Hey I'm Silverfang, I like to play games quite a bit on the computer and my xbox, I listen to many kinds of music including (but not limited to) metal, dubstep, and djent (is that metal?). Feel free to add me on XFire, AIm, MSN, Steam, or XBL.

Comment History  (120 - 150 of 437)
silverfang22
silverfang22 Jul 10 2013, 11:34pm says:

Seems like discussions about the technical issues and support would make for a good commentary over the video, I assume that the game audio was removed with that which is a bummer.

+2 votes   article: Development Update (07/06/2013)
silverfang22
silverfang22 May 18 2013, 12:20pm replied:

No changes, your map should still be compatible as long as you add team spawns and such just like on Nightfall.

+1 vote   article: May the Source be With You!
silverfang22
silverfang22 Feb 26 2013, 12:47pm replied:

Missed that, thanks

+3 votes   media: New blur effect
silverfang22
silverfang22 Feb 25 2013, 11:10am says:

is this radial or motion blur?

+3 votes   media: New blur effect
silverfang22
silverfang22 Feb 10 2013, 4:55pm says:

Are these models created by one of the project developers or are they taken from royalty free model sites like Turbosquid?

+1 vote   media: Binoculars
silverfang22
silverfang22 Feb 2 2013, 10:13am replied:

Connect to it with /connect localhost:port in the console of the client (open the console by holding shift and hitting the tilde key ~)

By default, port is 29070, if you haven't set net_port to something non-default, try 29071 and 29072 i.e. localhost:29071

+1 vote   article: Hosting a Phase 1 Server
silverfang22
silverfang22 Dec 8 2012, 10:09am replied:

Actually I just realized I misread this, I thought you meant the new version once it's finally out (which is 2.4.5 not 2.4.4).

We'll probably have a full version and a patch of 2.4.5, but it's too much trouble to try and go back so far and make a full version of 2.4.4.

+1 vote   media: New Gametype/Map
silverfang22
silverfang22 Dec 5 2012, 5:21am replied:

Yes, whenever we get around to finishing up 2.4.4 (we're very busy with JKG) we'll almost certainly release it as a full version as opposed to a patch.

+1 vote   media: New Gametype/Map
silverfang22
silverfang22 Oct 17 2012, 8:23am says:

I can see these environments being legitimately creepy if it was at night!

Though, I say that the art style should look more "grimy", everything is very bright and gives off the wrong feel. I do see though that you plan to have some post processing effects planned for a final look to the art, I just think it might all blend a little better if the art style was altogether less contrasting and vibrant... though I could see things being "happy" looking at first, then starting to get more and more creepy as you start to figure out what's going on story-wise ;)

+2 votes   article: Progress Report
silverfang22
silverfang22 Sep 25 2012, 10:24pm replied:

Slender Source was already going to have co-op, but multiplayer sounds interesting. Reminds me of The Hidden source mod, just with slenderman :p

+1 vote   game: NullProject
silverfang22
silverfang22 Sep 18 2012, 3:19pm replied:

the zip is missing files, you'll need to update via the launcher.

Launcher should be fixed now, more or less.

+2 votes   download: Jedi Knight Galaxies Public Release 1.0, ZIP
silverfang22
silverfang22 Sep 18 2012, 6:32am says:

After downloading and installing this, run the launcher to update it.

+2 votes   download: Jedi Knight Galaxies Public Release 1.0, ZIP
silverfang22
silverfang22 Sep 4 2012, 8:05pm replied:

It's just the base model if I'm not mistaken

We'd never use ported content.

