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Old 05-23-2005, 02:42 AM   #21
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dr_nick and rebo both have some serious skill


On a much mote technical note, who is responsible for the player mechanics/physics/movement? I was just thinking how sweet that demo would look jumping/ducking/ect, and realized I havent heard anything about it from the FF dev team.
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Old 05-23-2005, 02:55 AM   #22
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demoman model could look a little chunkier (like the concept)
reminds me of the hl2 rebel models atm

cz2 is looking shit hot btw
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Old 05-23-2005, 03:22 AM   #23
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Quote:
Originally Posted by monkeystevie
Partially fulfilled? what's partial about it?
Well, "at least partially" -- meaning we need to see how quickly cheney can churn out the textures (there are quite a few to be done). He's got the talent, for sure. If we need to bring on another in order to keep things moving, that's what we'll do.

Quote:
Originally Posted by Nuggs
dr_nick and rebo both have some serious skill


On a much mote technical note, who is responsible for the player mechanics/physics/movement? I was just thinking how sweet that demo would look jumping/ducking/ect, and realized I havent heard anything about it from the FF dev team.
billdoor has been responsible for those things.

Quote:
Originally Posted by kaMIKazE
demoman model could look a little chunkier (like the concept)
reminds me of the hl2 rebel models atm

cz2 is looking shit hot btw
I think the demo should look somewhere in the middle... i.e., not as thin and elusive as a scout, but not so heavy so that he doesn't look right moving about with ease. I'm probably extremely biased, but I love the model :P
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Old 05-23-2005, 03:28 AM   #24
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May we see some sample work from cheney? I'd like to see some of his work. I'm not doubting his ability or your judgement on picking him, I'm just curious to see the type of quality he produces.
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Old 05-23-2005, 03:35 AM   #25
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You'll start seeing his work show up in map screenshots, eventually... but I don't think we'll be posting textures for the sake of posting textures. Hang tight (though if cheney wants to post some of his previous work, naturally he's more than welcome to)
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Old 05-23-2005, 05:14 AM   #26
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That stuff looks absolutely tops, dudes.
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Old 05-23-2005, 05:21 AM   #27
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Top notch you guys. I can't wait for some freaking textures, it's killing me having to make my own. Plus it's annoying. Demo is freaking hot, I want him, in a TFC sort of way.
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Old 05-23-2005, 05:35 AM   #28
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Quote:
Originally Posted by schtoofa

billdoor has been responsible for those things.
Would explain why I havent heard anything. How is he doing btw?
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Old 05-23-2005, 05:36 AM   #29
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Quote:
I think the demo should look somewhere in the middle... i.e., not as thin and elusive as a scout, but not so heavy so that he doesn't look right moving about with ease. I'm probably extremely biased, but I love the model
It's probably just his armour looking thicker and more padded in the concepts.
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Old 05-23-2005, 06:03 AM   #30
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Quote:
Originally Posted by Nuggs
Quote:
Originally Posted by schtoofa

billdoor has been responsible for those things.
Would explain why I havent heard anything. How is he doing btw?
He'd already finished a good chunk of the movement and related code a while ago, but he's been tending to some personal things. In the meantime, mirv has stepped up to take on the role of lead programmer (and has been running things quite well, I might add!).
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Old 05-23-2005, 06:05 AM   #31
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I am just thanking the gods above for an update.
Thanks guys! new updates look kick ass!!!
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Old 05-23-2005, 07:45 AM   #32
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I like it
Really funny quote there too
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Old 05-23-2005, 08:22 AM   #33
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HI! Demoman looks sweet, a++... I have to tell the truth about the map though I am starting to get concerned; there seems to be very little or no consistency between the maps in terms of textures or colour schemes. This may just be a facet of the screen shots we are seeing or a facet of the fact you aren't using custom textures yet. Now dont get me wrong I think the maps look nice, just not consistent
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Old 05-23-2005, 08:47 AM   #34
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Regarding the point about the demomans armor, its valid to suggest that the armour could be more bulky but remember there is at least 3 classes which have better armor than the demo ( the pyro, the soldier, and the hwg), so we need a balance between a mean looking demo but one that isn't a walking tank. If you refer to the original demo in TFC, he is surprisingly lightly armored, but then again so are most of the classes.

Also would like to add that all classes are under 4k poly count, this has been the main barrier to creating character models. We felt a 4k limit would allow the action to be both smooth but also detailed.

Regarding your point above storm on Map textures, I can certainly understand that concern, however now cheney is onboard we can create a more consistent feel by using his map texture leetness.
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Old 05-23-2005, 09:19 AM   #35
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To tell you the truth, I'd rather not have all the maps look too consistent. It might be ok to have some maps that look somewhat similar, but it would probably become quite monotonous if most of the maps shared a similar look. That's why I think it's great that we have quite a few mappers, each with their own style. If we only get so many custom textures made, then all the maps may end up using the same texture set...which I think would suck.
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Old 05-23-2005, 09:27 AM   #36
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werd up ^

diff lookin maps is good, makes sunday night matches less zz T_t
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Old 05-23-2005, 10:07 AM   #37
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Keep up the good work, folks.

Just a question about how you work, Rebo- do you start off with some super detailed model and them whittle it down to a lower-poly version, or do you try to design it from the start with the ~4k limit in mind?
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Old 05-23-2005, 10:18 AM   #38
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Somewhere in between, build up to 5.5k (Which is still low poly) then whittle down to under 4k.
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Old 05-23-2005, 11:16 AM   #39
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http://www.fortress-forever.com/?a=media&id=ff_cz2_1

Is it called canalzon2 (rather than canalzone2) for like copyright or something?

Looks nice though! wp
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Old 05-23-2005, 12:11 PM   #40
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As always guys great job! Looking forward to seeing more as the summer approaches!
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