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Comment History
Zeth
Zeth - - 26 comments @ Naruto: Naiteki Kensei

Good to hear from you as well. I'm guessing you meant Tenken or perhaps Ryokeen, but I was referring to Dave, Tom, or myself! Why not chat us up on Steam sometime? Dave will be arriving back in the states at our dev house starting tomorrow evening. Might be worthwhile to touch base and see what everyone is up to these days.

Good karma+1 vote
Zeth
Zeth - - 26 comments @ Naruto: Naiteki Kensei

I know a few individuals with years of Unity experience who would certainly fit that bill...

Good karma+1 vote
Zeth
Zeth - - 26 comments @ ZEQ2 Lite

Through community addons, most of the Dragon Ball, Dragon Ball Z, and Dragon Ball GT characters are available in ZEQ2-lite -- though simplified representations on many. At least two SSJ God Goku models/texture-sets were created the moment the first promo poster even existed for the movie.

Good karma+2 votes
Zeth
Zeth - - 26 comments @ ZEQ2 Lite

ZEQ2-lite is an open-source, community-driven project (and has been since 2009). While there has never been an organized development team for ZEQ2-lite as there was for ZEQ2, as long as people continue to edit and create content/changes (which they still very much are through the forums), the project will not cease to be.

Good karma+5 votes
Zeth
Zeth - - 26 comments @ DragonBall Games and Mods

A few corrections. ZEQ2(2004) is not "dead". That version is what became ZEQ2-lite. You should be listing ZEQ2 (2007) as unreleased, but not dead. Use images from Zeq2.com if you need them. Also, is the date supposed to be when they stopped developing or started? Maybe you should list both.

Good karma+1 vote
Zeth
Zeth - - 26 comments @ ZEQ2 Lite

Send me a PM or email of your IP address. You may have been one of the entries auto-blocked by our abuse detection script.

Good karma+3 votes
Zeth
Zeth - - 26 comments @ ZEQ2 Lite

They do work. Have you tried recently? Perhaps clear your cache or try hard refreshing (Ctrl + F5).

Good karma+3 votes
Zeth
Zeth - - 26 comments @ ZEQ2 Lite

Did I miss something?

Good karma+3 votes
Zeth
Zeth - - 26 comments @ Back from AFK

You should really quelch your comparative fanaticism with other projects of a similar nature. A bias, non-objective basis of measurement isn't a flattering quality, I assure you. If the project is as bad as you seem to surmise, then clearly there's nowhere to go but up. Let Nagash unfurl and grow Dragon Ball Source to new heights without petty superficial proclamations.

Good karma+3 votes
Zeth
Zeth - - 26 comments @ ZEQ II Lite [Revision 1536]

It's been on both the website and the SVN since March of 2010. Just putting it here as a courtesy.

Good karma+3 votes
Zeth
Zeth - - 26 comments @ ZEQ2 Lite

Yes. The latest stable version on the SVN (or the 1536 snapshot) should include mac/linux support out of the box.

Good karma+1 vote
Zeth
Zeth - - 26 comments @ Accurate Vegeta colors

The bloom is an engine-side effect (as is motion blur and stencil shadows). Its not something written in the game code specifically for this project. Just like any engine-side feature, you can disable it entirely through the console variables or option menu.

Good karma+3 votes
Zeth
Zeth - - 26 comments @ The Destruction is Real

Not sure what you mean, Grega. Dark Forces II is older than Half Life by a year or two.

Good karma+2 votes
Zeth
Zeth - - 26 comments @ ZEQ2 Lite

That is 100% fabricated here-say. There is no progress presently because there are no (or at least few) community members working on the project. ZEQ2-lite has NEVER had an established "development team" with established workflow or timelines. If you'd look into the history of the project you'd realize that it was created mostly in 2005 and only spruced up and tossed out in 2009 for the community to continue to develop. There has been a LOT of project growth driven almost entirely by this community-fueled design since every single model/texture/map/source code bit has been provided to the public on the project's SVN.

Open-source community-driven products like this cannot feasibly be "dead" or "inactive" since they were never alive or driven by a core group in the first place. Regardless if there's 1 update in a year or 10,000, the development pattern of this project has and will continue to be a success in terms of it's original deployment goals.