+2 votes   media: Interview with the JKG team on Jedi Knight Hub
silverfang22
silverfang22 Aug 15 2012, 7:05am replied:

SP won't exist in JKG, but yes, you just might see some doors that require you to slice in >:D

+1 vote   media: Developer Diary #28 - Slice
silverfang22
silverfang22 Aug 15 2012, 3:25am says:

I have 4 big issues with this model
1. No LOD support - This looks like a pretty high poly model especially with glow and specularity thrown on there (glow doubles the tri count for any object it's put on)
2. Textures seem a bit cartoony (at least for the main armor part) - They don't quite fit the feel of Republic Commando in my opinion, they could use some improvement in the finer details like scratches and grunge
3. Poorly rigged - Especially around the arm area, the second saber floats way away from the player and the biceps deform really weirdly. so does the elbow where it meets the forearm armor.
4. The texture resolution is really low, 512x512 looks really bad, you should just overhaul the textures in a higher resolution (at least 1024x1024 for the bigger objects like the torso)

One more thing, though it's less of a big deal, there's no gauntlet vibroblade! You should at least include it as a non-default model (i.e. /model vode_an_delta_squad/blade which btw, you should really rename the model to something like delta or commando or katarn. Yes, the armor is called katarn commando armor). Oh and there's no sounds :P

BUT otherwise it's a good model, I really like it. Good job

+3 votes   download: Republic Commando model
silverfang22
silverfang22 Aug 2 2012, 12:49pm says:

Nobody is getting through this way! >:D

+1 vote   media: Developer Screenshot July 31st 2012
silverfang22
silverfang22 Aug 1 2012, 12:28am says:

Not sure how this would be done (I'm not a coder, and I've never worked with CryEngine 3) But it would be awesome if after a battle here, everything started to turn fall colors (grass would turn a little more dead, plenty of blood stains on the ground) and depending on how you plan for the game to progress (I doubt it's open-world, but anyway) any time you came back here it would stay that way.

+1 vote   media: Grass in Antietam
silverfang22
silverfang22 Jul 18 2012, 3:57pm says:

I think you guys are really going to enjoy the developer diary coming this weekend :D

Big ups to BlasTech for the HUD ^^

+3 votes   media: Developer Screenshot July 18th 2012
silverfang22
silverfang22 May 17 2012, 1:48pm says:

"Unnamed man"
"Dave the Survivor"

!?!?!

+14 votes   game: Dave the Survivor
silverfang22
silverfang22 May 15 2012, 10:09am says:

This was a lot of fun, thanks to everyone who showed up <3

+2 votes   article: Upcoming Online Match
silverfang22
silverfang22 May 1 2012, 7:43am says:

This file may be broken, I just tried it on a magnavolge server and it did not work until I uploaded all my main files (including clientside ones). I'll be discussing this with eezstreet today, hopefully we can get a working version up soon.

+2 votes   download: Gunslinger's Academy v2.4.3 FULL Serverside
silverfang22
silverfang22 Apr 22 2012, 6:31pm replied:

Yes, yes it was. :p

+2 votes   article: Important Notice
silverfang22
silverfang22 Mar 26 2012, 4:48pm replied:

Yeah I agree the bloom is often waay too much. Eventually we'll have it map-controlled so the mapper can determine what looks best for the specific map.

+1 vote   media: Gunslinger's Academy - Gameplay Sample
silverfang22
silverfang22 Mar 26 2012, 4:45pm says:

Heh, technically you're holding them with no hands, with your mind >:D soon enough we'll have some proper hands holding weapons. Until then you can pretend you're playing goldeneye or something :d

+4 votes   article: Gunslinger's Academy v2.4.3 out now!
silverfang22
silverfang22 Mar 17 2012, 3:00pm says:

The crosshair size is also large for melee weapons, like the Taser, it should have its own crosshair soon though.

+1 vote   media: 2.4.3 shot
silverfang22
silverfang22 Jan 24 2012, 4:54pm replied:

care to elaborate?

+1 vote   media: Achievement Unlocked
silverfang22
silverfang22 Jan 20 2012, 5:27am replied:

Eh, scratch that, lost interest not long after starting it.

+1 vote   download: SilvMod Beta
silverfang22
silverfang22 Oct 7 2011, 1:05pm replied:

No, he's just testing it. >.>

+1 vote   media: Enderdragon Animation Update
silverfang22
silverfang22 Oct 2 2011, 7:57am says:

I finally decided to continue the mod, the moddb page will be here: Moddb.com

+1 vote   download: SilvMod Beta
silverfang22
silverfang22 Sep 11 2011, 6:57pm replied:

I don't know where you're getting a release date from but I can tell you we can't say for certain when a release is coming, just that we're working hard to get something out to you guys. As much as I know you guys want beta (believe me, I do too!) I'd appreciate if you guys stopped asking for it, if we released what we have now there would be so many core elements missing that it wouldn't be nearly as fun for you guys if we waited until it was ready to play.

