a deal with Obama not to disclose anything related to the zeds. I sense conspiracies.

+1 vote   media: Westminster, 2019
GC_Vos
GC_Vos Jul 16 2014, 7:00am replied:

Maybe in FC4? :D

+2 votes   mod: DEAD CRY
GC_Vos
GC_Vos Jul 16 2014, 6:59am replied:

You haven't heard London's 2016 plans to replace all headlights with special zombie resistant ones?

+1 vote   media: Westminster, 2019
GC_Vos
GC_Vos Jul 13 2014, 1:35am replied:

I think he doesn't like traffic jams.

+2 votes   media: Westminster, 2019
GC_Vos
GC_Vos Jul 11 2014, 6:21pm says:

It looks amazing man, especially with dof :)

+1 vote   media: Space_Scene
GC_Vos
GC_Vos Jul 11 2014, 12:15am replied:

Thanks a lot! Well, our plan was to release the next version last month but I did not have the time to work on it back then. So I'm hoping we can finally launch it this month with five different levels and all of the new textures and bots. We just want to make sure everything is setup correctly (including the readme), because some folks appeared to have issues getting the mod to work properly last time.

+1 vote   mod: DEAD CRY
GC_Vos
GC_Vos Jul 11 2014, 12:10am replied:

I don't think so. You'd have to ask fino but I haven't seen him online for quite some time. I basically further modified his beta so it works better with Dead Cry, but haven't seen any updates to the original in a while now.

+1 vote   mod: DEAD CRY
GC_Vos
GC_Vos Jul 7 2014, 4:11am replied:

Far from it. We are still prepping the next release. :)
Textures and audio are done, the script has been done for several months. We're just bugfixing and adding more levels right now, so stay tuned. ;)

+5 votes   mod: DEAD CRY
GC_Vos
GC_Vos Jun 25 2014, 4:39pm replied:

I agree! Unfortunately I don't think it's doable.

+1 vote   mod: DEAD CRY
GC_Vos
GC_Vos Jun 25 2014, 4:39pm replied:

It's mostly linear but the levels are setup with a lot of different areas to explore.

+1 vote   mod: DEAD CRY
GC_Vos
GC_Vos Jun 25 2014, 4:36pm replied:

Thanks for your response! I'm sorry to hear about the crashes. One piece of advice is to wait for the navmesh to load completely. You'll see a red bar in the lower left corner. Once it's finished going ingame usually goes more smoothly.

Other than that could you tell me what kind of crashes you get? Do you get an error message stating anything in particular?

We launched the beta mainly because many people requested us to publish the mod in its current state. With that said I admit it's far from finished and Dead Cry has yet to be completely polished.

+1 vote   article: How To Install & Play
GC_Vos
GC_Vos Jun 25 2014, 4:33pm replied:

You have to manually load the level in the upper left corner. ;)

+1 vote   article: How To Install & Play
GC_Vos
GC_Vos May 28 2014, 4:40am says:

May I inquire if you're modding the content yourself or using Fino's mod or something? :) Always nice to see another editor mod!

+1 vote   mod: Far Trouble - Part One
GC_Vos
GC_Vos May 24 2014, 3:44am replied:

The mod is also available on the Far Cry Nexus: Nexusmods.com

+1 vote   download: DEAD CRY Open Beta
GC_Vos
GC_Vos May 24 2014, 3:43am replied:

Please take a look at the tutorial page. You're right about the readme, it's outdated. But I can't change a file once it's uploaded. ;)

+1 vote   download: DEAD CRY Open Beta
GC_Vos
GC_Vos May 15 2014, 7:03pm replied:

How long does it take to render? Also may I ask what res your textures are?

By the way I imagine it would look terrific with orange or red lines! I also like it in the plain white you had earlier.

+1 vote   media: Ilyagi MC30 final texture!
GC_Vos
GC_Vos May 15 2014, 5:01pm says:

Damn that's a lot of good games going offline... :(

Battlefield 1942
Battlefield 2
Battlefield 2142
Battlefield Vietnam
Command & Conquer 3: Tiberium Wars (including Kane's Wrath expansion)
Command & Conquer: Generals (including Zero Hour expansion)
Command & Conquer: Red Alert 3
Crysis 2
Crysis
Star Wars: Battlefront
Star Wars: Battlefront II

+4 votes   article: 50 more EA games soon to lose support for multiplayer online
GC_Vos
GC_Vos May 13 2014, 7:39am says:

Nicely done, textures look great!

