For mapping related questions/support, visit #et.mapping or #radiant on quakenet (IRC)

Comment History  (0 - 30 of 34)
KeMoN Jul 20 2014, 3:46pm says:

Since I was testing alone, I could only check the Barracks menu and its appearance combined with the WWII pack you provided.
I have to say this is some astonishing work! (the pilot goggles are a nice touch!)

Some things I would like to report/request:
• when in spectator / limbo state / or awaiting medic state the player is shown dead or calling for a medic. In my opinion it should always be a standing model

• zoom +/- especially handy for the face, but also has a nicer touch

• complete (but maybe limited) 3D perspective (not only one rotation axis)

I know that my feedback is limited but I didn't have the motivation to completely test the mod on my own. Again, great work!

+2 votes     mod: ET Headquarters
KeMoN Jul 11 2014, 7:26am says:

Sign of life! Glad to see you're still working on it.

Just a thought. A suicide/selfkill shouldn't lead to dropping coins. It might be a stupid way, but it is highly abusable for coin farming.

+2 votes     media: ET Headquarters Mod (Preview1): Testing stuff out
KeMoN May 20 2014, 10:52am says:

I really love your eye for details!

+2 votes     media: CoD2 animated bullets
KeMoN Apr 22 2014, 3:32am says:

nice! Also he looks a little like Bruce Willis

+2 votes     media: CoD2 uniforms - more German heads
KeMoN Mar 14 2014, 5:33pm says:

Take your time mate! No need to rush something. We will still be here and patiently waiting for this most promising mod to happen! :)

+4 votes     article: News #10: Plans for future weeks!
KeMoN Mar 4 2014, 4:20am says:

The speed and especially the quality of your work is truly amazing! Can't get enough of your weapon models!

+3 votes     member: TITEUF-85
KeMoN Feb 26 2013, 11:06am says:

Don't know if it's the screenshot, but the left side is way too dark.

You can perfectly hide unseen in the shadows and kill everyone who is walking by...

+2 votes     media: 1944 Nordwind 2 - Truckyard
KeMoN Nov 22 2012, 2:16pm replied:

and @Indloon
Thank you guys! And could you do me a favor and keep it away from SD a little bit? I still want to get some stuff done before I bump my old thread :D

EDIT: ok, scratch that part with SD. I see it's already too late :(

+1 vote     media: planned map-layout
KeMoN Mar 11 2012, 11:11am replied:

Well, changed historical background isn't that bad when the overall atmosphere is fitting in itself, but please do not mess with the weapons!! You see those all the time and I bet all the fans of this time (including me) will be highly disappointed when the weapons aren't correct.

It is like receiving a bad result in a test and someone's always rubbing your nose into it. Strange example I know :P

What i want to say is. Although your game is set in a historical uncorrect setting, please leave the weapons as they are OR create totally new ones which don't remind you at all of the correct ones.

I see this modification not as alternative but simply as a mistake or the inability of creating a correct weapon.

Please don't get me wrong, I like this mod. It reminds me of Saboteur a truely awesome game. I just want you to be correct where it matters!


+1 vote     article: Zeitgeist, The Arsenal - Part I, the KnK '98
KeMoN Feb 1 2012, 2:31pm says:

I'm sorry but I'm not totally convinced with those sounds.

First of all I really think it's annoying if you can here the grenade bouncing on and off the floor like it was made out of wood and falling onto wood and not onto grass or dirt (where it actually won't bounce but land and stuck. I wasn't in war but I'm quite sure you haven't actually heard the grenade bouncing.
I could understand if you put that feature in to "warn" enemies of that grenade but I really don't like it.

Secondly I rather like explosions with a slight touch of bass. It's most certainly subjective but I think the explosion sounds are a bit too high-pitched. Especially the explosion sounds of vehicle-destruction and landmines!

Nevertheless I like the echo of the sounds. It's smoothly fading out and not cutting out sharply. Would be great if you could adjust the sounds and make them a bit more low-pitched with a slight bass.

Baryonyx wrote: One question; will the game have 3d sound and interact with the environment?

I'd also love to have surround sound support ingame but I suppose you already planned to implement that. I just wanted to support Baryonyx with his question.

>I'll post that same comment also on the website<

+2 votes     article: The Sound of Explosions
KeMoN Dec 20 2011, 11:37am says:

that would toatally be great and solve many problems. Wouldn't there be another option to solve this? If AIs just spawn when they are needed so you put some triggers into the map. When players walk through there AIs spawn for the next section and so on. But letting them respawn in a closed hut or something similar would be the best version.
Btw for our comment-discussion I posted in the SD-forums because I had better opportunities with showing pics, etc there. Hope it isn't too distracting :P


+1 vote     mod: Return To Castle Wolfenstein: Cooperative Gameplay
KeMoN Dec 19 2011, 9:28am says:

This truely looks like a promising mod. But you definitely need to update the maps with a larger army of german soldiers because right now it is even hillarious sometimes with only one american soldier.

>>I've added support for separate .ents file for each map, this makes it possible to add entities to the map without recompiling. We can add new ai enemies this way<<

Would be great if you could properly update the amount without exaggerating.