+3 votes   media: Dev screenshot September 11th 2011
silverfang22
silverfang22 Aug 3 2011, 2:45am says:

Yeah I was very skeptical, I still won't shoot it down though as it's still a possibility. It was pretty obvious it wasn't going to be good for gaming, having each grain of dirt as a full 3d object is just a waste of detail and processing power.

+9 votes   article: It’s a scam!
silverfang22
silverfang22 Jun 22 2011, 1:04pm says:

This looks like a mod, not a game nor expansion.

+4 votes   mod: AdventureCraft
silverfang22
silverfang22 May 23 2011, 9:35pm replied:

No he did fix mine cart boosters, it's all powered rails now.

+2 votes   article: The changelist for 1.6
silverfang22
silverfang22 Apr 5 2011, 6:50pm replied:

Yes I have, we want to make our own content though.

+1 vote   media: MA5C WIP
silverfang22
silverfang22 Jan 28 2011, 8:32pm replied:

that wouldn't help sato, he'd still have to use a camera, avi_demo might be easier on the eyes, but no sound.

+1 vote   media: Web Swinging Mechanics
silverfang22
silverfang22 Aug 22 2010, 3:10pm replied:

I agree with you that more interesting updates should be posted, weapons with nothing else is rather... boring. I'll see about getting more interesting updates posted if possible.

+2 votes   article: Fortnightly Update #4
silverfang22
silverfang22 Jul 25 2010, 1:40pm replied:

Of course

+1 vote   media: Screenshots of weapons
silverfang22
silverfang22 Jul 10 2010, 1:27pm says:

I vote we should give the ghost a closed cockpit, like the ghosts in the halo 1 concept art.

+1 vote   media: Ghost
silverfang22
silverfang22 Aug 15 2012, 7:02am replied:

Haha, prehaps you were the first to say what it was, somebody else recently figured out what it was (Midshifter I think?) but yeah, guess we have another winner... you! :P

+1 vote   media: Developer Diary #27 Video Screencaptures
silverfang22
silverfang22 Aug 15 2012, 6:55am replied:

where's the sippy straw though? :P

+1 vote   media: Diary #26: A Director's Supplementary Notes
silverfang22
silverfang22 Aug 15 2012, 6:53am replied:

Gotta say, this made me chuckle

+1 vote   media: POTW - December 24th 2010
silverfang22
silverfang22 Aug 14 2012, 9:37pm says:

looking good, also the new logo is great, keep up the good work!

+2 votes   media: Woodland WIP 5
silverfang22
silverfang22 Aug 13 2012, 1:03am replied:

Would you mind telling us what error you're getting?

+2 votes   mod: Gunslinger's Academy
silverfang22
silverfang22 Aug 11 2012, 12:35pm replied:

A lot of our weapons have ammo counters right on the gun, so that ammo counter isn't always necessary, but I can see your point!

We also have an idea for a feature which may also make the ammo counter in the corner even less necessary.

Thanks for the feedback :)

+2 votes   media: Developer Screenshot August 9th 2012
silverfang22
silverfang22 Aug 9 2012, 3:31pm replied:

Arm chopped off? Seek immediate medical attention >:D

+4 votes   media: Developer Screenshot August 9th 2012
silverfang22
silverfang22 Aug 4 2012, 10:10am replied:

And I just noticed that this video was posted exactly 1 year from the release date, however it's not coincidental that the release date is our 4th anniversary. :P

+1 vote   media: JKG - Fire Damage & EFX Diary #27 Showcase
silverfang22
silverfang22 Aug 1 2012, 11:42pm says:

I have a quick question, now that I realize that this will be multiplayer, how do you plan to make players act as a civil army did?

In Battlegrounds 2, a revolutionary war mod for Half-life 2, some players will do line battles, but a lot of the time if there's any cover, players will use it which really wasn't the tactics used in the revolutionary war (at least, not the tactics of the British).

