My name is Tony, I -used- to contract for Valve Software where I worked on the Source SDK and other things. I am currently in South Korea working on a Tactical Intervention.

Comment History  (0 - 30 of 150)
omegamaelstrom
omegamaelstrom - - 150 comments @ Project Valkyrie

Nah, it was always Inspired by Metroid, as Metroid is mine and Zanboo's favorite series, but we designed it from the get-go to not be EXACTLY like metroid, and had no intention of ever naming it Metroid. The original name, like in the description, was "ThreeMonthMod"

Good karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments @ It's Alive! It's Aliveeeeee!

you replied 8 years after this post.. what do you expect? ;p

Good karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments @ Front Line Force

steam.

Good karma+2 votes
omegamaelstrom
omegamaelstrom - - 150 comments @ RC2 v1.2 Update Shots

There was no C&D. It was never called Metroid. It was just metroid inspired, from day one.

Good karma+4 votes
omegamaelstrom
omegamaelstrom - - 150 comments @ Project Valkyrie

Thanks for that, just life has gone into another direction.
Over the past couple years since I've been in Korea working on Tactical Intervention I have done some minor things for it, but it's still far from getting an update.

The team is pretty much all gone, as we all have full-time jobs at other companies.

I don't know what will happen in the future though, I would like to get some of the stuff that had been done after the last release out at some point, but..don't hold your breath.

Good karma+3 votes
omegamaelstrom
omegamaelstrom - - 150 comments @ Cat-Life Code

You're welcome ;)
Too bad i broke wavelength a few hours ago purging 300 russian spam bots and a few thousand posts.

SQL shat itself ;(

Good karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments @ Cobalt Runner- Tech 4

<rant>
why is it that ever since id made 'tech 5' that everyone keeps going backwards and 'renaming' previous engines to match it? id never renamed them, AND there aren't even enough iterations of the engine to actually.. do it properly - forgetting wolf and doom entirely..
it doesn't add up does it?
quake, quake2, quake3, doom3, quakewars, .. tech 5.
</rant>

Sorry ;) It's just something that's been bugging me for months and unfortunately my RAGE happened to get posted here because I saw 'tech 4' :( even if it isn't what you're referring to.

On Topic though:
Looks good, and you're doing some really cool stuff with it ;)

Good karma0 votes
omegamaelstrom
omegamaelstrom - - 150 comments @ Cinematic Physics in Hangover MOD

Specifically they called them cinematic, because they were meant for cinematic style effects.

Like the beginning of ep2 after the portal storm when the train cars and the big rocks fall down.

The original intent was actually supposed to be bigger than what it turned into though. There's an article about it somewhere.

Good karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments @ Teh Unreal Engine

I don't anymore actually.

And yes, it was the last really good game that they made that had nothing to do with work on an engine to license it out.

Unreal was initially started for DNF. But that was going nowhere so they made Unreal. Unreal itself was great - especially when it came out, Coloured lighting in software mode was absolutely EPIC (pardon the pun) even if it was stippled pretty badly., the game itself was still as mindless as doom, just.. with translator messages. Unreal 2 on the other hand is absolutely horrible story wise, i actually started playing it again a week ago and then wanted to gouge out my eyes from the absolute pain.

I loved Quake3, and I loved the fact that the AI was actually FUN in the first UT vs Quake3's 'aimbot style' AI. But UT itself has also gotten bland.. I don't 'hate' any of them. But face it.. actual game wise epic has not been good at without hiring out to other companies, which is almost identical to the way valve works by 'absorbing' talent, just in reverse..
Engine wise? Unreal is a lot more solid, more of a pain in the *** to work with on the code side, but artists have it easy. You can make a big pile of **** in unreal and it will look good.

Good karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments @ Teh Unreal Engine

Then the correct statement is 'it doesn't support user made content'. In reality it actually -can- do it, but it does fall back to them not -wanting- to do it.

Good karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments @ Teh Unreal Engine

Of course I do. and I can objectively say that Jazz the Jackrabbit was the last really good epic game.

The Unreal engine is great though, and I'm not a source 'fanboy'. Grow up.

Good karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments @ Teh Unreal Engine

Source bias? You're talking mods, he was talking content by valve. and it's true, valve has given more back than epic ever has with any of their games. Of course, Epic can't actually make good games. Only engines.

Good karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments @ Teh Unreal Engine

*sigh* another post where you don't know what you're talking about, Sorry.

Obviously it supports free content. If you can sell content, you can also 'sell' it for '0 points'. The fact that you would even say that it is unable to give away free content is absolutely astonishing.
There are actually plenty of addons that are free.
It depends on the type of addon. Things that add VALUE to the game, they don't want to give away because it costs MONEY to host it and provide it for end users to get. I will admit however that they are a little too stingy in some areas, but that's how life works.

