Amateur Game Developer seeking to enter the games industry; having worked in the Source engine as a part of multiple mod teams for several years, I have moved on to working with the UDK and Unity engines.

Comment History  (180 - 188 of 188)
Guessmyname Jun 12 2011, 2:43am says:

I actually like this sunset more than the standard minecraft one...

+5 votes   article: Lamecraft sun test
Guessmyname May 26 2011, 5:29am replied:

Dat tripod.

+7 votes   article: Minecraft – Pocket Edition
Guessmyname May 22 2011, 7:17am replied:

Agreed; this does feel too big. Also there seems to be something up with your UI icons for this one; they're huge (compare with the icons for the pistol, which are properly sized)

+1 vote   media: Rooftop Retreat 10 new screens;
Guessmyname Apr 14 2011, 8:03pm replied:

Research is fun.

The problem is with map geometry, not the entities in it.

+1 vote   media: New Testchamber: Part Two.
Guessmyname Nov 9 2010, 6:59pm replied:

Actually, technically speaking, it always had a dynamic light *option* (and by that I mean, you could have a few dynamic lights - namely light_dynamic and later env_projectedtexture; the player's flashlight also counts), which improved over time. It's still primarily lightmap based though; even AS only uses the dynamic ones where they count.

So yes, Source may be a very good engine, but it's still showing it's age and this *is* still an improvement over it.

+1 vote   article: Power Nodes
Guessmyname Oct 12 2010, 8:54am replied:

I agree! Whilst everything else is brilliant, wind feels a bit 'single tone' (ie no bluster or bursts, as you'd expect of actual wind), and fades in and out too abruptly.

+4 votes   article: First foley sound effects test [HD video]
Guessmyname Sep 15 2010, 6:41pm replied:

This. With bonus points for all the ironic WWII parallels you keep slipping in.

+1 vote   article: Cult of the Individual
Guessmyname Aug 21 2010, 3:28pm says:


Were it not for the description, I would swear that's an in-game screenshot...

+4 votes   media: Contagion PD Concept Art
Guessmyname Aug 19 2010, 1:46pm replied:

Not to mention the question of how the zombie managed to get up there in the first place... have to be pretty spry for a dead guy.

+1 vote   media: NMRiH Monthly Update Images - June/July 2010
Guessmyname Aug 7 2010, 2:50pm replied:

If headcrabs could actually zombify citizens/rebels, that would be *awesome*

+1 vote   article: Update, Early Access, Music and a Spooky Surprise!
Guessmyname Jun 30 2010, 5:12pm replied:

Regarding the mines, a replacement is again WIP... and I think the playermodel will probably render the weapon issue sorta moot anyway.

+1 vote   article: GraviNULL: First Beta release Friday!
Guessmyname Jun 30 2010, 4:59pm replied:

Off the top of my head...
2 models make the custom spinners in the laserblender map
Grapple Anchor (solid)
Holographic Grapple Anchor (also animated)
Deadly Grapple Anchor (the whirly death-blade thing)
Speed Boost indicator (animated)
Puzzle Ball (not actually used in any of the maps yet)

Too say nothing of the custom textures.

A player model is in progress and will appear in a later update.

+1 vote   article: GraviNULL: First Beta release Friday!
Guessmyname Jun 28 2010, 11:48am replied:

I know the feeling >_<

+1 vote   media: First gameplay video on new map: gn_twirl
Guessmyname Jun 18 2010, 4:15pm replied:

Cheers! :D

+1 vote   member: Guessmyname
Guessmyname Jun 17 2010, 2:20am replied:

Because bad grammar is worse than bad modelling.

You heard it here first, folks!

+5 votes   media: Player model WIP
Guessmyname Jun 17 2010, 2:18am replied:

You realise attacking the critic doesn't answer their criticism...

The model indeed uses more polies than it needs to (really: from the looks of things, that model probably has a higher polycount than the Half-Life 2 Citizen models. Your engine is how old again?), the boots are VERY simplistic, there's no smoothing groups set up, poly distribution is dodgy (compare the polies on the arms to, say, his really pointy chin) and you really, *really* should take constructive criticism constructively. They're only trying to help you.

+4 votes   media: Player model WIP
Guessmyname Jan 24 2010, 7:17am says:

It's a case of them taking inspiration from 40K rather than the other way around. Look it up on Forgeworld, it's a real GW tank.

+2 votes   media: Vanquisher Leman Russ
Guessmyname Dec 14 2009, 5:16pm replied:

Uh... they're bringing the date *forwards*

Ie releasing *sooner* than they'd announced

+4 votes   article: Change of Release Date
Guessmyname Dec 12 2009, 3:54pm replied:

To be fair, that *is* for ye olde 0.4. Most people are just sitting around for 0.6 now

+3 votes   article: The Twelve Maps of Jailbreak
Guessmyname Nov 30 2009, 3:37am says:

Goo balls!

+4 votes   article: Jailbreak: Source 0.6 - Weapons!
Guessmyname Feb 28 2009, 11:14am says:

It looks like a cross between a Big Daddy and a Space Marine...


+1 vote   media: Steam Suit Concept
Guessmyname Apr 3 2008, 5:58pm says:

Yay! PURE's on moddb!

+5 votes   game: P.U.R.E.
Guessmyname Apr 1 2008, 3:08am says:

I call April Fools!

+1 vote   article: Zero Hour [April Fool's]
Guessmyname Oct 31 2006, 11:44am says:

I should probably mention that the wicki page on the Spring site is a little borked - for some reason I can't login there (I'm not banned, it's just Firefox being pendantic over something or other). So don't go to that looking for info.

In other news: I've updated the gallery with new pictures that I'd forgotten to add earlier (oops).


Stop looking at me like that!

Also, Spikedhelmet, who has his own WWII mod (also for Spring) to run, made pretty much the entirety of the Imperial Guard in one bored-or-drunk (you can never tell with him) modding spree. Not intending to complete the project (due to aforementioned WII mod) he has send me all the relevant files. So most Epic Legions modding is centered on getting them to work alongside the others. You know, the usual frakked up mess that arises from trying to mix the content made by two different modders - scale differences, duplicate weapons, the fact that none of his models have any team colouring and are about 2x more detailed in terms of polygons (rather unnecessary, really, but nice) and various attempts to optimise scripts (ye gods, walk scripts are *horrible!*)

+1 vote   game: Epic Legions
Guessmyname Jul 23 2006, 12:05pm says:

I'm still here. Might move back to Spring

+1 vote   mod: CZTA
Guessmyname Dec 23 2005, 2:01pm says:

The problem with the fallen tiles is that they seem to be overlapping one another...

+2 votes   media: HUD Ingame
Guessmyname May 22 2006, 3:14pm says:

*Starts looking / taking some screenies*

I may have forgotten to update this

+1 vote   mod: CZTA
Guessmyname Mar 14 2006, 4:19pm says:

CZTA is being moved back to the old TA engine. For a little beta test type thing, see this thread:

+1 vote   mod: CZTA
Guessmyname Dec 23 2005, 2:02pm says:


+1 vote   media: Black Mesa: Inbound 2
Guessmyname Dec 23 2005, 2:02pm says:

Spot the scientist in this screenie :P

+1 vote   media: Black Mesa: Inbound 2
Guessmyname Dec 16 2005, 11:12am says:

Why does it say that a download is available?

+1 vote   mod: Eternal Silence
Guessmyname Dec 14 2005, 2:02pm says:

Server not found error

+1 vote   mod: Combat Patrol
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Dec 9, 2014
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