PSekula
-
Content Count
38 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Calendar
Posts posted by PSekula
-
-
Here's to more Powerpoint Presentations!!
Good luck man!
-
Hi Guys,
A long time ago I purchased the old Diamond Rio Portable MP3 player when mp3 players were not mass marketted. There was an extremely useful feature for me on it. You could loop sections of songs over and over. I play guitar, so this really, really helped me learn songs by being able to loop it as I listen to it. Sure I could put the sing on my computer and loop it through some waveform editor, but that can be pretty annoying.
Do you know of any mp3 players available today that have this sound loop (not song repeat) feature?
-
I hope Ubi learned a little something with the DLC:
Ghost Recon: Advanced Warfighter sold 2.4 million copies.
Tom Clancy’s Ghost Recon Advanced Warfighter which sold 150,000 downloads of an additional map pack.
That is a pretty pathetic sell through on the DLC (and by the way Ubisoft is the one calling it a "Map pack").
That 2.4m is the total GRAW franchise. Remember, GRAW was released on PC, PS2, Xbox, as well as 360. The downloads on the 360 DLC, in my opinion, is quite impressive.
-
Congrats! Can't wait to play it!
-
in mp you hold down the left bumper and then the direction to lean
This is correct.
-
This looks hot!

-
-
It was really nice to see all of you again. I'm glad you love the game and can't wait until it's released

-
Full auto and burst was in the PC as well, don't forget. People use full auto or burst on xbox because you can't be pixel accurate like you can with a mouse. I wouldn't blame it on the game.
Plus, I believe it's all in who you play with.
-
And bullets have smoke trails? Come on.
Intrestingly you don't see them in MP; the RSE side of the game.
Where is the MP footage? I can't seem to find it on any of the mentioned pages.
-
If even the console versions are to be aimed at a more mature crowd, then why differentiate between console and PC gamers as stated by Ubi?
This is just my opinion, but if I were developing a game on 2 platforms (for example), and 10 people were going to play the game, I certainly would not develop the same game on both platforms. I say, 'Why have a game that plays the same on every system?"
How about putting actual devs up there to walk people through about what is shown? Yes, Serellan was at E3 in 2004 and again this year, but why wasn't he talking to vendors and such for each showing?Simple answer: Serellan can't be at every convention that happens. Even if he was, how would the game get done?

-
Take a look at GR, it was released as a Mature title. A mature audience took a liking to the game. Why then was the sequel targeted to a younger clientelI know Pete was reading this as I started to add this reply, maybe he will take the replies to this thread back to RSE and forward it to those at Ubi who need to understand this.
I sure didn't make any maps targetted to kids. I don't think Piggyson and the rest of the character team made their characters unrealistic so a child could enjoy it. And I don't believe the design of the game was specifically targeted towards minors.
If GR was for kids, it would be on Gamecube with a toon shader. But it's not. It's actually quite realistic. Characters are beautifully detailed. Weaponry and other technology are mirrored from their real world counterparts. Foliage is researched to be 100% accurate to the region in which the games take place. Architecture is researched to fit the style of the region, be it Kazakhstan, Korea, Mexico City, Georgia, Cuba, etc. Enemy vehicles are also chosen based on region as well. Design knows their weapons, clip sizes, rate of fire, range, etc.
All of this attention to detail and authenticity is in Red Storm games, so I'm not quite so sure why people think the games are targeted to kids and can't appeal to an older audience, be it console or PC.
-
I remember paying 70$ for Phantasy Star when it came out, which was a Sega Master System game.
I also paid 60-70$ for some top-rated Genesis games too. I'm sure there were equally prices SNES games.
Personally, I don't mind paying 60$ for a game if it's good. Even if it's not that great, 6 months down the line it will be in the used or bargain section of EB for 20$ or 30$.
-
And why haven't they made any posts on this board?DUDE. have you seen some of their photos?? some of those mutants fell off the ugly tree and hit every branch on the way down!!...most of them are butt ugly.
Real nice guys.

-
It's actually quite alot of work to produce a demo..
Usually the "demo version" is put together during the actual development of the game so it can be released on time. Engineering resources have to be taken away from the game and focused on the demo to make sure it's stable, both online and offline (assuming there is multiplayer in the demo). Art needs to finish their characters, map(s), UI elements, and other assets that will be in the demo by a certain date. Scripting needs to focus on the demo so they can get all their missions finalized. Sound also has to be in place. If there are any cinematics, they need to be 100%. Once that's all ready, Quality Assurance has to do multiple passes on the demo version to make sure it doesn't crash, doesn't have any art or design glitches, etc etc. They'll assign bugs back to the artist, scripter, or engineer to fix. It's like making a small game in a small amount of time.
Everything that's going to be in a demo needs to be really polished and good to go as compared to the final game build, which could be another 6 months down the road. All of these reasons are probably why you don't see too many demos around; the developer weighs the time it takes to put together a demo and how that time could affect the final game. Could it even delay the game's release? Is the game popular enough on its own to not even need a demo? Could it *hurt* sales of the final game if it's not 100% polished and pretty? Etc etc...
Lots to think about, and I'm sure I've missed some points.
-
*bump*
Just bumping this up so people know about it. It's this saturday the 30th. Check it out!
-
...the games lack soul so it seems.
Gee, thanks.
-
In Summit Strike, we changed some UI elements. The answer is "no." The chat box was on the left. We changed it to the right because the death/kill feedback box is on the left.
The player join box is also on the right, but lower.
-
you'll even be able to split the team that you started off with into groups, so they can go after different objectives.
That is actually a typo. They should be fixing it later today.
-
-
..and booth babes are more relevant?

-
Just the ability to climb over something or up something would be a huge improvement.
GR2 (and subsequently Summit Strike) does have the ability to clamber over obstacles..
-
I like the skins. Personally, I'd be the pumpkin guy all the time since he was brave enough to escape from a plantation in Cuba..
-
2 - when i make a night version of a day map
the trees are bright , and when i make a day version of a night map the trees are dark
Pfew... Those tools are ancient. But if I remember correctly, the trees in GR are purely dynamic vertex lit. Basically, the lighting is not stored in a texture but rather in the vertices of the mesh, and therefore inside the .MAP file.
The best you could probably do is just tweak the textures that are on the trees until they're bright or dark enough for you to use.
The darkmaps however are very much tweakable.
Give Me Back My Old Ghost Recon, Rejuvenated! That's All!
in GR:FS (PC) - General Discussion
Posted
Don't worry guys. I assure you the game is in good hands.