This member has provided no bio about themself...

Comment History  (0 - 30 of 147)
madface Feb 17 2013, 10:55am replied:

Make sure you have the latest Chrome or Firefox browsers (I recommend using Chrome), that JavaScript is enabled in those browsers, and that your video card drivers are up to date. Other than that, if it still doesn't work, then I'm guessing your video card is too old and blacklisted by WebGL for having security vulnerabilities. Have a look here ( and here (

If all of the above is ok and the models still don't display, then I have no idea.

+1 vote   media: View Models in 3D
madface Feb 16 2013, 4:31pm says:

Link to model:

WARNING: Long loading time.

+3 votes   media: Armored Fortress
madface Feb 16 2013, 4:17pm says: +1 vote   media: UEF Hammer
madface Feb 16 2013, 4:14pm says:

Link to model:

+1 vote   media: The Avitus
madface Feb 16 2013, 9:58am replied:

If you can see the models in wireframe, but not fully textured, then it could just be taking a long time to load. What about this model: It's just a random, but simple one from someone else on the site. Browse the main directory and see if you can load other models: It could just be taking a long time to load for you. WebGL is processing the models directly on your graphics card, so that might be why it's taking a long time for you.

+1 vote   media: View Models in 3D
madface Feb 16 2013, 1:30am says:

Avitus says the poly count is 735,000.

+4 votes   media: Annihilator in 3D
madface Feb 16 2013, 12:52am says:

Link to the model:

+3 votes   media: Annihilator in 3D
madface Feb 15 2013, 11:50pm replied:

I guess Avitus could just include the engineer alongside each model he posts...

+2 votes   media: View Models in 3D
madface Feb 15 2013, 11:04pm replied:

The following webpage has instructions on how to be able to view WebGL content:

+1 vote   media: View Models in 3D
madface Feb 15 2013, 8:20pm replied:

Lucky, LOL. Link is below :)

+1 vote   media: View Models in 3D
madface Feb 15 2013, 8:20pm says:

Hold mouse button to rotate; use mouse wheel to zoom in/out.

+3 votes   media: View Models in 3D
madface Jan 24 2013, 2:15pm replied:

I agree that the window looks stupid. However, in order to try and get everything to fit, the icons are actually half the normal size, and they still don't fit. In order to mod the research window so that everything is enclosed properly, it will entail modding one of the game's data files directly that is ~1 GB in size. Therefore, we would have to distribute the mod as an additional 1 GB just to slightly improve the UI. Maybe we'll do this once the mod is finalized. But until then, the ugliness of the window is going to have to stay until then.

To answer your second question, yes, the idea is to have the Experimental unlocks work the same way as the T1-T3 regular units, i.e., you have to first research them before you can build them.

+3 votes   media: UEF Research Tree Prototype
madface Jan 24 2013, 2:08pm replied:

Also, this is why there are 5 class upgrades and many categories of upgrades vs 3 unit upgrades, so that one particular unit can't spiral out of control and essentially become indestructible. Also, since there are only 3 unit upgrades per unit, not all units will have individualized damage output (for example) upgrades.

+1 vote   media: UEF Research Tree Prototype
madface Jan 24 2013, 2:08pm says:

double post

+2 votes   media: UEF Research Tree Prototype
madface Jan 24 2013, 2:01pm replied:

I'm not sure I understand your question about withholding research points. Can you explain what you mean by this?

About countering unit upgrades, since units will only have 3 individualized upgrades, they are limited in terms of what they can enhance. It wont be possible to make individual units "super" soldiers. The way they can be countered is by using the Class upgrades. For example, let's say a particular unit at T1 chooses to upgrade its damage output. To counter this, the opponent can instead choose to do class upgrades to HP and/or rate of fire. So, their T1 units that haven't upgraded anything can still pull some weight against the upgraded T1 units.

+1 vote   media: UEF Research Tree Prototype
madface Jan 24 2013, 1:52pm says:

This is a prototype of what the research tree will look like. There are still things to add and some icons are just placeholders. The basic ideas are as follows:

1) The tree progresses from the top left and expands towards the right and down;

2) The icons on the left-most side are the tier levels: 1, 2, 3 (yes, I know the T1 level has 2 circles. That will be fixed) + minor experimentals (represented by the Chinese/Japanese character for small) and major experimentals (represented by the Chinese/Japanese character for big). I haven't added the units in those sections just yet - a few things still need to be sorted out;

3) When you unlock a Tier level, ALL the units in that Tier become researchable. You don't have to research one after another after another etc. Once that particular Tier level is unlocked, you can then research any unit at that Tier in any order you want;

