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Usually use the alias TicTac.

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dvlstx
dvlstx @ New scope reticle designs

Watch the edges of your scope markings, some of them flash to white for a pixel before falling off into transparency (most noticeable on the RPG-7 example). Should be able to fix it by expanding the reticle markings by 1 or 2px, and leaving the alpha map as it is.

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dvlstx
dvlstx @ Stealth (teaser video)

Is the ejection port on his rifle on the wrong side? *tsk* *tsk*

Reply Good karma+1 vote
dvlstx
dvlstx @ Stealth (teaser video)

Silencing a supersonic round won't make it quieter, but it will make it harder to determine the direction it came from.

Warriortalk.com

[this is in reply to PrettyBoy326; moddb, y u sort comments so poorly??]

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dvlstx
dvlstx @ Stealth (teaser video)

Using a 'silencer' on a gun chambered with supersonic rounds won't do much for noise level, but it WILL drastically change the characteristics of the sound. This makes it harder to pin-point the direction that the shot came from.

Warriortalk.com

[edit] oops, didn't notice some other people already said this :3 Well, there's some interesting tidbits in that link starting a few posts down.

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dvlstx
dvlstx @ Stalkers Journal (be a part of it)

Pfft, I got my first Bear detector from a zombie! Go at them carefully, keeping cover in between you and it, and it only takes a shot to the head to put them down.

Reply Good karma+2 votes
dvlstx
dvlstx @ Stalkers Journal (be a part of it)

Radiation poisoning is serious business. Always keep an ear out for your Geiger counter.

Be sure to carry medication for a wide range of ailments. They'll save your life in a pinch.

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dvlstx
dvlstx @ Reporting Back for Duty

Great news, I love me some atmospheric mods :)

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dvlstx
dvlstx @ City 17: Episode One MOTY Update | Day Four

Watch out for haloing when using unsharp mask... I can see a bit in the included screens, most notably where the broken window meets the sky.

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dvlstx
dvlstx @ City 17: Episode One | Quick Media Release

'real' scopes, I like :D

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dvlstx
dvlstx @ Playing with shaders

I have to agree with CooL, it looks like the door's made out of clay o.O Remember guys, subtle bump mapping is a good thing some times (lots of times)

Reply Good karma+2 votes
dvlstx
dvlstx @ Slow and Steady – A Brief Update

I can't wait to play this mod again, it was plenty good with the bland mapping in the original

Reply Good karma+1 vote
dvlstx
dvlstx @ Am_OTW02

I can see gray, and some more gray, and BLUURRRYYY GRAYYYYYYY

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dvlstx
dvlstx @ Training bit (WIP)

traaaacking

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dvlstx
dvlstx @ Review of the CoF Demo

do want :3

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dvlstx
dvlstx @ ALyx Gun Hands Beta

The Alyx-gun model has animations for turning into an SMG/rifle in one of the games, could be a cool feature (improved accuracy or something)

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dvlstx
dvlstx @ Breen Poster

more of a stalin-stache, if you ask me :P

Reply Good karma+1 vote
dvlstx
dvlstx @ jm_killhouse

lighting looks good, needs more detail on the brushwork tho (down on/around the cover)

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dvlstx
dvlstx @ Shipment remake

lighting needs work, it's uninteresting right now (unless you're gonna make it foggier/raining)

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dvlstx
dvlstx @ AA-12 Shotgun WIP

it's way too thick

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dvlstx
dvlstx @ Portal: Awakening Screenshot

looks great guys :) Refreshing style in Portal, even if it's copying P2

Reply Good karma+2 votes
dvlstx
dvlstx @ A Light at the end of the Tunnel

" As always these shots are pre-alpha and lack proper polish "
" pre-alpha and lack proper polish "
" lack proper polish "

Like hell they do :P These look fantastic as-is

Reply Good karma+1 vote
dvlstx
dvlstx @ Deleted game

those are photographs of the actual guns... :|

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dvlstx
dvlstx @ In game

looks good, skinny :D
PS it's TicTac from TWP

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dvlstx
dvlstx @ Half-Life 2: Aperture Chapters

Your new banner image is far too cluttered with text, it's difficult to find things right away. Also, you don't need to say "non-commercial" :P

Reply Good karma+1 vote
dvlstx
dvlstx @ DM_Gasworks Gameplay

is that chromatic aberration on the sight?! If it is, dial it down a LOT. Lenses are specifically checked/fixed to have very little if any C.A.

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dvlstx
dvlstx @ AC_P1 as of 8:02 AM 5/6/2010

The loading docks look a lot more like docks now :)

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dvlstx
dvlstx @ AC_P1 So far

The one on the far left is part of the ship model, as far as I can tell :P
I mean the one that's almost center in the shot.

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dvlstx
dvlstx @ AC_P1, as of 4th of May 2010

Here's the sliver I was talking about J.imagehost.org

Gameplay's more important than visuals, so it looks like you have the right idea here :P Just make sure you don't overlook anything you might've rushed thru when you start work on visuals.

Reply Good karma+1 vote
dvlstx
dvlstx @ AC_P1 So far

Are you using water with real time reflections or cubemaps? I assumed RT.

What I'm saying for the GLaDOS piece is that, thinking as tho this were the real world, that is a highly valuable one-of-a-kind machine. It would be shipped about in a crate to keep it safe, instead of plopped on the concrete :P

Oh, ok. I thought that bit was the ceiling, makes sense if it's the edge of a window.

The skyscraper card looks really good, actually. I'm talking about the building on the far edge of the docks, it's textured with that rust-stained concrete.

Reply Good karma+1 vote
dvlstx
dvlstx @ AC_P1 So far

Boat isn't reflecting on the water, not sure if this is a problem with the hammer fix or something wrong with your level.
GLaDOS bits wouldn't be shipped open-air like that. If you want the play to see it, have it inside a shipping crate and prop the door open or something.
You used a wall texture on the ceiling.
Weird texturing on that faaar building due to clipping the wall like you did. Either remove the clip or find a way to make it look better (hide it with an AC unit, or something).

Reply Good karma+1 vote
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