i like ice cream

Comment History  (0 - 30 of 31)
hekar
hekar Jul 29 2012, 3:40pm says:

Neeeck

+1 vote     mod: Neoforts
hekar
hekar Jan 3 2012, 12:19pm replied:

err, that's the old wiki which got spammed like crazy. New one is here: Luminousforts.wikia.com

+4 votes     mod: LuminousForts
hekar
hekar Oct 18 2011, 11:23pm says:

wow, this is amazing quality. I don't have time to finish it tonight. But this is seriously commercial grade quality.

+1 vote     game: Finding Eden
hekar
hekar Sep 11 2011, 12:39pm replied:

hey Raxsta, you were 3 days too late : D. I quit the mod. I was the programmer. People are looking for someone to take over the mod, if you want it, private message me on the LuminousForts forums.

+3 votes     mod: LuminousForts
hekar
hekar Sep 4 2011, 11:33pm says:

I extracted all the Unrealscript from the compiled packages, but it'd be nice if you just open sourced this. It could become a community project : D

I'm gonna play around and see if I fix my Deus Ex setup and get this compiled.

+1 vote     mod: RolePlay Coop
hekar
hekar Feb 25 2011, 7:23pm says:

You could just use a SVN client that's built into the mod for automatic updates. I'm going to work on integrating SVN into my mod tonight.

I'll have it randomly select from a list of SVN mirrors in a keyvalues script.

The mod is open source, I can contribute it to 1-week if you guys want.

+2 votes     mod: 1Week
hekar
hekar Jan 20 2011, 8:50pm replied:

Thanks for the interest!

Azgag is making a mapping tutorial for the wiki.

We also have a development entity list at:
Spreadsheets.google.com

Basically, you're usually look at using the prefab in the luminousforts/prefab folder for block spawners. Then lfc_prop_flag, lf_trigger_nofreeze, lfc_trigger_flagzone and lf_player_spawnpoint.

I'll probably be working on making those names easier to remember by removing the "trigger_", "_prop", etc. (don't worry, your old entities will still work)!

You can also directly port Sourceforts 194 maps. They work out of the box.

+1 vote     mod: LuminousForts
hekar
hekar Dec 19 2010, 3:17pm says:

Sourceforts is back :D

Sourcefortsmod.com

+2 votes     mod: SourceForts
hekar
hekar Nov 24 2010, 12:48pm replied:

we've removed almost all of it after deciding not to do SF 195. Still a few minor items to remove that are in the repo. We take no credit for them though.

+1 vote     mod: LuminousForts
hekar
hekar Oct 28 2010, 3:15pm replied:

lol, I laughed and thumbed up

+2 votes     mod: LuminousForts
hekar
hekar May 8 2010, 10:01am replied:

yeah, it's a great game

+1 vote     mod: SourceForts
hekar
hekar Jan 5 2010, 1:52pm says:

You pinpointed what mods are about and that is Community.

While I'm working on the next Sourceforts I'm trying to make this one of the highest priorities for the mod. With a good community comes good feedback and that's what mod developers usually cannot find. We usually get "YOUR MOD SUCKS", "PLEASE ADD DIS FEATURE CUZ MAEK MOD COOL", etc. We rarely get anything good and we rarely find people that care to help in development. They rather bicker and complain

+2 votes     article: Decadence Postmortem
hekar
hekar Sep 13 2008, 10:47am says:

betta bunny hopping ftw.

+2 votes     article: FF 2.1 Released
hekar
hekar Aug 28 2008, 7:17am says:

I really like the approach of giving the community status on the mods development; shows confidence.
Good luck on smooth development.

+1 vote     mod: Athena
hekar
hekar Aug 25 2008, 4:01pm says:

I haven't really found any games that I feel like buying anymore. I mostly borrow games from friends to check them out and I usually hate them. I have a really picky taste in gaming :'(.

+1 vote     poll: Where do you buy new games from?
hekar
hekar Aug 24 2008, 11:45pm says:

Pretty cool... I'll help you if you have any questions about code.