4) Each unit will have 3 personalized research unlocks. These are yet to be determined what they are. Therefore, the 1-2-3 star icons are just temporary placeholders;

5) The Tier unlocks go as follows: You first unlock Tier 1. That will then let you research Tier 1 units and/or research Tier 2. Once you research Tier 2, you then have access to research Tier 2 units and/or research Tier 3 and/or Minor Experimentals. It's at this point where the game becomes significantly more diversified as people have the choice to either start researching Tier 3 units or after researching Minor Experimentals to research Major Experimentals. One thing to keep in mind is that the Tier icons are not akin to labels. You first MUST research a particular Tier THEN you can begin unlocking individual units associated with that Tier;

6) At the very bottom there are a series of 1-2-3-4-5 star research icons. These are the Class upgrades, and hence affect all units. They are for things like speed, hp, damage, build speed, rate of fire, etc. Each of these categories can be upgraded to a maximum of 5 times.

+9 votes   media: UEF Research Tree Prototype
madface Jan 20 2013, 4:46pm says:

Here is the link:

+10 votes   media: Support GPG
madface Dec 14 2012, 11:26am says:

Hey Warsmith, can you link for me an isolated image of the daemon pic you have in the banner at the top of your moddb page? I have a BW version of it as it appears in the Codex, but I'd also like to have a full colour version of it but can't find one on the internet.

+1 vote   mod: Warhammer 40k: Black Crusade
madface Dec 9 2012, 2:24am replied:

Unfortunately, I think the answer is no. I've exhausted every possible modding combination to do so, but it seems the engine has hard-coded that different branches leading to the same research item are treated as OR options. Therefore, as long as one branch is satisfied, then you can always get to the research item down the branch irrespective of the other items, to get X you need Z OR Y. So, there is no AND option, i.e., to get X you need Z AND Y. It sucks, I know.

Also, the research costs for Revamp 1.2 will be really different from the default game. I would be surprised if by the end of 1 hour you will be able to research everything. Remember, 1.2 will also have per unit research upgrades in addition to class upgrades and unit unlocks. Not to mention essentially a 5 tier system (3 main tiers + 2 experimental tiers). Then multiply that out across the Land, Air, and Naval branches. Not to mention the Structures and ACU branches, which will have a lot of research in their own rights.

+1 vote   mod: Revamp Expansion Mod (RVE)
madface Oct 31 2012, 5:32pm replied:

That's temporarily on hold. I have to wait until Avitus finishes all the modelling for the main Revamp mod, since Portal Wars (what you call Star Gate) is dependant on it.

+2 votes   mod: Revamp Expansion Mod (RVE)
madface Aug 2 2012, 11:59pm replied:

It will still use a mod manager. BUUUUUT, it's a completely new one I wrote from scratch. It will have a lot more error checking and will be more user-friendly. Here is a screenshot of an older version of it (the newer one has slight layout changes and more options):

+3 votes   mod: Revamp Expansion Mod (RVE)
madface Jul 23 2012, 1:50pm replied:

All units and buildings can cost any combination of mass, energy, and research points, positive and negative cost. So, yes to your question.

With regards to your first two questions, I'll let OverRated give the definitive answer, but I don't think it's possible to spawn more than one unit from a building simultaneously, but I could be wrong. There was a mod that OverRated made where he made a unit divide in two smaller units of the same design. But that was for units, not sure if the same applies to buildings.

As for changing into another unit, that should be possible.

+1 vote   mod: Revamp Expansion Mod (RVE)
madface Jul 23 2012, 1:44pm replied:

Towel or diaper?

+1 vote   mod: Revamp Expansion Mod (RVE)
madface Jul 21 2012, 3:59pm says:

Great mod!

Just wondering, what version of 3ds Max are you using? Last I've been able to track down were Santos' import/export scripts that worked up to version 8 of Max. Are you using any more recent version of Max with updated import/export scripts?

+1 vote   mod: Warhammer 40k: Black Crusade
madface Jul 20 2012, 12:12am replied:

No. He's saying he's going to update the progress screen at the top of the moddb page.

+2 votes   mod: Revamp Expansion Mod (RVE)
madface Jul 11 2012, 1:09pm replied:

The name "Dreadnought" has actually been officially given to a naval ship in history, . So, I think the name is ok in that regard.

However, within the gaming industry, when I hear Dreadnought, this is what I think of:

+1 vote   media: Phoenix T3 Dreadnought
madface Jun 24 2012, 3:44pm replied:

Pretty massive.

