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jkruse05 Jul 1 2013, 10:37pm says:

I got a vibe not unlike the early sections of Half Life, definitely some System Shock as well. Very happy to see it moving along, watched the gameplay about ten times. I can't wait to give it a shot with the Rift.

+1 vote   article: Routine - Alpha Gameplay Video
jkruse05 Feb 15 2013, 7:08pm says:

Is there any chance of replacing the basic soldier Alien's AI with that of the lurker Alien? I think that would go a long way toward improving the experience. That and removing O'Neal and Bella as NPCs, make me play alone.

+4 votes   game: Aliens: Colonial Marines
jkruse05 Jan 8 2013, 10:41pm replied:

I'd say it depends how the mouth animates. As long as it doesn't stretch any wider in animation it looks fine to me.

+2 votes   media: Amber Final Look
jkruse05 Dec 20 2012, 1:22am says:

So, is this a story sequel to Nehrim, or at least set in the same universe, or is it a 'spiritual successor'? Excited either way.

+1 vote   mod: Enderal - The Shards of Order
jkruse05 Dec 13 2012, 1:13pm replied:

Well, they might just use the movie visuals with the book story, in which he lives, but yeah, you're probably right.

+1 vote   mod: Jurassic Life
jkruse05 Sep 27 2012, 7:35am says:

The WEA emblem isn't going to get you in trouble is it? I'd hate for that to happen.

+1 vote   article: Deep Impact Update 1
jkruse05 Sep 20 2012, 7:42pm says:

I'm pretty sure this review was done wearing a pair of nostalgia goggles, especially the 'narrative' section. Either he hasn't played Half Life for years, or wasn't paying much attention to Black Mesa as he played.

+4 votes   media: ValveTime Review - Black Mesa
jkruse05 Sep 15 2012, 5:20pm replied:

This happens every once in a while, especially (but not only) after playing for an extended period of time. It usually clears up if you just restart the game.

+1 vote   mod: Black Mesa
jkruse05 Sep 14 2012, 3:47pm says:

I just finished working my way back to the reception desk after the resonance cascade, and I must say, so far this game is Valve quality. A lot of work was put into making the facility more logical, while retaining the scenes we already know and love. The atmosphere is spot on, and new gameplay sections/styles have been integrated to mix up the familiar hallways. A big plus for me is the new voice acting, choreographed scenes, and small details that build a stronger connection between the story of Black Mesa and the stories present in Half Life 2 and the Half Life expansions. My one and only, nitpicky complaint is that it feels like I have to crouch jump to achieve what used to be a normal jump. Perhaps I'll write my first full review when I finish it.

+12 votes   article: Black Mesa v1.0 released
jkruse05 Sep 2 2012, 10:37pm replied:

Not exactly. Half Life Source is a direct port of Half life into the Source engine, old textures, models, maps and all. Black Mesa is a remake, everything is designed to take full advantage of the Episode 2 engine and many areas have been redesigned and rebalanced for better flow and more logical environments.

+3 votes   mod: Black Mesa
jkruse05 Aug 31 2012, 1:23pm says:

I just saw this on Steam Greenlight and it immediately caught my interest. When I was young, just getting into gaming and still really into he whole astronaut thing, I dreamed about a game like this. Seriously, I started making naive design notes myself. Hollow Moon, a mod for UT 2004, struck that itch to a degree, but I'm really excited to see where you take it.

+3 votes   game: Routine
jkruse05 May 23 2012, 10:38pm says:

Disregarding everything else about this map I LOVE that the streets and sidewalks are made at a proper, realistic width.

+1 vote   media: OF2 - Urban Chaos
jkruse05 Apr 11 2012, 7:19pm replied:

I can understand that. Can I safely assume that you are using the HL2 animations, hence the similar claw design? An alternate idea that may be appealing is the gravity glove concept, though you would have to contact the original creator of that gmod, uh, mod.

+1 vote   media: Gravity Gun
jkruse05 Apr 6 2012, 10:59am says:

I won't argue against using the gravity gun, it's a great gameplay tool, but I do believe that keeping it so similar to the HL2 original is a bit of a disservice to your mod.

+11 votes   media: Gravity Gun
jkruse05 Mar 25 2012, 11:12pm says:

I really wish I could help, but I'm too far behind the times with Source and Hammer to deliver the quality this mod deserves.

+2 votes   article: OF2 - We need more mappers.
jkruse05 Feb 6 2012, 3:23am says:

I'm assuming this is more reliable than the Cauchat it seems to be based on.

+1 vote   media: Media for News update
jkruse05 Jan 31 2012, 3:56pm replied:

That's unfortunate. Still, I like the idea and will certainly give it a try.