+1 vote     mod: AGCT (Anime Girl Catfight Tournament)
hekar
hekar Jul 18 2008, 2:22am says:

This is a pretty ambitious project, but I'm wondering if your goals are very realistic? 151 Pokemon (animations are gonna be a pain), along with a coding of a new user interface (You may find recoding aspects of VGUI to be more work than you bargained for and fairly stressful), Vehicles and Air transportation...etc.
I'm not sure if a small group of modders working without pay can get something like this done.

If the worst comes than cut back on them, it's better to have a released mod than a huge set of features and ideas that never became.

Although I wish you guys the best of luck and who knows, maybe the team will come through with these plans. The Empires mod sure did.

+1 vote     mod: Pokemon: Source
hekar
hekar Jul 12 2008, 3:53am says:

You guys just need modelers, texture artists and some mappers. If those pieces of the mod are fulfilled then it'll be a beta.

+3 votes     mod: Science and Industry 2
hekar
hekar Jun 30 2008, 12:22am says:

I'd love to be a part of this mod, but sadly my coding isn't good enough and the last mod I was in, I found myself struggling to finish features :(

+1 vote     article: June Update - Still Alive
hekar
hekar Jun 23 2008, 8:12pm replied:

Relax and say some nicer things. kthx.

Besides online games are meant to be competitive, you should learn to handle players that are better than you.

0 votes     mod: Hostile Intent
hekar
hekar Jun 23 2008, 6:47pm says:

Pretty impressive. It's to see it's open source too, that way many can contribute to the code.
Where's the cvs/svn though? I see the sourceforge one hasn't been updated in 3 years.

+2 votes     game: Remorse
hekar
hekar Jun 23 2008, 6:19pm says:

Glad to see another game with open code.

+5 votes     game: Blood 2: The Chosen
hekar
hekar Jan 24 2008, 11:09pm says:

Probably the most impressive looking trailer I've ever seen for a mod (in terms of how textures...etc. Overall look of the mod.)

This is already an impressive (legendary) feat. I can't help but be excited for this mod.

+2 votes     mod: Black Mesa
hekar
hekar Jan 1 2008, 3:08am says:

Well to get a popular good looking mod, it has gotten a lot harder, but to get started in modding the tutorials of this age are a great help. I haven't really looked at older engines, though it's evidently clear that although the programming has come with new ups and downs. Modelling and artwork in general has become a lot harder, with high polygon counts and the increased demand from gamers for better textures/maps.

I think we need to get back to the basics and reward developers for creative ideas and gameplay. Not fancy models and weapons that try to compete with commercial games. Look away from what's commercial and mainstream, look to simple ideas that seem fun.

Good example is Sourceforts :D
Just keep in mind that some simple ideas, although they in theory are good fail...

+8 votes     poll: Mod making over the years has...
hekar
hekar Dec 28 2007, 4:45pm says:

Cool. Nice to see a hl1 mod in the works. Screenshots look stunning for hl1.

+1 vote     mod: Resident Evil : Cold Blood
hekar
hekar Dec 23 2007, 10:19pm says:

I love Warsow, but I can't handle the speed (cause I suck). I need stimulant drugs to play this game especially when people are bunny hopping everywhere. One day I hope I'll get good aim and reflexes.

+1 vote     article: A brief overview on Warsow’s profiles
hekar
hekar Dec 21 2007, 1:08pm says:

This mod is looking pretty unique and I like really like your "game design updates."

Keep up the great work :D

+3 votes     mod: Bloodstone - The Journey Home
hekar
hekar Dec 19 2007, 1:33pm replied:

Cool. The moddb design and interface is already awesome, but the help wanted feature will push it even further into awesomeness.

+1 vote     article: Post Mortem
hekar
hekar Dec 18 2007, 3:42pm replied:

I agree. I really miss that feature. Many more modders can lend a hand if the help wanted part of the site comes back.

+2 votes     article: Post Mortem
hekar
hekar Dec 17 2007, 6:20pm says:

If you're gonna release something this early, you may as well put your code (I doubt much has been changed as of now) on a svn so anonymous people can contribute features.

+2 votes     mod: Mudkip
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