Just an idea which popped into my mind right now. Maybe you know the map-pack "project-51"? Some of those maps are really great and with small modifications they would definitely be on vanilla-wolf level. Maybe you can contact the mappers whether they would like to see their maps in that project or you just secretly decompile and add them...What? Did I just say that? Noooooo...

+1 vote     mod: Return To Castle Wolfenstein: Cooperative Gameplay
KeMoN Dec 12 2011, 10:15am replied:

thanks for the advice. I wasn't even registered...

+1 vote     article: Objective highlighting
KeMoN Dec 11 2011, 4:49am says:

Reto.Hal9k do you already know how you are going to implement that feature? Would be nice to hear feedback after you and the rest of the team decided on one aspect.

+1 vote     article: Objective highlighting
KeMoN Dec 9 2011, 6:27am replied:

Sorry for spamming but I can't edit my older post anymore...
Another simple option to solve this 'issue' would be to create a "flat" compass. Then the icons would be arranged tidily in one fix position and wouldn't distract players.
Personally I prefer that option since you always are able to quickly see where you are without pushing a button and because of its simple and tidy arrangement. < examplepicture #1 (Wolfenstein) < examplepicture #2 (Skyrim)

+1 vote     article: Objective highlighting
KeMoN Dec 9 2011, 5:54am says:

Will that icon be always visible? I don't know how the ingame works but if there is a hotkey to display the mission objects in a table or something similar you could connect that icon to that key.
In Brink for example the objectives are also visible like that and if there are also other icons of e.g. fireteams, quickchat, etc the screen gets confusing very quickly.

In my opinion it is a nice idea but you definitely should work something out so it isn't displayed all the time.

I created a quick example picture so you can understand better what I'm talking about. < examplepicture

+1 vote     article: Objective highlighting
KeMoN Dec 7 2011, 11:26am says:

Nothing to critizise about. This is great work. Really smooth.

+2 votes     media: Idle dynamic animation
KeMoN Dec 7 2011, 11:24am says:

I like the smooth animation, but why is the whole screen shaking at some points during reloading? Would you mind fixing, editing or reworking it?

+2 votes     media: Dynamic Animations. Fire/Reload
KeMoN Nov 28 2011, 10:08am says:

Nice sounds indeed, Jesper. I'm looking forward to this soundtrack added to an astonishing official trailer ;P

+1 vote     media: Heroes & Generals Jesper Kyd Soundtrack Teaser
KeMoN Nov 21 2011, 3:04pm replied:

totally agreed :)
This game will surely rock.

+1 vote     game: Heroes & Generals
KeMoN Nov 21 2011, 11:41am says:

Have you already created animations or only the plane model?
If you have could you please upload also videos showing the animation because a nice model is nothing without a fitting animation.
By the way nice model ;)

+2 votes     media: Maschinenpistole 40
KeMoN Nov 11 2011, 7:02am says:

Is there an opportunity to implement the XReal engine which is currently tweaked for W:ET? Would be also nice to have RtCW with nice new graphics

+2 votes     article: Status Report #1
KeMoN Nov 2 2011, 5:47pm replied:

I loved Wolfenstein and I would love it if this game would include the funny and stereotypical view on the german wehrmacht. It's just hilarious. Ah and by the way I'm german. ;)

+2 votes     game: Heroes & Generals
KeMoN Oct 21 2011, 3:25pm says:
Item Throw
Error Occured Processing

I receive that error for each of your videos..
The player just shows that message. You should try uploading it again. Decompresed or maybe in another format?

+3 votes     media: Item Throw
KeMoN Jul 10 2011, 10:43am replied:

There never existed a 'night' skin. It will be the normal skin for the region where the map is located.

+1 vote     media: Fueldump Work in Progress
KeMoN Jun 26 2011, 8:35am replied:

sure. I can do so. First of all Backsnipe and me need to finish Pointe du Hoc then I can send you everything with the mapfile or you just tell us what to do. Backsnipe told me that you are already working together with modelling so the communitaction is there.

I currently started a new version of fueldump if you are interested. I wasn't in the mood to go on at Pointe du Hoc so I created the fueldump version. :)

+3 votes     mod: ETXreaL
KeMoN Jun 25 2011, 3:14pm says:

If I can help as a mapper in any way. Just say so. I would like to help you in bringing this forward.

+2 votes     mod: ETXreaL
KeMoN Jun 23 2011, 8:22am says:

Me neither :D

+1 vote     media: Pointe du Hoc
KeMoN May 11 2011, 11:33am says:

I'd like to vote for the cloth-covered sniper because it's still at the eastern front and there was plenty of snow (like in the videos/pics) so the cloth was very important for the snipers.
Besides the realism factor I just like the cloth-covered model more!

+2 votes     article: CoD2 Back2Fronts Mosin-Nagant poll
KeMoN Apr 30 2011, 7:13pm says:

Really awesome work, guys. Respect. Your mod is really getting better and better. :)

+2 votes     article: CoD2 Back2Fronts weapons and menu ingame
Offline Since
Sep 17, 2014
Germany Germany
Member Watch
Track this member
Comment Statistics
Posts per day