+2 votes   media: Ilyagi MC30 final texture!
GC_Vos
GC_Vos May 6 2014, 8:04pm replied:

Sorry for the trouble, not sure what the problem is. Can you run the editor without the mod files, and has the game been updated to the 1.05 patch?

GamerProfileIGE.xml probably didn't exist because you hadn't launched the editor before. I suggest you replace it again to make sure the program didn't automatically overwrite the file on launch.

+1 vote   article: How To Install & Play
GC_Vos
GC_Vos May 3 2014, 6:44am replied:

You don't have to install it. Whenever you launch the app it minimizes to your task bar. You should see the icon next to your clock. It might be hidden depending on your Windows settings. Just doubleclick it to change the settings (like a hotkey).

+1 vote   article: How To Install & Play
GC_Vos
GC_Vos May 3 2014, 6:42am replied:

Can you launch the editor directly?

+1 vote   article: How To Install & Play
GC_Vos
GC_Vos Apr 30 2014, 11:35am replied:

Dutchies ftw!

+1 vote   group: Moddb Holland
GC_Vos
GC_Vos Apr 30 2014, 11:17am replied:

ITL Mars?

+1 vote   media: Ily_30
GC_Vos
GC_Vos Apr 30 2014, 10:59am says:

Btw here is a video which shows you what happens inside a rifle: Youtube.com
Different guns work differently but you can see the basic idea of the bolt going back and forth to load the next round. Interesting stuff :)

+1 vote   media: Ily_30
GC_Vos
GC_Vos Apr 30 2014, 10:53am replied:

Yeah I wanna get back into this but there's so many packages it's hard to figure out what to invst my time in. I only have experience in max myself, so maya might be a logical step up.

+1 vote   media: Ily_30
GC_Vos
GC_Vos Apr 30 2014, 10:47am replied:

Haha I noticed. I've been into firearms since I was a kid so I kinda understand the inner workings, though I've never actually fired a gun myself being in pacifist holland.

Hehehe, no, a charging handle is for loading a round into the chamber. Bullets don't magically go from your magazine into your receiver. The first round always needs to be chambered manually. Hence the term 'charging' handle. Normally it's in a forward position. You load your mag, pull the handle which pulls back the bolt inside the upper receiver. Then when you push it forward the bolt pulls a round from the springloaded mag and locks it into the chamber. Your gun is now 'loaded'.

This is also where the famous 'HK slap' comes from, because you slap the handle forward to chamber a round. You'll see that in a lot of games with an MP5 for example: Youtube.com

I can't think of any automatic firearm without a mechanism like this, unless it's a bolt action, which is really based on a similar principle only you pull the bolt back directly instead of through a handle. :)

+1 vote   media: Ily_30
GC_Vos
GC_Vos Apr 30 2014, 5:36am says:

It's looking great man!

Might wanna put the selector switch above the trigger under the side rail. It's usually there so you can turn it with your thumb, without taking your finger off the trigger. Also one should be enough, three of them seem a bit pointless hehe

Sights look cool and detailed. :)

You really make me wanna get back into 3d, might have to reinstall 3ds or get blender. What are you using for this model?

edit: btw one thing I missed, are you gonna model a charging handle? Truthaboutguns-zippykid.netdna-ssl.com You could put it under the rear sight in the black part, perfect indent for it.

+2 votes   media: Ily_30
GC_Vos
GC_Vos Apr 29 2014, 3:24pm says:

Looking good mate! Love the forward grip. Are those rails for attachements or just for the looks? Otherwise I'd extend them out, put a full length rail on top so you can hook up your scopes/sights realisticaly. Asgarddefense.com
I know you're working on this and it's still early but I would consider modelling elements like a safety/selector switch and mag release. Such elements will realy sell it being a functional firearm. :) Looking forward to what your textures and shading will look like!