Moreover, if you are personally interested in seeing the project mature beyond it's current state, I would highly recommend you frequent the forums, pick up a craft/ability and contribute to it's growth in any way you can.

Good karma+1 vote
Zeth
Zeth - - 26 comments @ ZEQ2 Lite

You can simply right-click your root SVN checkout and click SVN -> Show Log to see the latest commits and information about them. Although all of the contributors are encouraged to write commit comments, some of the artists do forget.

Good karma+2 votes
Zeth
Zeth - - 26 comments @ Breakable Object(s)

Swapping to a broken form of a model is [a] what defines a breakable object [b] what was natively supported in Quake 3 and released with the engine EXACTLY as that named feature.

No, it's not some form of CSG operation, mesh alteration, or even slightly superior mesh animation playback, but there are many procedures to achieving this very simple effect practically in a multiplayer environment. Quake 3 was designed ONLY as a multiplayer game, after all.

Good karma+3 votes
Zeth
Zeth - - 26 comments @ Goku Pissed off :p

Actually, the nose is subtly textured with a small gradient. Hard texturing the ink outline doesn't play well with angle changes as the nose line is a dynamic concept. Although the nose ink does appear perfectly fine as a silhouette outline from side/perspective angles, a dynamic full "straight-on" visible nose solution is actually a bit of a holy-grail in NPR.

More or less, there ARE techniques that can be used to provide the effect, but they are not easily done and definitely not available in Quake 3 easily since there's no degree of GPU shaders. 95% of any render from a stylized game you may have seen in an article showing the nose or certain facial lines was very likely photoshopped on as a composite. This is not an uncommon or secretive practice.

Good karma+3 votes
Zeth
Zeth - - 26 comments @ Goku Pissed off :p

First DBZ game with zombie survival mode. Sweet.

Good karma+8 votes
Zeth
Zeth - - 26 comments @ Goku's new facial expressions in game.

Yes. It's an old sense-line effect that was brought back from the 2005 builds. Currently it comes up when you use boosting.

Good karma+2 votes
Zeth
Zeth - - 26 comments @ Kid gohan wip

Your stepped shading is using a uniform step-band rather than per-submesh color matching. Each region should use it's own unique stepping band to properly reflect natural stepped lighting.

As far as my comment goes, your ambient occlusion pass is a form of indirect diffuse that gives soft/fuzzy shadows that clash greatly with the hard contrast of the anime-stylized presentation that exists otherwise.

Taste/Preference/Opinion has no place in my original comments (nor here). I'm merely breaking down the science of the matter and each rendering technology's coherent and abstract use.

Furthermore, this is an old version of the model that was already rigged previously.

Good karma+1 vote
Zeth
Zeth - - 26 comments @ Kid gohan wip

What's with all the rim-highlighted, poorly uniform stepped-shaded + diffuse renders lately?

Good karma+7 votes
Zeth
Zeth - - 26 comments @ Teen Gohan wip

Just so there's no misunderstanding, the face/head does need a TON of work to be up in quality to the original models. Pretty fair for a fan addon though.

Good karma+2 votes
Zeth
Zeth - - 26 comments @ ZEQ2 Lite

I wrote the current melee system entirely in about 2 hours prior to releasing the actual game. Yes, it's nothing but a simple placeholder. No, it's not a "button masher". The existing melee is about sequencing and timing (i.e : skill). Mashing your mouse buttons will actually accomplish nothing.

Good karma+3 votes
Zeth
Zeth - - 26 comments @ Create Character

It's perfectly fine. ZEQ2-lite is completely public domain -- that includes source and models alike. DBT simply needed some temporary assets to use so they could build up their codebase. It's common for many projects until they can establish a group of artists and a good exportation pipeline.

Good karma+1 vote
Zeth
Zeth - - 26 comments @ ZEQ II Lite Public Beta 1

The project never got a cease and desist. The original project had a DMCA request that involved our previous host being contacted for alleged content hosting violations.

Good karma+1 vote
Zeth
Zeth - - 26 comments @ ZEQ II

That figure is grossly inaccurate. The entire traditionally sense of "progress" really cannot apply to ZEQ2. We've already far surpassed what would have classified as a release when that figure was posted. However; we constantly thrive on improvement, optimizations, and the technology available. Now that the engine source if available, many things that we've outgrown our boundries in can finally be compensated for properly.

Good karma+1 vote