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Swaggletooth
Swaggletooth Apr 6 2013, 1:35pm replied:

Interesting! There are a lot of variants around that I'm not aware of. Decisions decisions...

+2 votes     media: Ruger Gunsite Scout
Swaggletooth
Swaggletooth Apr 5 2013, 6:18am replied:

The PMC will mostly use high end weaponry (SIGs etc), generally speaking the thugs will use the old / civvie weapons. I don't really plan on giving many NPCs bolt-rifles, so they'll make do with this or that Media.moddb.com

+1 vote     media: Ruger Gunsite Scout
Swaggletooth
Swaggletooth Apr 5 2013, 6:09am replied:

I would love to do one at some point in vanilla form, but we already have loads of 556/223 arms for our first release. It's certainly high up on the list of firearms that I'd like to see too!

+2 votes     media: Ruger Gunsite Scout
Swaggletooth
Swaggletooth Mar 21 2013, 9:53am replied:

10k, which is about normal for Source.

+1 vote     media: Player model #2
Swaggletooth
Swaggletooth Mar 2 2013, 11:39am replied:

201X. Or sometime sort of near the present.

+2 votes     mod: For Hire
Swaggletooth
Swaggletooth Jan 21 2013, 7:07pm replied:

I would love to add it, but I don't think there's any plan to do so at the moment. If it makes any difference, we have an AR180 which the L85 is largely derived from Media.moddb.com (though it should be noted that the two look quite unalike)

I'd certainly like to see a bullpup of some kind at some point such as the Chinese made VHS-D, I guess we'll see how things go... anyhow, for a British weapon to be proud of we have the AWC lined up and ready to go.

+3 votes     mod: For Hire
Swaggletooth
Swaggletooth Jan 21 2013, 7:01pm replied:

Thanks! The ear isn't actually textured yet, but once it is it should look a bit better :P

+1 vote     media: Player headmesh #2
Swaggletooth
Swaggletooth Jan 15 2013, 4:12pm replied:

These are completely original, but were inspired by the look of the CS1.6 gloves.

+2 votes     media: Alternative Hand Mesh
Swaggletooth
Swaggletooth Jan 15 2013, 7:54am replied:

It is on his elbow :|

+3 votes     media: Alternative Hand Mesh
Swaggletooth
Swaggletooth Dec 30 2012, 7:17am says:

Hey pal, hope you had a good Christmas! Have a happy new year ;)

+3 votes     member: D3ads
Swaggletooth
Swaggletooth Dec 6 2012, 3:54pm says:

Just noticed the speedo is backwards X)

I wouldn't mind throwing some polies around the dashboard there if you guys feel it would benefit from it ;)

Love the effect all the same!

+1 vote     media: Ambush (featuring glass fx)
Swaggletooth
Swaggletooth Dec 6 2012, 2:48pm replied:

Thanks! Yeah I probably just applied a symmetry modifier to the boots (though the individual boots will be asymmetrical)

+1 vote     media: Fixing up the old player model
Swaggletooth
Swaggletooth Dec 6 2012, 1:51pm replied:

It would be nice if we could! I guess we'll see how we feel about doing that down the line.

First and foremost we'd need someone to handle marketing and promotion for us (something we badly need anyway).

+2 votes     mod: For Hire
Swaggletooth
Swaggletooth Nov 30 2012, 8:47am replied:

It's a large open map, if they add grass sprites performance will take a huge hit.

+2 votes     media: Contagion - Halloween Teasers
Swaggletooth
Swaggletooth Nov 28 2012, 1:58pm says:

Definitely a very cool feature to have working! To get a "good look" with colour correction, take a screenshot then edit that in photoshop - note down how much you alter hue/saturation, and paste those values into your CC file.

+3 votes     media: Color Correction (new feature)
Swaggletooth
Swaggletooth Nov 26 2012, 5:12am says:

Looks pretty incredible!

+3 votes     media: Panorama River
Swaggletooth
Swaggletooth Nov 15 2012, 8:18am replied:

I know it looks weird on the prop based building (not sure how to fix this), what else looks kind of off?

+1 vote     media: "Point" map, November updates
Swaggletooth
Swaggletooth Nov 15 2012, 8:17am replied:

Thanks!

+1 vote     media: "Point" map, November updates
Swaggletooth
Swaggletooth Nov 15 2012, 8:17am replied:

The road and surrounding terrain are all made from displacements, they should be more obvious from head height

+1 vote     media: "Point" map, November updates
Swaggletooth
Swaggletooth Nov 11 2012, 5:20am replied:

It's not likely to be, probably around July next year.

+1 vote     mod: For Hire
Swaggletooth
Swaggletooth Nov 4 2012, 7:44am says:

You really need some light & light spot entities around the strip lights.

+3 votes     media: Warehouse WIP
Swaggletooth
Swaggletooth Oct 31 2012, 4:02pm replied:

Thanks for the interest! We are planning to fully change the HUD, but right now it's a "when it's done" kind of thing.

As for legs... that would be a nice feature but one which won't really be necessary (you won't be looking down much in the game).

+2 votes     mod: For Hire
Swaggletooth
Swaggletooth Oct 28 2012, 5:19am replied:

That's the idea, it's a deserted town which has been taken over by mercenaries.

+1 vote     media: "Point" map V2
Swaggletooth
Swaggletooth Oct 28 2012, 5:18am replied:

I will be adding more light sources, a lot of the detail is just lost in the darkness (or doesn't stand out in places).

The lighting around the van(s) does need fixing, don't worry I'm quite aware of that ;)

This is still WIP, no question about it - I just wanted to show how things are progressing!

+1 vote     media: "Point" map V2
Swaggletooth
Swaggletooth Oct 28 2012, 5:13am replied:

Thanks for tracking ;D

I guess it's true that standard NPCs don't react too much, I guess it's something we can look into. Ideally it would just be something that requires animating an extended hit animation (I really need to check the animation sequences sometime...)

We'll see how things turn out :)

+1 vote     mod: For Hire
Swaggletooth
Swaggletooth Oct 3 2012, 12:36pm says:

That's some very pro work right there, I'll really look forward to seeing it in game =)

+2 votes     article: Enemy AI Improvements & Sneaky Gameplay
Swaggletooth
Swaggletooth Sep 29 2012, 5:59pm replied:

"this is clearly lower poly, and thus not being a port."
Pretty retarded logic tbh. It's easy to run a model through a polygon reduction tool, or to grab the LODs from the original Valve models.

Anyway, the Combine models were low poly to begin with.

+2 votes     download: Elite Combine Retextures
Swaggletooth
Swaggletooth Sep 26 2012, 1:18pm says:

Thank goodness this has been saved for posterity!

+2 votes     media: Needed to be done.
Swaggletooth
Swaggletooth Sep 18 2012, 11:51am says:

Interesting, would look good if you ported over the DMC models.

+2 votes     game: Quake Remake
Swaggletooth
Swaggletooth Sep 12 2012, 8:31am replied:

Officially it isn't continued anymore, but the code's here for anyone who wants to try finishing things off.

+1 vote     mod: They Hunger: Tactical
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