Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Friday, July 27, 2012

Just another post

I picked up Dead Island during the Steam Summer Sale after watching the GameTrailers review. I have an odd feeling that they played the console version because, well, the PC version is terrible. I'm noticing a trend where I say "Game X is screaming console port!" and I think it's because, well, I keep playing games that are console ports...but anyways, this one is definitely in that category.

The following is a list of things that I...noticed while playing the game:

  • Rebinding the Use key doesn't completely work. There are instances where I had to press the originally bound key to do anything.
  • No quickslot keys. I have to use the middle mouse button to pull up a radial menu.
    • The camera moves a little until the mouse moves past a threshold wherein the radial menu completely redirects input. So, the radial arrow AND the camera both move for a little bit.
  • Switching weapons into radial slots takes a second before it registers. So, if you exit the menu too quick, your weapon won't switch spots.
  • You have to sell stacks of items one, at, a, time.
  • Inventory is categorized and placed in one huge list.
    • Not sortable.
  • I can carry bottles of bleach, several cans of food, bottles of water, nails, batteries, large batteries, a dozen bottles of champagne, and several engine parts, but can't carry more than 16 tonfas, 75 pistol bullets, 90 rifle bullets, and 30 shotgun shells.
    • I get it. The tonfas are weapons and the rest are misc/crafting materials, but I raised my eyebrow at this several times because, if you're going to be somewhat realistic about ammo, why stop there?
  • Skill descriptions persist instead of only appearing when the mouse hovers over them.
    • They also obscure everything underneath them, so you have to click around in order to reveal the skill tree.
    • Some descriptions are a bit...weird.
  • If I alt+tab, vsync turns off.
  • I've lost audio for everything but cutscenes once. No idea why.
  • No FOV slider
  • Shotguns or assault rifles at point blank range tend to do no damage to npcs, but npcs can shoot you at the same range.
    • If I aim at an enemy and fire, it'll miss when the second shot from the same position hits. Yes, guns sway, but when the sway never takes you off the target (at around 20ft), shouldn't I hit?
  • Gun specialist with no guns for the first quarter of the game.
    • Except for her Fury.
  • Mouse acceleration dramatically different between the menu and ingame.
    • Too low and your camera is perfect, but your mouse has to run the length of a football field in order to get anywhere in the menus.
  • The blood effect I had on screen has become a white, textureless blur. <-- I'm a bit concerned about this one. Better retest my graphics card.
  • I got killed by a car door as I exited a vehicle while it pulled to a stop.
  • My checkpoints are always where the main quest is, not where it says "checkpoint saved" or whatnot.
  • Cars disappear if you venture more than 100 yards away from them. "Why yes, I wanted to trek across the entire island to turn in this quest."
  • In one quest, you can't leave a key character in the SAFE ZONE without failing a quest and being forced to restart. However, you can leave said character in the middle of nowhere with no defenses whatsoever.
  • If I have a stack of medkits, but my inventory slots are full. I cannot pickup another medkit and add it to the stack until I drop a weapon, pickup the kit, and then pickup the weapon I dropped.
  • One cutscene sequence at a police station has no sky and reminds me of the hall-of-mirrors from the Source engine. Repeatable and only this cutscene, not the others.

Fortunately, a few key issues were addressed using Dead Island Helper and I've been enjoying the game. However, I've been running into the "No mic = ban" groups. Yes, yes, voice chat is very useful for coordination, but I've had enough people abusing it in the past to a) turn it off and b) not bother finding out what is wrong with my mic (bass boost/constant hum).


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Anyways, I'm thinking about releasing my black leather duster clothes model for Skyrim. It's still giving me this weird stretched polygon issue. I'll have to start it from scratch to ensure all vertices keep their numbers. This does annoy me because, as I've said before, the heavy model was the original scaled up in places to accommodate a thicker body. Nothing else was changed, even the weightmaps are the same.

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I tried getting another Portal 2 map fleshed out, but wound up starting yet another one and tweaking my Backstock map. And now, I've forgotten to work on any of them because I've been running around in Dead Island ("Get money's worth" *grumble grumble*).

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2k Games has put up their, what seems to be, quarterly "QA Testers needed" posting on Craigslist. I've applied in the past, but never got a response, not even an automated one. Now, I'm not sure I even want to drive 45 miles and pass LAX twice a day. I think I once calculated that the money the job paid was not enough to cover the cost of driving to and from their general location. Making negative income, brilliant! Of course, whatever I concluded from that is void because the vehicle I drove then had its transmission die (100mi from home no less) and I now have a more fuel efficient car (No, I didn't buy it. It was a gift and I can't even cover the insurance or car wash. My parents have to.).

