This member has provided no bio about themself...

Comment History
Psychomorph
Psychomorph - - 28 comments @ pr_efreeti Map shot #1

I wonder if it is.

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Underhell

One of the finest mods I've played. A good game in itself. Can't wait for Ch.2, although it will probably take years, if at all.

Good karma+2 votes
Psychomorph
Psychomorph - - 28 comments @ Vagante Alpha Revision 5

Taim for Revision 6 (it probably isn't, but I say it anyway).

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Vagante Alpha Revision 5

Ohh, and trading/selling stuff at the shop would be good. Or is there a way? I didn't figure it out if so.

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Vagante Alpha Revision 5

You mean the shop keeper throwing bombs? They'd not do it when the customer is in the crowed though.

Speaking of which, I fought the dragon today and accidentally hit the shop keeper. He run away and the next level he and his buddy both attacked me at start like mad. No idea how I managed to defeat them both, but I salvaged their shop, mwuahah. Pretty nice touch.

I wonder, what if there's a way to negotiate with ****** off shop keepers? When they come near, hold down the crouch button and they'll halt their attack and will demand compensation for the offense. You then go to the inventory menu and choose an item to give them. If they're not satisfied, than they will begin to attack immediately.

Also, what if dead corpses may act like crates, you can search them for possessions by using the up key, just like with crates? Sometimes there's something, often not.
The skeletons lying around sometimes could also have the rare opportunity to have some item still on them.

Regarding the floor mouth trap creature. If provoked by attack (one arrow, for instance, that doesn't kill) it might get aggressive and begin to attack everything that passes by, even one of my enemies. Would be interesting. Or maybe if you wake it up (it attacks you once), than it may attack other creatures, too.

I generally like if enemies tend to attack other enemies, like in Unreal, or Quake, where you can shoot a creature from distance, for instance, and they'll think it was someone else standing near them and they'll begin a dispute with them, lol.
Stuff like this gives some life to the creatures and gives the player the feel that the hostiles aren't there solely for the purpose of being an obstacle to you.

Good karma+2 votes
Psychomorph
Psychomorph - - 28 comments @ Vagante Alpha Revision 5

Maybe exiting level with the orange door could be done a bit "safer". Often it happened that I fought a bunch of enemies there and accidentally exited in the chaos.
Maybe an "Up" double-tap?

Good karma+2 votes
Psychomorph
Psychomorph - - 28 comments @ Vagante Alpha Revision 5

10) Allow to cancel a bow shot/draw by hitting another key while drawn.

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Vagante Alpha Revision 5

9) The shop owner should throw bombs at enemies that come closer to his shop to protect his goods. You should then be sure to not get in the line of fire.

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Vagante Alpha Revision 5

Some more input:
7) Allow to get down the movable blocks by crouching and jumping, so you can collect the gold and move past the spikes:
Oi57.tinypic.com
8) Make enemies hurt (even if their attack was meant for me, bit hit one of them) and eventually attack/fight eachother. I saw the dragon smashing the orange hooded guys and they didn't care. If they can provoke, annoy and therefore fight each other, than it will give them more life, otherwise they look like they are just there for me.

Good karma+3 votes
Psychomorph
Psychomorph - - 28 comments @ Shadowcrypt

When can I buy this on GOG.com?

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Vagante Alpha Revision 5

I played a bit, good game, I like. I like the colour palette.

Things I'd make/improve:
1) When character is facing left (or right) tapping the opposite direction key should turn the character on the spot, not make him move a bit toward the new direction automatically.
2) Holding the "down" key should make the character move slower (kind of sneak), so you can deal with ledges better.
3) Holding the "down" key when attacking should make the character attack diagonally down and holding the "up" key should make him attack diagonally upward.
4) When on ladder being on the same level as a hallway you should be able to just move to the side by the left/right keys to get off the ladder. Getting off ladders by jumping is kind of clumsy.
5) When you keep hitting the attack key, the character is kind of stuck in the attack animation, unable to turn around to defend the other direction. Combat should be more responsive, so you can attack and change looking direction in between.
6) Allow to bind controls to the mouse as well. While you don't use the mouse in the game (aside the menus), I find it is more comfortable to have my mouse-hand laying on the mouse than on the keyboard and use the mouse buttons for attack and other stuff (change weapons with wheel, LMB for melee, RMB for ranged, skill on MMB). Don't forget about the side buttons.

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Ground Branch

About time tactical gamers get something decent.

Good karma+3 votes
Psychomorph
Psychomorph - - 28 comments @ Thief Gold HD Texture Mod

So excited about this.

Good karma+3 votes
Psychomorph
Psychomorph - - 28 comments @ The Dark Mod 2.0 Standalone!

One of the greatest mod projects ever made, indeed.

Good job guys!

Good karma+4 votes
Psychomorph
Psychomorph - - 28 comments @ Badge of Blood

I was looing forward to this and Hull Breach. Shame they both didn't happen.

