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Comment History  (990 - 1020 of 1,145)
Jeffman12 Nov 8 2009, 3:57pm says:

Will it be added as an environment factor like time of day and will there be an intensity variable?

+1 vote     media: Why Does It Always Rain On Me?
Jeffman12 Nov 1 2009, 11:35am says:

Well, the HUD can be any color, really, it just needs some good ol' fashioned transparency. The actual visor looks pretty BA, though.

+1 vote     article: Our First Update
Jeffman12 Oct 31 2009, 1:25am says:

I don't get it, if it's free to use, why isn't it open source?
Not saying I have problems with the engine, I'm just curious. Afterall, I assume the reason it's being made free is due to the dev team moving on to something else.

+1 vote     article: Unity engine goes free for Indie developers
Jeffman12 Oct 25 2009, 11:15pm says:

I want to help, but I have issues with commitment. And when that's not around, an inflated ego.

+1 vote     article: Enlist in the Global Defence Initiative!
Jeffman12 Oct 21 2009, 2:31pm replied:

I know they were using the same Titan model way back when this was a generals mod.

+1 vote     media: Nod Engineer
Jeffman12 Oct 21 2009, 3:01am says:

Oh, nice, so the engineers are going to travel in teams? I wondered how that'd play out. But how will it be handled if one of the engineers is killed? Or if the squad is cut down to just one? Will they be any less effective? Like take longer to capture/repair the building, or if you add multi-engineer, only damage the building instead of capture it?

+1 vote     media: Nod Engineer
Jeffman12 Oct 21 2009, 2:57am says:

Can't wait for the release, but something feels off about the Titans in comparison to the turret...

+2 votes     media: GDI Communications Centre
Jeffman12 Oct 17 2009, 4:30am says:

I like the idea, but on the other hand, I don't like the thought of having to beat people out of my corporation's system on a regular basis. You should have some sort of currency system, so that people can invest money into their corp, and then you can buy things with the corp's account, like stations and gates. That way, instead of someone having to pool cash and pay, the corp just has a money pool.
Maybe add a trade feature so that corporations can declare a primary export, then establish automated trade with other friendly corporations. I have a couple more ideas along those lines, but I won't bog you down right now.

If this picks up, I think I'll offer to host for it, regardless of whether you take my suggestions.

+1 vote     article: OLG Mission Statement
Jeffman12 Oct 17 2009, 2:17am says:

You've really captured a feel appropriate for a blend of C&C 95 and Tiberian Sun, while keeping a look that doesn't appear dated. Do you plan on making a single player campaign? I'd like to know, I feel it would be able to capture the distinct feel TS did.

+3 votes     article: Media update
Jeffman12 Oct 13 2009, 2:17am says:

I assume there's only one planet per game, I haven't played Civ 4 but this made me want to get it. If you could expand to more planets, I'd say you should extend the timeframes to pre-machine crusades.

+1 vote     article: Dune Wars 1.5.5 Patch Released
Jeffman12 Oct 13 2009, 1:53am says:

Damn, quit giving me more incentive to buy that, I have enough as it is.

+1 vote     article: Engine Change: Operation Flashpoint 2 Dragon Rising
Jeffman12 Oct 9 2009, 12:51pm says:

But can you make it change based on game conditions? I think the clouds should become more solidified during an Ion Storm, maybe around the time of the initial warning, adds to the atmosphere.
Pun intended.

+1 vote     media: Cloud Effect Testing
Jeffman12 Sep 1 2009, 1:47pm says:

Everything but the powerplant needs a size upgrade. Judging by the scale, the silo in the front of the refinery is about as tall as a player, I think it should be 1.5 to 2 times the player's height if that's a helpful size comparison. I'm judging this by the size of the door on the old refinery.

+1 vote     media: Building Compilation
Jeffman12 Sep 1 2009, 1:44pm says:

I like it, glad to see this is still going.

+2 votes     article: An Update? Really?!
Jeffman12 Aug 25 2009, 5:55pm says:

This is looking great, I can't wait.

+1 vote     media: GDI Refinery WIP
Jeffman12 Aug 21 2009, 12:33am says:

That's awesome, I see you guys don't plan on forgetting your roots any time soon. That's also some great incentive for people to get into the modding scene, I know I'm gonna broaden my knowledge of Lua for this. I'd pre-order it now, but I'd rather have it linked to my Steam account.