+1 vote   mod: S.T.A.L.K.E.R. Call of Pripyat: Redux v2.0
jkruse05 Jan 30 2012, 9:58pm says:

I truly do like the magazine system you are implementing, but I'd like to make a suggestion, if I may. I tend to believe in the idea that fewer menus is better, with that in mind would it be possible to, rather than use a reloading tool, simply drag and drop the box of ammo you want to load onto the magazine you want to put it in? Perhaps alongside the ability to take magazines off the stack if you want a different kind of ammo in some.

+1 vote   mod: S.T.A.L.K.E.R. Call of Pripyat: Redux v2.0
jkruse05 Jan 28 2012, 8:15pm replied:

Good to hear, definitely looking forward to a dino safari.

+1 vote   game: Project Crynosaurs | Return to Jurassic Park
jkruse05 Jan 26 2012, 12:39am says:

I've been wondering, do you intend to implement any sort of interaction AI for the dinosaurs, like STALKER's A-Life? Will they hunt, graze, migrate?

+1 vote   game: Project Crynosaurs | Return to Jurassic Park
jkruse05 Dec 5 2011, 12:13pm says:

Well done good sirs. I recall someone attempting to get a (functionally) similar thing to work in Gmod. It worked a little bit, but caused a severe fps drop. Good to see you don't seem to have that issue.

+1 vote   media: Source Engine Global Lighting (Day/Night)
jkruse05 Jun 21 2011, 12:38am says:

Something about the city shots seems a I think it's that the global lighting doesn't mix right with the light from the various colorful signs, or something like that. The signs give the impression that the ambient light should be more varied and colorful than it is. Maybe it's just me.

+4 votes   media: Stuff blowing up
jkruse05 May 7 2011, 12:33pm says:

Typically it's for one of three reasons. One, there's no demo and I'm not sure if my PC can run it. Two, there's no demo and I'm not convinced it's worth buying (if I decide it is I usually buy it). Or three, it's out of print.

+18 votes   poll: Why do you pirate games?
jkruse05 Mar 8 2011, 2:07am says:

Is the texture for the far windows a place holder? It seems far too bright for the atmosphere of the level. It would be fine if it looked like lights are on inside, but it just looks like a bright blue square. If you ARE going for a lights inside look, make sure to mix it up, not every light would be on. Other than that it looks great, can't wait to see more of the level.

+3 votes   media: OF2 - Urban Chaos (The Rooftops)
jkruse05 Feb 18 2011, 9:55pm replied:

I think you got the western vibe down pat, if this will be playing in the area with the submarine and similar ones it should work just fine, especially if enemy engagements are surprises.

+4 votes   media: OF2 - "The Wastes"
jkruse05 Feb 18 2011, 9:50pm replied:

Completely understandable, keeping practicing, getting better, before you know it'll be a breeze.

+1 vote   media: Liopleurodon
jkruse05 Feb 18 2011, 3:44pm replied:

Eh, if not amazing the majority in the video were at least usable, and relatively good considering their poly count. I suppose I'd have to download and inspect them to really know how good they are, but, yeah, not bad.

+1 vote   media: Free 3d Model Pack #1
jkruse05 Feb 18 2011, 3:35pm says:

If it is actually using its fins to propel itself in water there needs to be a pushing motion with some rotation. The fin would turn to a semi-vertical position, push back, then return to horizontal before coming forward for another turn and stroke. More than likely it would alternate between the forward and rear fins (which I see you're already doing) to keep constant motion rather than jerking forward. Simply moving up and down won't do much, it would probably move, but not very quickly.
Anyway, I realize this is WIP, just trying to help point out what needs to be adjusted.

+1 vote   media: Liopleurodon
jkruse05 Feb 6 2011, 11:45am replied:

I'll agree with that, I also think something needs to be done to eliminate the 'rolling' appearance of the debris. Right now they kinda look like someone's bowling at you, maybe tone down the particles following them.

Still, great work, I'd like to see how this works/looks when fired at a wall rather than the ground.

+7 votes   media: Explosion FX + Shrapnel Test (v2)
jkruse05 Jan 22 2011, 6:03am says:

Oh, I usually get two or three at full price then a few cheap ones. So somewhere around $150 - $250 depending on a number of factors.

+1 vote   poll: As a modder how much do you roughly spend in a year on games?
jkruse05 Apr 8 2009, 12:20am replied:

I'd like to know that myself, also, this is beautiful, I love the skybox.

+1 vote   media: Day-Night-Cycle on SA_Inferno
jkruse05 Feb 3 2008, 12:29pm says:

Looking great, cant' wait for release. Also, was the music in your trailer a sample of in-game music?

+1 vote   article: MechWarrior: Living Legends January Newsletter!
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