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The trouble is with things like demo's and pre-release screenshots is that they are always shown in the context of it being a "pre-release build" and "does not represent the final product". How many demos ive played over the years which have a "this demo does not represent the final product"...
Source based games like Team Fortress 2 and L4D have some brilliant looking ragdoll technology.
With Source physics, the bodies have a certain weight to them that just feels "right".
Ive seen ragdolls done in other games and they just look bad. Even Crysis' ragdolls looked poor to me, very...
Yep, im an ex-COD1 / UO player who is looking for a PC game worth my time.
Call Of Duty now is a console centric franchise, so ive pretty much abandoned that now (never purchased MW2 and wont purchase Black Ops) so i'm looking for a epic, 64 player, massive map game like in the good old PC days...
I've often thought this.
The movie-style fireball at the end of the barrel is not really realistic at all.
Maybe on a minigun or something mounted on a black hawk, but not a regular rifle or handgun.
Hi guys,
I was (still am in a way) a big fan of the first COD PC titles, and have also put hours in on BF2. Not really been a fan of the COD series since they went all MTV on us since COD4. However I took the plunge and bought ARMA2, and whilst I like the game and what its trying to do, I found...
I have beta tested a few games over the years, and provided (hopefully) good feedback.
If there is any kind of beta application, I would appreciate being considered.
Kind regards,
Ben.
Is there any information on what kind of sound engine or sound effects technology we can expect in RO2?
I know things like EAX are probably now out of date and no longer viable, but just wondered what was happening for sound, as its obviously a very important part of the experience? Will there...
Nothing, I was just making comment on general sound design.
EDIT; my apologies, I made comment without listening to the interview. I misunderstood the meaning of "audio interview" as I was thinking it was an "interview on audio".
I found that Company Of Heros had an amazing audio experience, especially the reverb effects, really really surprised me that an RTS could have such an authentic sound design.
I hope that RO2 can emulate some of that.
And I think I can count on one finger the amount of times these things change in the final gold copy. People always say "its not finished yet", but when the finished thing comes out, it looks exactly the same, just like those exclaimers before game demo's, "this is not a finished product", but...
It shouldn't really matter how close the "camera" is to the texture. Anyway, it looks as though the "camera" is the same height as that barrel over on the right, so that "camera height" is the same as someone either standing or crouching within the map.
In Crysis, you can have your nose up...
I don't think they are too bad really.
What I think the locations could use is some detail layers in the textures. An effecient way of making textures look better when close up.
This texture work here looks quite low res...
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