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Thief II: The Metal Age

When Tim Stellmach talks about the future of Looking Glass Studios in the Making Of video, it moves me to tears. Such great studio came to an end at their peak, while lots of trash remained prevalent.

Good karma+3 votes
Psychomorph
Psychomorph - - 28 comments @ Thief: The Dark Project

Didn't know Thief had a page here. Simply the best game I have played and I did it only a couple of years ago for the first time, the experience still beat any other recent or not so recent title. Long live old school gaming!

Good karma+3 votes
Psychomorph
Psychomorph - - 28 comments @ Infiltration

Great time was it with this mod. Since 2001 rockin'!

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Project Hull-Breach

Shame it's over with it. Looked promising, oh well, isn't the first time such thing happens.

Good karma+2 votes
Psychomorph
Psychomorph - - 28 comments @ Rogue Reborn

Ok, this isn't going anywhere it seems. What a shame. Well, maybe next time.

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Rogue Reborn

"RR is not a modern Rainbow Six. It is not my goal to make a modern Rainbow Six"

Sounds good to me!
Keep it oldschool, the only thing that I am 100% confident about is, that things that posed a real flaw in the original must be worked on, for example weapon behaviour that does not act as if handled by a real professional, etc.

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Rogue Reborn

I see that you couldn't recruit a good team around this. If so I suggest you stick with your original plan to recreate the original Rogue Spear. What I mean is, drop any effort to implement proper 1st person weapons, you won't get far with it. I mean I was the first to voice for 1st person weapons, even iron sights, but you gotta stay realistic. Just implement a SOLID reticule system and a functional HUD, that's it.

Only things remains to be done:

1) A single operative 3rd person player model (varied through uniform colour for the VS. game) and the few 3rd person weapon models. I mean this is the most minimum that needs to be there, else there is no game possible.

2) Of course the player model needs to be animated, but if you can import the original Rogue Spear player animations and use them with a new player model, than you hit the jackpot, because the original R6RS player animations are superb! (The way they lower the muzzle, switch weapons, etc). I beg you do this!

3) Additionally you need maps, you already have one as seen in the screenshots and videos (I mean at the very least this one map would do it for an initial release).

4) Player texture. Most simple is to do one texture with two different colour sets (black vs green). Perhaps you can find someone who can do this.

5) Lot's of coding, which seems to be your very speciality.

Ain't it simple?

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Project Hull-Breach

Seems dead, quite a shame, looked promising.

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Rogue Reborn

Justin, I was thinking the other day, what if you release the current build of RR as a public pre-alpha show off demo? I know that there is almost no content, but you already have the Killhouse remake map, which would let any R6 fan chill in nostalgia. You can shoot, you can walk/run around and open the doors (also include the stun grenade effect test).

My argumentation is, that showing it via YouTube has not the same effect as letting people actually use it. If someone tries it and sees that it is actually a real game, it might eventually motivate them to contribute/help much more than the YouTube videos and the few screenshots ever could. Let them test the game and feel the vibe of the idea, it might inspire people more than just words and pictures.

I don't know for sure, I could be wrong, but I think it's worth giving a thought at least.
As for how to make it. No need for an installer. Just put the folder with the files, containing a launch icon, into a zip archive. Let people unzip and launch it.

:)

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Rogue Reborn

I understand, but my reason to speak out against the Desert Eagle was not just personal preference, but because this weapon wasn't designed for military use, no unit that I heard of really uses it, for a reason; it is to bulky, to heavy and not accurate (to much kick). No side gun of choice.
It's just not a weapon you should see in a military/counter-terrorism environment, bad enough most games feature it, but it's all about the awesomeness factor. If I was ever doing a game/mod of such concept like "Rogue Reborn", I'd never, in any way, would put that gun into the game, call it a principle if you wish.
So it's not about that you can or cannot chose to deactivate for a server, it's about the principle that this weapon shouldn't be in this kind of a game at the first place.

But it's up to you, so I'm fine with whatever your decision is. I'm just stating an opinion at the end.

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Rogue Reborn

I also like the quality of the two pistols shown, good model, good texturing and animations. I'm not sure how "professional" the handling style is, but that can be researched on YouTube, looking into real SWAT/SpecOps training videos.

I wonder where you got them justin, a helpers work or from the internet (like you can download weapons for CS:Source, some high-quality work, but often not very accurate on realism when it comes to handling)?

Would be great to see it happening, few weapons, few maps, that's all we need.

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Rogue Reborn

Oh and please, I beg you, do not include the Desert Eagle into the game. Please!

Good karma+1 vote
Psychomorph
Psychomorph - - 28 comments @ Rogue Reborn

I'm glad you decided to continue the project and wish you luck.

You should consider to set up a forum soon, now that you have a site. It will be easier to communicate with the community and it might help better to motivate folks to contribute.

Good karma+2 votes