The only thing that comes to my mind is that if a player starts to do things that don't fit the character (say, moving out of formation in a line battle) would cause something like in some games when you move out of the map area and it gives you a little countdown to return to the battlefield.

+2 votes   game: War of Rights
silverfang22
silverfang22 Aug 1 2012, 1:50pm replied:

Just in case you haven't already seen the more recent news articles, or the big release date at the top, JKG's phase 1 release date in September 17th, 2012 :)

+1 vote   media: JKG - Fire Damage & EFX Diary #27 Showcase
silverfang22
silverfang22 Aug 1 2012, 1:03am replied:

September 17th, to be exact :)

+1 vote   mod: Jedi Knight Galaxies
silverfang22
silverfang22 Jul 30 2012, 8:13am says:

It looks a little... I don't know, vibrant? too lively?

For a war game, I'd recommend you use more "drabby" colors in an almost darker color scheme, dead grass and such. It would fit the theme a lot better.

I can understand if you want to keep it accurate to the area, I don't know what the real area looks like or what it looked like back then.

+1 vote   media: Grass in Antietam
silverfang22
silverfang22 Jul 28 2012, 6:43pm replied:

I wouldn't call it dying, but thanks :)

+2 votes   mod: Jedi Knight Galaxies
silverfang22
silverfang22 Jul 26 2012, 2:25am replied:

I'm on a team that has members from both Europe and America (among other places) we do year/month/day so nobody gets confused :D

+4 votes   media: Cry of Fear - Memories Trailer
silverfang22
silverfang22 Jul 19 2012, 1:55pm says:

"Sometimes, the weekend might very well come in the middle of the week. ;)"

+3 votes   media: Developer Diary #31 - The Motto Strikes Back!
silverfang22
silverfang22 Jul 19 2012, 1:52pm replied:

For Phase 1 (and most likely not phase 2 either) it won't be persistant, however in phase 3/4 we'll make it so that no matter what planet you go to, you'll have your same equipment, plus whatever you have stored (In a "bank", or something similar).

+3 votes   mod: Jedi Knight Galaxies
silverfang22
silverfang22 Jul 18 2012, 11:04pm says:

Hey guys, just wanted to let you know that you guys got us peaked at rank 36 today on moddb and we're still in the top 100.

Thanks everyone! :D

+4 votes   mod: Jedi Knight Galaxies
silverfang22
silverfang22 Jul 18 2012, 11:03pm replied:

In phase 1 there will be very few npcs (it's all pvp), however in phase 2 we will have lots more npcs (it's all co-op, but probably no planets at least in its initial release).

In Phase 3/4 the planets will be littered with npcs.

+4 votes   mod: Jedi Knight Galaxies
silverfang22
silverfang22 Jul 18 2012, 3:38pm says:

Jedi Academy is only $5.99 (USD) until July 23rd!

+2 votes   game: Star Wars: Jedi Academy
silverfang22
silverfang22 Jul 18 2012, 11:52am replied:

Not at all, that's where this is xD

+1 vote   media: Developer Diary #27 Video Screencaptures
silverfang22
silverfang22 Jul 18 2012, 11:50am replied:

I like the blaster in this pic :P

+1 vote   media: Developer Diary #27 Video Screencaptures
silverfang22
silverfang22 Jul 18 2012, 9:40am replied:

Actually, it's only $5.99 until July 23rd!

+2 votes   mod: Jedi Knight Galaxies
silverfang22
silverfang22 Jul 17 2012, 8:36am replied:

We'll have a few maps you haven't seen before and depending on how much time we have left you'll probably see taris and possibly korriban.

Anything that isn't in the initial release will probably get added in via a patch.

+3 votes   mod: Jedi Knight Galaxies
silverfang22
silverfang22 Jul 3 2012, 3:08pm replied:

Oh yeah, hi Midshifter! xD

+1 vote   member: silverfang22
silverfang22
silverfang22 Jul 3 2012, 5:30am replied:

Convince your friends to buy it! It's only $9.99 on steam. :p
Store.steampowered.com

+3 votes   mod: Jedi Knight Galaxies
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