+1 vote   mod: Revamp Expansion Mod (RVE)
madface Jun 1 2012, 4:00pm replied:

Figuring out what's causing desyncs will be possible with the new mod manager I've created. It will do several different hash algorithms on the files installed, so any mismatching files will be easily identifiable.

+1 vote   mod: Revamp Expansion Mod (RVE)
madface May 30 2012, 1:17am replied:

What OverRated meant to say is that YES, there will be a completely new mod manager. It's been coded anew from scratch and will work differently. It will have a lot more options and will be much more user-friendly.

+1 vote   mod: Revamp Expansion Mod (RVE)
madface Apr 30 2012, 12:33pm replied:

You could try sending an e-mail to the dev of the original Sins 3ds Max tool ( and ask him nicely to update it. He has kindly agreed to help update the 3ds Max tool he originally made for Supreme Commander to Supreme Commander 2 after a mod group I'm part of communicated with him. You can get his contact info from the index page of his website, .

+2 votes   media: Whats different?
madface Apr 18 2012, 2:01pm says:

LMFAO, complaining about something that's free...

+2 votes   article: Experimental Warp Pillars Mod
madface Nov 22 2011, 11:23pm replied:


Dude, your profile says that you're 20 and live in the U.S. Don't tell me crap that you can't shop online. You can buy games from Steam using any of the following:

- WebMoney
- Visa
- MasterCard
- American Express
- Discover
- PayPal
- ClickandBuy

If, while living in the U.S., you tell me that you can't use any of the above methods to spend $2 to buy the DLC, at 20 years old, then go troll somewhere else.

And about being educated, there's a reason why I'm on this mod team and you're not.

+2 votes   media: whynosupportfordlc
madface Nov 22 2011, 3:28pm replied:

The DLC is not one or more extra files that you can just make available for people to download. The base game files are also updated. So, in order for you to distribute the DLC, you literally have to redistribute the entire game.

Also, we do not endorse you to warez the game. If that is what you want to do, then please stop posting on our mod pages.

Moreover, the file format of the Revamp mod starting with v1.2 will be changed and encrypted and will work only with the new mod manager I have created. And the mod manager will check to see that you have a legitimate install of the game.

During Steam sales, you can get SC2 for ~$3 and the DLC for ~$2. There's a good chance that you'll see the game on sale around Christmas, if not sooner. At these prices, I find it difficult for anyone to justify warezing the game and really don't care for people that can't dish out $5. If your situation is that you don't have $5, then either a) skip lunch for one day and save up, or b) you shouldn't be playing games in the first place. You have other priorities in life.

+2 votes   media: whynosupportfordlc
madface Jul 28 2011, 7:31pm replied:

I made that comment before Jazz/Avitus and others joined the team. Obviously, since then the goals of the next release have been expanded.

And it's not about who is right or wrong; you could be right, but for the wrong reasons.

+1 vote   article: PORTAL WARS MINIMOD
madface Jul 17 2011, 10:45pm says:

Reminds me of the Mechapede from CNC3, which is a very cool unit in my opinion.

+6 votes   media: Cybran T3 unit
madface Jun 29 2011, 1:54pm says:

Just outright AWESOME!!!

However, could you (1) shift the ACU up a bit so as not to cut off the feet, and (2) please replace the hot pink with blood red... LOL!!!

+3 votes   media: UEF Wallpaper sample
madface Jun 11 2011, 5:18pm says:

Reminds me of the Tactical Battle Pod from Robotech (

+2 votes   media: Cybran Tripod
madface Apr 27 2011, 11:40pm replied:

Perhaps a new member to the Revamp Mod Team?

joker, on my end, are you any good with c# and winforms programming? That's what I use for programming the Mod Creation Toolkit.

But proper to SC2 modding, of immediate interest to us would be UI coding. For example, let's say we create a bunch of new abilities for units and structures and there isn't enough room on the default panel to include all these new abilities. We would then require a new, clickable panel, where these extra abilities would be placed.

Also, are you any good at 3d modelling? Texturing? Animations?

+1 vote   article: Revamp Expansion Mod 1.2 (WIP LIST)
madface Apr 23 2011, 2:48pm replied:

When you see the download link on the main page ;-)

+1 vote   article: Revamp Expansion Mod 1.2 (WIP LIST)
madface Mar 18 2011, 11:47am replied:

Спасибо за ваши добрые слова и за вашу поддержку. Мы всегда ищем способы улучшить мод.

+1 vote   media: Gun Metal Gray
Offline Since
Dec 30, 2013
Canada Canada
Member Watch
Track this member
Comment Statistics
Posts per day