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Author Topic: OpenArena 0.7.7 reviewed  (Read 9596 times)
TehTux
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« on: July 01, 2008, 08:38:25 PM »

Just thought I'd share:

http://www.headshotgamer.com/review.aspx?id=59

I'm looking forward to 0.8 - hopefully we'll see this in little over a months time and I'll update the review!
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« Reply #1 on: July 01, 2008, 09:22:52 PM »

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TehTux

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^^ This was the first thing I looked at after reading that Cheesy  I think my first post was congratulating them on the April fools (they had modified the site and it looked, well just what a page looks like without a css sheet and you could barely read it). I couldnt help think  that they would go that far, especially when it was supposed to represent a game with classy visuals. But then I thought well it's only for one day

It turned out that the look of the site was as it had been intended, they were going for a retro look, it stayed like that for weeks. I felt stupid at the time but not now Cheesy I have just come to accept that I'm the resident tard, or doormat as someone once said. I think it was deleted or maybe I edited it.
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TehTux
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« Reply #2 on: July 01, 2008, 10:48:06 PM »

I had to do my first post sometime Cheesy
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HeadshotGamer.com
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« Reply #3 on: July 01, 2008, 11:29:27 PM »

We tend to do a 'sticky april fools' jokes around here. Like April 07's 'we're going anime ^_^' post introduced two new characters in an anime drawing, everyones like OA'S RUINED BUT THIS IS A JOKE LOL. A month later, a screenshot of the same two characters was posted, modeled and animated.



lol.

For this year it was the web design. The retroness won't stay for long, but the layout will.

@ review
gah another ugly looking vertex lit set review
if you're going to review OA remember to have the lighting set to lightmap, the r_flares 1 and (optional, but the kids love it as it defines how much balls a game has) r_bloom 1, also play fullscreen so the vivid overbrights show up. There is a built-in screenshot feature for proper screenshots
Vertex lighting kills not just the shadows but the effects of everything (as multi-stages in shaders are completely disabled) so don't use it
« Last Edit: July 01, 2008, 11:39:05 PM by leilol » Logged

asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
TehTux
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« Reply #4 on: July 02, 2008, 12:14:11 AM »

Lighting is (and was) set to: Lightmap (Normal) in the setup

I've switched it over to vertex (low) to see the difference and I couldn't spot it - what's the go here?
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« Reply #5 on: July 02, 2008, 12:24:07 AM »

I've switched it over to vertex (low) to see the difference and I couldn't spot it - what's the go here?
for one thing, you'll notice the explosion effects are a lot simpler too and the flares are more diminished, and there's no detailing in the map textures, and a ton of other broken effects
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
TehTux
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« Reply #6 on: July 02, 2008, 12:45:36 AM »

I've switched it over to vertex (low) to see the difference and I couldn't spot it - what's the go here?
for one thing, you'll notice the explosion effects are a lot simpler too and the flares are more diminished, and there's no detailing in the map textures, and a ton of other broken effects

Thanks. I'll redo the screenshots tonight using F10 instead of GIMP.

I'll ensure that it stays on Lightmap (Normal) in the setup and I'll run r_flares 1 and r_bloom 1 from the console. Any more tips?
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« Reply #7 on: July 02, 2008, 01:22:59 AM »

anisotropic filtering is always nice (tab one of those r_ext_ 's and set those anisotropics to 16 Smiley )
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asking when OA3 will be done won't get OA3 done.
Progress of OA3 currently occurs behind closed doors alone

I do not provide technical support either.

new code development on github
TehTux
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« Reply #8 on: July 02, 2008, 04:57:50 AM »

anisotropic filtering is always nice (tab one of those r_ext_ 's and set those anisotropics to 16 Smiley )

Pictures updated. Apart from the menu's the pics are now 1280x1024 full screen with everything tweaked. Converted to JPG at 90% compression (cuts a .tga 3.8MB file to around 300KB) to save some bandwidth.
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