+1 vote   media: Ily_side
GC_Vos
GC_Vos Apr 27 2014, 1:58am replied:

Good idea :D

+2 votes   media: The supermarket in its current, ravaged state
GC_Vos
GC_Vos Apr 1 2014, 5:12pm replied:

Haha I agree I'm not really trying to make them look like standard issue zombies because that simply isn't gonna work with the existing characters. Sure, I'd love to have their jaws fall off and chop down body parts but that's not going to happen without the ability to modify the 3d models. At most I could make parts invisible to fake body dismemberment. If anything I think the zombies should look like ordinary people, but more bleak, heavily wounded and bloody. The whole glowing eyes and green blood thing makes them look goofy and that's what I'm trying to prevent. Otherwise I could just roll with the minions.

+4 votes   media: Jason Zombie
GC_Vos
GC_Vos Mar 28 2014, 7:56pm replied:

It takes place in multiple locations from The Netherlands to Brittain to a fictional country. So the bots need to look a bit universal and fit into multiple surroundings. I think these go well with our blue riot van and IFV, but I might change their camo to black. ;)

+2 votes   media: No more recruits
GC_Vos
GC_Vos Mar 28 2014, 3:48pm replied:

Most military police units actually wear camo.

+2 votes   media: No more recruits
GC_Vos
GC_Vos Mar 28 2014, 2:47pm replied:

Valid point, I might change it back. :) What do you think of the other weapons?

+2 votes   article: Massive amount of new textures
GC_Vos
GC_Vos Mar 20 2014, 2:35am replied:

Well vol4ok has a valid point and I won't be adding blood to every weapon, as you can already see by the picture. Some changes are more subtle than others.

+3 votes   media: Reskinned weapons
GC_Vos
GC_Vos Mar 18 2014, 5:43pm replied:

:D After you good sir. Mind your step though.

+2 votes   article: Weapon reskins, player model changes and more....
GC_Vos
GC_Vos Mar 18 2014, 5:10pm replied:

Hahaha your avatar made me change it :P

+2 votes   article: Weapon reskins, player model changes and more....
GC_Vos
GC_Vos Mar 18 2014, 1:59pm replied:

Thank you mister Underground! More to come soon...

+3 votes   article: Weapon reskins, player model changes and more....
GC_Vos
GC_Vos Mar 13 2014, 1:30pm replied:

Hahahaha best comment ever :D

+5 votes   media: Dial 112
GC_Vos
GC_Vos Mar 3 2014, 8:17am replied:

There's a readme, a tutorial page and two walkthroughs, all clearly marked and linked in the download and in both articles you commented to.
\/
Moddb.com
/\
So... yeah. I can't do much else for ya unless you specify which part of the installation you don't understand.

+2 votes   article: First Let's Play and Walkthrough videos showcasing Dead Cry Open Beta gameplay!
GC_Vos
GC_Vos Mar 1 2014, 7:38am replied:

You are entirely correct! Awaiting approval :D
Until then, feel free to tease yourself with the following image: Moddb.com

+1 vote   article: How To Install & Play
GC_Vos
GC_Vos Feb 25 2014, 3:05am says:

I have one suggestion which would be to add functional bridges (like in the first MM). I think they would add an element of interactivity to your levels as police might attempt to open a bridge to stop a suspect. Or you might be in pursuit where a suspect crosses a bridge after which it opens up, forcing you to take a different route or close it manually.

+1 vote   article: Vehicles, driving and more! [PREVIEW]
GC_Vos
GC_Vos Feb 20 2014, 6:02am replied:

LOL

+2 votes   media: Just ten more days...
GC_Vos
GC_Vos Feb 3 2014, 9:30pm says:

Your future home? It does show how much potential game engines have. Looks great, albeit some of the textures seem a bit out of place. It's hard to see from a screenshot but the tower almost seems like rusted iron. ;)

+1 vote   download: Architectural Visualisation
GC_Vos
GC_Vos Jan 30 2014, 5:41am says:

I really love that office room!

+1 vote   article: Short glimpse at Episode 2 & Holiday Break
GC_Vos
GC_Vos Dec 16 2013, 4:10pm says:

its actually pretty close to the original :) Images1.wikia.nocookie.net

+1 vote   media: ARC - 170
GC_Vos
GC_Vos Dec 16 2013, 2:18pm says:

How many bots are you planning to use? Once you hit more than a dozen or so their response time becomes really long.