+2 votes     article: Modding Q&A
Jeffman12 Aug 20 2009, 3:05am says:

A new mod for an old game, quite a refreshing site.
I feel obligated to give my opinion of what I've seen thus far. Take it or leave it, I just thought I'd give some constructive criticism.
The plot is complex, this is a double edged sword, where it interests some, it throws others off from the number of details. Personally, I prefer a larger plot with many aspects, so it's fine by me.
On the other hand, the plot is kind of thin, the motivations don't seem too strong. The Exandagos are actually pretty believable for a Nod offshoot, as Nod's backgroung is one of violence, chaos, and upheaval, it's only fitting some of them would want to stick with it. The rest of Nod reaching a point without need for war seems believable too. But GDI's a little different than I'd expect. One wouldn't see them as too much a spiritual group, but in the age of peace you describe, they'd probably allow some of their greater minds to lean in the philosophical direction. Something that should be mentioned is the status of Kane, whether he's missing again, presumed dead, leading Nod, or been overthrown. And what of Tiberium? How bad is the infection now? Has it been brought under control, or is it still devouring the world?
Anyways, there's a few questions you don't need to answer, but I think they'd help thicken the plot and give it some atmosphere.
Now, the buildings: Great work, keep it up.
The Music: I was unsure about it at the beginning, but a few seconds in I found I liked it very much.
The downloads: It's cool to see a modder supporting the community with some mapping assets and your old mod files. It's a good way to get others into modding the same game.

All in all, this is a very promising mod, I'm adding this to my watch list.

+2 votes     mod: Tiberian Sun:Lost Relic
Jeffman12 Aug 14 2009, 7:16pm says:

I like the new HUD, but it just feels so empty without anything at the top. Maybe stylize the score tracker? Visible weapon tabs across the top? I dunno, I just feel like it needs something up there.

+2 votes     media: Ren vs. Ren-X
Jeffman12 Aug 6 2009, 10:21pm says:

I doesn't seem quite the same to me. I kind of imagined it going in a different direction. Rather than a sinewy dog, I was thinking it would look like a skeletal rat-ish creature.
Regardless of perceptions, it's a great job. I can't wait to see more.

+1 vote     article: Detailed Skulk "Reveal"
Jeffman12 Aug 2 2009, 3:29am says:

I like the pulsing, but the beam in the center seems too... cohesive. I'd say make everything else look more dense and the center not quite so.

+1 vote     media: Alternate Fire FX
Jeffman12 Jul 30 2009, 12:57am says:


+1 vote     media: Renegade X Summer '09 Trailer
Jeffman12 Jul 30 2009, 12:55am says:

I think the thickness is fine, but it seems a little bland. Maybe add a slight warble or pulsing that they show in the pre-rendered cutscenes. Of course, this is perfectly acceptable as is.

+1 vote     media: Disruptor effect.
Jeffman12 Jul 28 2009, 12:20pm says:

Individually, they're just cool futuristic versions of normal everyday things(Excluding robotic arms). But altogether they give a nice description of what the mise en scene will be like.

+1 vote     article: Environment Props
Jeffman12 Jul 28 2009, 2:37am says:

Yeah, it seems kinda minimalistic. Maybe have them all at the normal positions but with the assault arrows pushing into the enemy territory.

+2 votes     article: Blog #80
Jeffman12 Jul 27 2009, 4:29pm says:

Look'n epic.

+1 vote     media: Mammoth MKII Ion Cannon Upgrade
Jeffman12 Jul 27 2009, 12:05pm says:

I dunno, I think the best field effect to use would be the sonic barrier for at least a placeholder.

+1 vote     media: Firestorm wall test
Jeffman12 Jul 25 2009, 11:26pm replied:

I'd say stay away from the hexagonal crystals anyway. I don't even think they really fit with the Tiberian Sun theme. The places that became red zones in that were almost tropical, the large oppressive tiberium plateau formations kind of detract from that feel.

+1 vote     media: Stuff
Jeffman12 Jul 25 2009, 12:07am says:

Yes, I think the introduction of an elecricity based weapon warrants different treatment altogether. I suggest looking into some possible status induced effects that can at least improve the survivability of a marine, if not the combat effectiveness. But hey, we're all just a bunch of raving fans.

+1 vote     article: Knife + Pistol = Taser?
Jeffman12 Jul 23 2009, 2:40am says:

Will it actually stun the enemy? I think this would be a great defense against Skulks, who typically just tear through the first marine they see, if it has even the slightest paralysis effect. If I may, I'd suggest it drains the stamina bar for a second. You know, if you guys still have the stamina bar implemented. A stun feature like that would probably only work effectively on the smaller targets.

+2 votes     article: Knife + Pistol = Taser?
Jeffman12 Jul 19 2009, 12:20am says:

Is there going to be a secondary and primary? For example primary is buckshot, secondary is slug.

+1 vote     media: May Update Renders
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