I really want to get a job in which I either fix PCs or work on some aspect of Game Development (or both!), but about 75% of the applications I've sent out never received a response of any kind. The 25% that did were mainly for programming positions where I bombed the phone interviews because my vocabulary was terrible. I know what I'm doing (mostly), but can't express it in the exact textbook technical terms they want. I'm only applying for entry level positions, mind you.

I did have an interview with a game publisher last year, but they misread my resume and thought I ran focus testing instead of being a focus tester. So, when that came up a quarter of the way through the interview, they just went through the motions to humor me. When I followed up saying thank you, I got no response back. When I knew I didn't get the job a month later (how could I not know from the get-go?), still no messages.

I'm finding that if I get an interview, I don't get responses back and any further attempts at contact are met with silence. I've been at it for almost a year and a half. I hate my job (i.e. job hunting) so much that I don't do it. I'm tired of these oneway conversations. At this point, my CS degree is worthless ("Oh, a degree. What else ya got?") and the only thing I've programmed in that time was a couple weeks ago. 10 lines of code to brute force calculate a number whose right edge on a number line would match the left edge of another number. Thrilling. Better slap that on the resume.

What really gets on my nerves are all the postings that are blatant "We want to exploit those of you who have lost your jobs because of the recession" positions. What I mean is for a part-time PC technician position, I had to have 5-10 years experience and previously worked on enterprise-level hardware and/or ran an IT department for a big company. The job paid $15/hr and was for some local PC repair shop (of course, they didn't say who they were, so I couldn't bike over and shove my resume in their face). The job was basic PC troubleshooting, some network troubleshooting, assembly, some part swapping, and the occasional house call.

I did apply for idTech camps as an instructor, but after blowing the bully question ("I'd ask him to stop and move him from his target. If repeated, I'd call him out. If continued, I'd put him outside."), I didn't get the job, much to my relief; I'm a terrible teacher. This was the "Oh fine, why not?" application. Of course, now I can mark "familiar with 3ds max". *sigh*

Thursday, April 19, 2012

Getting carried away

I've nearly finished my texture for the Vigilance Greatsword. All that's left is the base material for the body and blade. Right now, my main complaint is how I used the bevel tool to give it a glossy look instead of relying on the specular map.

Original on left. Remake using vectors on right.


The odd way it looks in game brought my attention to something rather obvious: the sword is flat. No details. Just the normal map faking geometry. So, while the character modelling tutorial series I'm following is stalled, I'm remaking the sword.

Original mesh on bottom. My recreation on top.

So far, I have the base of the sword (blue) and most of the details. I'm not using any smoothing right now and I'm trying to keep it as low poly as I can without sacrificing too much accuracy to the original detail. I'm hoping recreating the mesh, instead of modifying the original one, will help me avoid all those weird edge loops (or lack thereof).

Since I'm remaking everything, I'm going to change how the UV map is laid out. Right now, the official UV mapping breaks the grip 3/4 of the way up with the last 1/4 on the crossguard. Additionally, the blade UV is broken at the end of the details in the above image.

This makes it hard to recreate the texture as I need to account for the rotation and slight downscaling in the UV. From the positioning, I can understand why they'd do it that way; it is condensed into a smaller 256x512 frame instead of a square 512x512. But this is 2012 and I might as well push my 512MB 9800gt to the limit. So, I'm going to explore different layouts and see if I can make a better UV that keeps both the grip and the blade in their respective continuous sections.

I'm hoping I can get 3DS Max to behave and actually generate a normal map for me to use. The last time I tried to generate a normal map for a model, it gave me empty images. If it fails to do so, I'll do it by hand. Well, I'm not sure you can call the Nvidia NormalMap plugin doing it by hand, but I'll have to reprocess my vector texture and modify the plugin's output before sending it through a second time.

Friday, April 13, 2012

Test Map Pack 4 Released

I had to take a couple days to comb through the last 7 maps to iron some things out before release. For a twist, though, I actually had a couple people playtest the maps and provide feedback.

The maps this time around weren't as complex in implementation or concept as my others. I'm not sure what to make of that. I had fun anyways, so I don't think it matters.

Grab it here

For those that haven't played my other packs:
Test Map Pack 1
Test Map Pack 2
Test Map Pack 3

And here's my first released Portal 2 map (which was actually made while I was in the middle of Test Map Pack 1):
Bits or Pieces

Monday, April 9, 2012

Portal 2 - Don't Look Back video release

Took a while to get this together. I was working a lot on a mod and things didn't click for a bit.




