This member has provided no bio about themself...

Comment History  (0 - 30 of 100)
Glarg Feb 21 2015, 2:41am says:

Awesome. And thanks for all the work you've done, releasing the source codes and art packs and such. While I don't do much with this old game anymore, I was able to have a lot of fun modding thanks to you.

+2 votes   download: KW Reloaded 1.55 Final
Glarg Dec 24 2014, 10:13pm replied:

>Also, you'll be seeing a partial tileset later,

That is really awesome to hear! For whatever reason, ascii gives me a very difficult time.

+2 votes   game: Cogmind
Glarg Dec 6 2014, 8:15pm says:

These are really rather good.

How do you set up a render like this?

+1 vote   media: The render of those two new buildings.
Glarg Oct 23 2014, 9:59pm says:

While I very much support mods, mods for mods, and mods for mods for mods, I think you have underestimated what is expected in order to gain positive reception.

"Balance" is a situation in which many people can agree that overall skill in game trumps just following a a repeated formula to always win. Basically if you were to randomly assign a faction to two players, the better player will win more often when presented with different situations.

I don't think calling this mod for a mod "balanced" is appropriate, because you have likely not have had a significant amount other people actually playtest it and agree that it is what it says. "Balance" is something that can be statistically supported.

I think a much better name would be ''Zunzero's Rules'', which follows the well known convention that formed when modders from previous C&C games changed the ini files to suit their own tastes.

And as others have mentioned, changelogs are a must. Explanations for the changes are also prudent.

I'm not trying to bust your chops, rather I think this should be considered a learning experience.

+8 votes   download: Zunzero's rules
Glarg Oct 1 2014, 3:18am replied:

That's actually really interesting to know.
I alway love when the devs put their own strange humor into games.

+1 vote   media: New China Barracks
Glarg Jun 6 2014, 2:04am says:

Fantastic work. One thing to point out, the "green tentacle trees" [for lack of a better word] seem a bit off. Seems a bit too shiny and rounded when compared to the other flora.
You might consider adding some moss-like drips, or some kind of flowering bodies. I think yellow would be an good color for such an addition, to help add another compatible color to the scene and give the "trees" a slightly more forest feel.

While as a game I wasn't too fond of Tib Sun, the atmosphere was fantastic and the environment felt "full". I think you've done a good job adding to it.

CnC3 was a boring wasteland in comparison. While I understand that in practical terms, trying to fill a 3D RTS screen with flora is intensive in both asset labor and performance, the environment was just plain boring and forgettable. I found the "tiberium changed so all the fantastic previous life just died" excuse to be a poor cop-out.

+5 votes   media: Misc: Tiberium Flora
Glarg Jun 3 2014, 2:48am says:

That is an excellent model, of a dumb looking ship.

+5 votes   media: Challenger-class Revamp
Glarg May 30 2014, 10:21pm says:

David, if you are reading this, you're a real *******. You don't ******* volunteer **** that people are going to depend on, and then play "takesies-backsies" when someone waves a bigger wad in front of your face.

Yew- Don't try to make excuses or explain away what he did. It was a **** move motivated by money, rather than doing the decent thing. Seeming politeness, excuses and apologies do no change the act.

Going forward, you need to be absolutely clear with anyone that wants to "contribute", with possibility of payment or not, that said contributions are forever part of the game. Should you decide to have any helpers in the future, you'll need to find some sort of license for everything to be released under.

Gotta love these "learning experiences". Just remember, there will probably be more.

+2 votes   article: Development Setback 5/29
Glarg May 28 2014, 8:53pm says:

Have you considered re-scaling the seeker to be smaller? I think given their fragile nature it would be fitting.

+1 vote   media: Seeker Tank Squad
Glarg Feb 18 2014, 1:32am says:

You might consider doing a thorough tutorial on how to completely rig an infantry model for SAGE2.

I can flat out say that I have no intention/time of actually helping, but when I attempted to mess around with infantry into the past (when I actually had free time), I always ran into trouble from conflicting reports on how to actually do it correctly and ended up just moving onto something else.

Basically I'm suggesting that if you make rigging infantry straightforward, you will increase the likelyhood of someone actually being able to pick this up. Finding decent modellers is hard enough, but you are also searching for someone who has what amounts to arcane knowledge.

I do hope that you are successful, you've done a fantastic job with what you have.