And if it was your attempt at sarcasm.. it failed.

Good karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments @ Teh Unreal Engine

I think the reason why you get into arguments.. and posted this thing in the first place is because you just don't actually know what you're talking about.

To set the record straight, which i can't believe people still haven't clued in:
goldsrc is a hybrid of glquake and glquakeworld with the quake2 qgl wrapper.
The QGL wrapper is.. a wrapper that carmack made around opengl.
Source started as a branch from gold HL1. Valve didn't have a name for the engine so internally the VSS tree was just known as 'goldsrc' and 'src'. Where goldsrc was retail hl1 + all updates, and src was new experimental stuff which turned into the 'source engine' when they decided 'lets give it a name'.

Internally it is actually significantly different from goldsrc however, ie: it's roughly 95% C++ now, and roughly the same amount a complete re-write, while with goldsrc the engine itself is still 100% C and still very similar to Quake1, with only the server/client dlls in C++.

Now with that history lesson aside..
Unreal definitely DOES have it's good points. It has a much more developed toolchain, and it's technically more mod friendly, and uscript is very extensible.

There are specific reasons for it:
The unreal engine is primarily developed for licencing to OTHER people to make games, so they put a lot of work into random new features to make people want to buy the engine, as Epic is unable to actually make a good game.

Valve on the other hand only adds new features to Source when the game they are developing happens to need said new features, because they are focused on actually making good games more than licensing the technology out.

Good karma+2 votes
omegamaelstrom
omegamaelstrom - - 150 comments @ MW2 getting no modding love? ** Updated

Yes, there are plenty of alternatives to modding that don't require one to chuck out a lot of money. I mean, if you're being creative, why do you need to take another companies work and change it? That's kind of.. not being creative. It's one thing to make a TC using the engine and nothing of it's content, or even a PC because they're a little easier and more forgiving if you re-use content and features from another game, but random mods.. changing tiny bits of things, are not creative. Fun in some cases, but not creative.

Take it with a grain of salt, it is after all just my opinion.

Good karma+2 votes
omegamaelstrom
omegamaelstrom - - 150 comments @ MW2 getting no modding love? ** Updated

But if you go by all of what you just said, then there's no reason to actually buy any other games, since.. there's a huge playground already do actually be creative. However, I doubt we agree on the level of creativity that is shown in general. Go over the past week in modding news and maybe 10% is actually something new and creative.

Because I've been around the modding scene for almost 15 years - 50% of my entire lifespan - I can honestly say I've seen a constant degrade in actual creativity. The past 5 years alone has been clone after clone after clone after clone (I partook in that trend for one project too!). Which to be honest is also happening in the commercial world too, so that's partially to blame as well. This is what leads me to my conclusion that we're reaching a peak.

With all that said, you don't need to mod every game that comes out to do something creative. You can be creative in anything that's already existing ( there are still hl1 mods being made for instance ), some games should just be treated as they are. They don't all need to be messed with. If one feels as though that no game is satisfying unless they change it to suit them, then they need to get out of simple modding and come up with something new and put effort into it from start to finish, or they'll never EVER be satisfied.
I buy games because I want to play them. If I want to make something, I make it. Maybe I've just matured, because I will admit, there was a point where every game I played I wanted to change.

Good karma+2 votes
omegamaelstrom
omegamaelstrom - - 150 comments @ MW2 getting no modding love? ** Updated

NA games are just starting to evolve into Asian styled games.
As more and more Korean games are hitting NA/Europe, more companies are starting to see the potential that it actually has in doing things this way, sure it's not friendly to modders, but there are enough alternatives out there to create custom content. I've been a modder since it was first possible, but it comes to a point where you can only do so much. Even today, making mods unless you have some sort of a decent budget (not necessarily money, unless you count time as money) modding newer engines is a royal pain - even something now as old as Source. (Unless you just replicate something that was already made, in some cases even on the same engine..) We're reaching a peak where modding isn't nearly as cool as it used to be. I also know from real statistical evidence (which i unfortunately cannot share with you, so you have to either take my word for it, or just dismiss it as you probably will) that modding a game does not prolong it's lifespan as much as a lot of modders like to believe it does.

The biggest difference really is that Asian games are free to play, it's just the extra stuff that you gotta pay for if you keep playing.

A.V.A. is now in NA, combat arms, warrock, handful of other games. It's kind of the way the future is heading I think.

Also when it comes to modding, even John Carmack doesn't share the same feelings he used to. Modding isn't what it used to be. And unless things change, Tech5 won't be mod friendly either.

Edit: Another thing that i've picked up on is something that someone further up sort of touched on with a different style of content - some companies are getting tired of people copying their stuff and not making something original. It's also another fact that the more original you are, the more likely you could ACTUALLY get a job doing it. Which is another thing people seem to not grasp.