I'm pretty happy with it. It does make me want to mess with material proxies again. You can achieve quite a lot with them.

I believe I have 7 maps done, so now I can get to compiling Test Map Pack 4. That means linking them up with transitions/triggers, compiling both HDR and LDR, playtesting, and packing materials.

Wednesday, March 14, 2012

Mixing Games

   I've been playing Skyrim for a month and, well, I got really bored of J'zargo running around in Daedric Armor. It was great and all, but seeing it over and over made it an eyesore.

The armor was getting rather dull in both viewing frequency and color

   So, I switched out my DragonPlate Armor for the Daedric Set and ran around in that for a while.

Cheese!


And again, I got bored of seeing DragonPlate on him. This time, though, I set out to do something different. Something to curb my desire to hop into Dragon Age 2 and give me something better to look at: I set out to port a Dragon Age 2 armor set into Skyrim. I eventually settled on the Blood Dragon armor.

Disclaimer:
I know porting game content from one to another and releasing it is, in most cases, illegal. I never had any intention on release and never will release it. There are way too many bugs and inconsistencies and I would rather make my own than release someone else's work (though it took a ton for me to get it working).

   Now, I had barely scratched the surface of what the XSI Mod Tool could do after finishing the Colt-1911 tutorial that ever so conveniently left out the skinning part a few weeks prior. Anyways, every search result I found for manipulating Dragon Age 2 meshes involved Lightwave, Blender, or 3DS Max, no XSI, anywhere. Since I hated the Blender UI the last time I tried it, never heard of Lightwave, and had to make an account just to get the Mod Tool, I decided to finally take advantage of said account and get a student version of 3DS Max 2011. I wasn't sure 2012 would work with the plugins I found, so I went with the safer option.

To keep in line with my disclaimer, I'm also not going to explain what I did so as to avoid telling you how to do this on your own.

   Needless to say, diving straight into 3DS Max was difficult. I was constantly trying to navigate using either Hammer or XSI's keyboard shortcuts. So, I watched several tutorials and got a better feel for the UI. A week of crash course learning later and, voila, J'zargo in Blood Dragon Armor:


There were some issues with the model such as using the wrong flags for the armor piece and the ever annoying proportion mismatch between Dragon Age 2 and Skyrim.

If you ignore the ice spike in his noggin, you'll see his hands are rather...off. I fixed the knees later.
Here's some differences I found between the games:
  • Skyrim's human women are modeled to be the same height as men, then later scaled in-game
  • Dragon Age 2's human women are shorter at the model level, not in-game (they might be scaled later as well, never looked into it).
  • Dragon Age 2's humans have shorter arms compared to Skyrim's
  • Skyrim's women have large manly hands compared to the petite ones of Dragon Age 2. I'm talking Mossman's mitts from Half-Life 2 here.
   In the end, I had a model that, while buggy, fulfilled my desire to have something different to look at and slake my desire to complete my 3rd playthrough of Dragon Age 2 (I'm waiting for all DLC to be done). No idea why, but the red Cyclops visor's center vertices move around so they show the interior of the helmet (i.e. nothing). In 3DS Max, it looks perfectly fine in both the Low and High weight versions.

   The female version is just broken. It looks great in NifSkope and 3DS Max, but in game the vertices on the upper spine are missing (I can see the ground through my back), the breastplate is crumpled like she braced a fall with her bosom, and, as mentioned before, the fingers are way, way off (think Hagraven fingers).

   It was great while I had J'zargo, but The Companions' quest line progressed to the point where he was forcibly removed from my party. Now, I have the uncustomizable Vilkas floating around, taunting the walls; Meeko, placing his terrible collision box in the MIDDLE of doorways, unable to move backwards, always insisting on moving forward to get out of my way or just not moving at all; and Shadowmere, who just loves charging into massive groups of enemies trying to pull off a Frost-like suicide.

Monday, March 12, 2012

Portal 2 - Push and Pull Video is up


I finally got Steam working again by deleting my botched skin and all files except my steam.log, screenshots, and DX:HR saves. Had to do a check with TreeSizeFree to see which folders contained screenshots and save files (I hate Steam's obfuscated userdata folders).

I had to restart Steam, again, and almost everything worked. I had to let it redownload missing game files (turns out not everything is in the SteamApps folder aside from saves/screenshots) and convert various games to the new file system that were already converted before I began (at least, I thought they were).

So, here it is: Map 6 of 7 for Test Map Pack 4. More details in the video description.