+2 votes   article: Seeking Team Members
Glarg Sep 11 2013, 9:19pm replied:

In real life, mass amounts of persistent fire is fairly useful against tanks.
-It obscures or ruins the sensitive stuff on the outside. targeting devices, view prisms, maintenance gear, etc
-It forces the crew to stay buttoned up, and with the combination of the above, means they are blind and useless. They can't shoot, and moving is a risk.
-When you have enough of it by the engine's air intake, it chokes off the engine, and possibly ruins it if it can get inside. Don't think that a Molotov Cocktail is going to work on any modern tanks though, you need lots of fire.
-If you heat a metal box enough, eventually the dudes, ammunition and sensitive electronics bake.

+5 votes   media: 1.85 Screenshots
Glarg Aug 25 2013, 12:43am says:

Wow, excellent article Madin. This answers a lot of things I've been wondering about the formats.

+2 votes   article: Finding out what dds formats do for your textures!
Glarg Jun 22 2013, 6:00pm replied:

It's not a "dislike"

It's a "I disagree with that opinion but feel no reason to make a post"

It's just how these things work.

+1 vote   article: Exploding Things
Glarg Apr 17 2013, 1:39am says:

I really love the style you've given the Russians. It's the perfect mix of industrial and folkish. Great color scheme as well.

One thing you might consider doing is adding some sort of ground decal under the buildings, so they blend better with the terrain. One problem I often see with 3D buildings is they are just kinda sticking out of the ground with no indication that anything happens around them. Very small dirt edges around the wall base and some short trail wear paths in front of ladders, door and garages are something that helps a lot in my opinion, as they break up a hard edge.

+6 votes   article: Architectural update #2
Glarg Mar 14 2013, 6:22pm says:

That's quite classy.

+5 votes   media: New C&C logo- Golden color (Fanmade)
Glarg Feb 1 2013, 3:53pm says:

Much, MUCH nicer than before. Well done.

+1 vote   media: Air vs Lazer
Glarg Jan 1 2013, 6:54am says:

Nice. I like what I see so far.

Do you have a particular place to post bugs? (I don't use facebook)

+2 votes   article: C&C Untitled 2.0 - 'It begins'
Glarg Dec 17 2012, 9:58pm says:

I think it may be a recovery vehicle

+1 vote   media: UAE tanks
Glarg Dec 15 2012, 5:31pm says:

Nice. I just hope there's an option to turn off lensflare. Lensflare and bloom are my two most hated effects.

+2 votes   media: More DX9 Improvements
Glarg Nov 19 2012, 3:45pm says:

My initial thought is 3. A video would be best because still images of constantly moving objects can be misleading.

+1 vote   media: Poll: Water-Bump Textures
Glarg Nov 9 2012, 12:59pm says:

That actually looks really nice for such a small change.

+5 votes   media: Infantry General Minigunner
Glarg Oct 28 2012, 10:27pm says:

If you are referring to camera high and angle, then 1.

+2 votes   media: 1 OR 2 ??
Glarg Oct 14 2012, 12:40am replied:

Remember, you can trust russians to be russian, but you can never trust the chinese.

+4 votes   article: Rise of the Reds Update #69: Risen from Ruins
Glarg Sep 30 2012, 10:26pm says:

Fool me once, shame on you....

+1 vote   media: Very soon
Glarg Sep 21 2012, 3:37am says:

Nice work

+1 vote   article: C&C : Generals Evolution : Meet The Total Overhaul
Glarg Sep 16 2012, 4:51pm says:

Selling ingame items for real money? Meh, no thanks.

+9 votes   game: Epic Space Online
Glarg Sep 14 2012, 3:05am says:

This is good to see! I have always preferred incremental and unstable updates to having to wait decades between "polished" releases.

Keep up the good work, I like what I am seeing so far.

+7 votes   article: Paradox Open Alphas
Glarg Sep 9 2012, 6:48am replied:

>in the _Global Liberation Army_

A sane general would never try to constantly pick fights with a USA that has space lasers and a China that thinks nukes are perfectly fine to use against a couple beat up toyota's with guns bolted on.

+5 votes   article: Rise of the Reds Update #67: The Suspense - It's Killing You!
Glarg Sep 4 2012, 10:34pm says:

I like the chassis and the PD turret, but the main turret and cannons just doesn't do it for me.

+1 vote   media: September Update Renders
Glarg Sep 4 2012, 3:11am says:

You might consider increasing the time between projectile firings, so as to make the shelling last longer, giving it an short term area denial use.

+1 vote   media: Artillery Barrage
Glarg Jan 12 2011, 1:45pm says:

Wait, so space greeks come to save the day. :|

+2 votes   mod: Timeless War
Offline Since
Mar 3, 2015
United States United States
Member Watch
Track this member
Comment Statistics
Posts per day