Good karma0 votes
omegamaelstrom
omegamaelstrom - - 150 comments @ Grappling Hook

The demo won't run for me. It goes past the initial options, pops up the render window and then just dies. (both fullscreen and windowed)

I'm running vista 64, with an nvidia gts 250.

Good karma+2 votes
omegamaelstrom
omegamaelstrom - - 150 comments @ Halloween Funk

Here we go again, someone makes something by himself for fun, and people just instantly attack.

Where has the modding spirit gone?

Seriously, look back in the archives of mods from 6 years ago, and look around on the net for things from before that. There was a time when modding was actually fun and not a ******* contest.

Good karma+3 votes
omegamaelstrom
omegamaelstrom - - 150 comments @ Provenance

as far as i know the headcrabs will never stop coming. you just gotta turn on the power and escape.

Good karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments @ Second Breath Media, Music Update # 2

My honest opinion? The 'battle' music is terrible.
The bass/drum sounds random, there's no specific time signature, it jumps around every other bar between different timing.
The rest.. is too chaotic, like you (or whoever made it) just randomly threw notes down.

It could be fixed pretty easily though.

Good karma+4 votes
omegamaelstrom
omegamaelstrom - - 150 comments @ Provenance

I thought it was excellent, except for one small detail;
The player is never really given a break.
Ie: the endless headcrabs, and endless combine. Just when I thought that I could take a breather, I ended up having to just run to the next area, dodging everything.

Good karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments @ Screenshot

I just noticed this as going through, it looks like all the view models are 'left handed' but being placed on the right side of the screen. look at the other 'editor' shot of the one rifle. the left hand is on the trigger, but the right hand is on the grip.

Good karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments @ Dreamball 2.0 - Released

It's actually getting annoying lately, seeing people just randomly quote on every mod page 'omg total ripoff' blah blah. as someone else here said, every mod in existence is a ripoff of something else, always has been, always will be. it's the nature of mods - people wanting to do something because they want to do it, and then sharing it with others.

Good karma+2 votes
omegamaelstrom
omegamaelstrom - - 150 comments @ A Christmas Gift from Project Valkrie

dunno why i'm replying to this over a year and a half later, but, no it was never intended to be an exact metroid mod.

If you listen to the very first modcast when we were interviewed, we described how it started;
in that, we were going to work on something else, and then we had this crazy idea 'lets make a mod in 3 months' and we decided to base it on metroid (originally JUST the morph ball) but then it ended up evolving into using the same type of weapons etc as well.
Honestly didn't want to release without having something 100% unique, but when meeting the whole '3 month' goal (which turned into 3 and a half months because of the delayed SDK release, for which we were told not to release until after the SDK was officially released.) things didn't really turn out that way.

there are a number of other things after the release that we've slowly been playing with that don't exist in metroid, but it's kind of hard to make anything that actually 'fits' with the type of gameplay without it ending up BEING similar to metroid anyway. the curse of taking someone elses ideas (happens all the time, retail and mods)

Good karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments @ Project Valkyrie

nah we ripped off turrican, which ripped off metroid. we just changed back to a girl.
and we ripped it off in three months to boot.

Good karma+4 votes
omegamaelstrom
omegamaelstrom - - 150 comments @ Dreamball 2.0 - Released

wee my ****** lava shader;)
I also noticed the refract trail from PV's morphball, good choice. heh

Good karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments @ Fallout 3 Reborn: A Realism Mod

Like i said, IMO. To me, when it says "Fallout 3: Reborn" It sounds like it's simply just a mod of fallout 3, with new stuff, etc. But if you're taking it /out/ of the fallout universe into something itself, it's not fallout anymore. it's just "Reborn" or <insert other name here>.

Yes I'm being picky, mainly because fallout has been my favorite series since it first came out, so when I see a mod for fallout, that still keeps 'fallout' in the name, i don't expect to see core things about that said universe changed.

Aside from all of that, I do like your mod, and you've done a pretty damned wicked job so far. I just personally don't like the things you call inconsistencies being changed, if you're still gonna call it fallout, whether it's reborn or not.

Take it with a grain of salt from a long-time fallout fan, and a fellow developer.

Good karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments @ Fallout 3 Reborn: A Realism Mod

Understandable, but IMO if you're taking this mod out of the fallout universe, you should eventually come up with a different name then ;)

Good karma+1 vote
omegamaelstrom
omegamaelstrom - - 150 comments @ Fallout 3 Reborn: A Realism Mod

I'm about to install it, but was reading the readme and such; the only thing so far that i disagree with is renaming nuka-cola.

Nuka-Cola has been a STAPLE of fallout since the first game, and is not an 'inconsistency' ;)

Good karma+2 votes