+1 vote   mod: Tales of the Undead - Episode 1
GC_Vos
GC_Vos Dec 16 2013, 2:16pm says:

Looks psychedelic :P

+2 votes   media: Teaser Trailer
GC_Vos
GC_Vos Dec 16 2013, 12:54pm says:

Looks bloody fun!

+2 votes   media: Monsters in Action
GC_Vos
GC_Vos Dec 5 2013, 12:03am replied:

*Throws C4

+3 votes   media: Escalators
GC_Vos
GC_Vos Nov 27 2013, 11:55pm replied:

Thanks mate! I'm trying to learn my ways around few different engines to give me some more options. There's no modeller on the team doing all the models myself :)

+1 vote   media: Choice
GC_Vos
GC_Vos Nov 25 2013, 5:48pm replied:

Good points! These are the old counters I have copied from another level of mine (concrete interior). The new counters are metallic. :) UV maps can't be changed by the way.

+1 vote   media: Zombies go shopping too, you know
GC_Vos
GC_Vos Nov 12 2013, 3:33pm says:

Nice models! Love the super Overlord :P

+2 votes   article: Deep Impact Update 10
GC_Vos
GC_Vos Nov 10 2013, 12:24pm replied:

Thanks for offering to help out! I'll definitely add you to the credits/main page!

Well luckily time is on our side with at least six months until I need anything final and/or beta. A sound list would indeed be helpful, maybe a file we can both edit and add to? There's no real need to own the game as I can upload alpha stage gameplay videos of the levels (privately). But of course it would be helpful if you could actually play through the levels yourself.

It'd be quite awesome if you were willing to create new sounds for the game, but I'd be very happy to start with any effects you've already got. Right now I have zero to none of my own. :P

I will definitely be needing a general zombie horde effect first. Singular zombie effects will be useful but I've been trying to find audio for larger groups as well, both distant and nearby. If you could somehow come up with a unique (almost ambient) effect that'd be awesome!

I'll be sharing some more stuff over the next couple of days which should give you a better idea how the audio will be implemented.

Also I'll send you the basic synopsis/themes I will incorporate into the mod as a source of inspiration. But the videos online already should give you a good idea.

+1 vote   member: BombadeerStudios
GC_Vos
GC_Vos Nov 9 2013, 7:58pm says:

Hello miss! If you'd like to coop on Z-DAY I'd love to have you on the team! (The team being me.) Sounds like you've already got some zombie sound effects ready for use. :P Do note the soundtrack will merely be 'background' audio, as Far Cry 3 does not allow for modified sound effects. Obviously in all the promotional videos it's synced up but ingame the audio is applied to roughly line up with the action. Hope that doesnt disappoint you ;)

+1 vote   member: BombadeerStudios
GC_Vos
GC_Vos Nov 8 2013, 12:23am says:

I'm guessing you'll be adding good old AK-74 and/or AK-47 as black market type weapons? Perhaps even some more exotic south african weapons? just thinking out loud

edit sorry hadnt read everything :P

+1 vote   article: Battlefield Mogadishu, Part 1
GC_Vos
GC_Vos Nov 3 2013, 3:27am says:

By the way also nice work on seperating these parts. Those church windows and the tower will come in handy!

+1 vote   media: BETA: Hell.Fino™ - FarCry3 Editor Mod
GC_Vos
GC_Vos Nov 3 2013, 1:07am says:

Ok, well i didnt really expect it would work :P Nice work on the weapons! :) I'd love to use those in Zday. By the way I downloaded the mod but it seems to have no effect in the map editor. Could it be your mod doesnt work with the editor mod by razorfinnish: Forums.ubi.com

+1 vote   download: BETA: Hell.Fino™ - FarCry3 Editor Mod
GC_Vos
GC_Vos Nov 2 2013, 5:35pm says:

Check out the first seven minutes of gameplay!

Youtube.com

This is very much what the final product will look, sound and play like. I'm using a mod created by razorfinnish which, among other things, allows the use of functioning doors.

+1 vote   article: Far Cry Z-DAY - Zombie Campaign announced
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