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psikobare

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  1. HALF-LIFE

    des gens ont trouvé des nouveaux bouts de combines dans le SDK de portal 2

    http://forums.steampowered.com/forums/showthread.php?t=1884449

    http://pastebin.com/q9JB5L9y

    j'ai suivi pas mal de discussion sur le recrutement chez valve, je vais essayer de vous en donner un peu:

    Michael Abrash a été recruté par valve (il a commencé a microsoft, pour partir chez id pour coder quake et doom), il est spécialé en 80x86 et assembleur (badass)

    apparemment, c'est lui qui a inspiré newell a fondé sa boite:

    One of the smartest guys at Microsoft at the time was Michael Abrash. It turned out that Michael was one of John Carmack’s programming heroes, and John convinced Michael to leave Microsoft to work with him on the Quake engine. After Michael had been there a while, he started talking with Mike Harrington and myself about this new engine they were doing, and his feeling that it was going to create a lot of opportunities to do super interesting work in the game space (I think his exact words were “Quake will be the worst game done on the Quake engine” which wasn’t a slam at their own game so much as a statement of his confidence in what the tech enabled). Mike Harrington and I went down to Texas with Ken Birdwell and Kelly Bailey, and we left with the source code to Quake, and a mission to build what turned into Half-Life. Abrash is at Rad Game Tools, and his early involvement in Larrabee is one of the things that has us fired up about how significant that architecture will be as it proliferates.

    en 2007, newell disait:

    forever. I have huge respect for him, I think he’s incredibly smart. About once a quarter we go for dinner and I say “are you ready to work here yet?” One day… [Laughs]]

    en 2010:

    We have one guy who I think we’re finally going to get to move here that we’ve been pursuing for twelve years now, and we finally have convinced him to join the horde.

    :transpi:

    Bay Raitt

    il bossait chez Weta Digital, c'est lui qui a modélisé et animé la t^te de gollum

    chez valve depuis 2004, il a déclaré lors de l'achat par valve de la tech Digital Imaging:

    This new system is designed to reduce dramatically the time taken to create compelling characters in video games and animated films. It uses Dimensional Imaging‟s DI3D™ facial capture system to quickly capture high definition 3D models of many different facial expressions from an actor. The facial expression models are then turned semi-automatically into “blend shapes” that form the basis of most facial animation systems. This results in a dramatic reduction in time, as well as a huge increase in realism, over the established methods of hand modeling blend shapes.

    “The challenge for game developers is the huge amount of effort required to create the high level of detail required in today’s games," said Bay Raitt, senior animator at Valve. "Running pre-release tests of Dimensional Imaging’s new Expression Capture System at Valve have shown great promise for reducing the time needed to create next generation character animation. Valve is looking to integrate the use of this exciting new technology in future products."

    cette nouvelle technologie, on ne l'a pas encore vu en action, puisque le seul jeu de valve sortie entre temps c'est portal 2, pas vraiment un modèle d'animation faciale

    toujours chez Weta Digital, Jeff Unay a rejoins valve en février 2010

    facial lead animator d'avatar (le film)

    toujours dans la même boite, Keith Huggins

    animator sur king kong et le seigneur des anneaux, avec un rapide passage chez Industrial Light & Magic pour star wars episode III (et van helsing)

    encore de weta, Jeremy Fuckin' Bennett mec! (allez voir son taf et ses artworks)

    directeur artistique du seigneur des anneaux (n'oubliez pas de préfixer d'un Monsieur quand vous l’adressez dans la rue)

    +encore d'autres gens de weta (il leur en reste?) et de pixar

    ajoutons a cela, Doug Church, a rejoins valve en mars dernier, d'après Robin Walker, ils ont tenté de l'amadouer pendant quatre ans avant qu'il craque

    le gars n'a pourtant pas un cv, impressionant (allez sur wikipedia)

    il a travaillé sur quelques jeux inconnus:

    Ultima Underworld: The Stygian Abyss (1992)

    Ultima Underworld II: Labyrinth of Worlds (1993)

    System Shock (1994)

    Flight Unlimited (1995)

    Terra Nova: Strike Force Centauri (1996)

    Flight Unlimited II (1997)

    Thief: The Dark Project (1998)

    System Shock 2 (1999)

    Flight Unlimited III (1999)

    Thief II: The Metal Age (2000)

    FreQuency (2001)

    Deus Ex (Game of the Year Edition) (2001)

    Freedom Force (2002)

    Whiplash (2003)

    Deus Ex: Invisible War (2003)

    Backyard Wrestling: Don't Try This at Home (2003)

    Thief: Deadly Shadows (2004)

    Tomb Raider: Legend (2006)

    (il est dans les crédit de portal 2 mais il n'a vraisemblablement rien fait dessus)

    il y a aussi plein d'histoire sur la structure de valve

    pas de manager, pas de contraintes, plein de liberté (je vais juste faire des copié-collé par contre, mais ça vaut vraiment le coup)

    1UP: Do you like moving in a different direction with Left 4 Dead, or are you excited to get this out the door and then start talking about Episode Three?

    GN: Yes. Left 4 Dead is a lot of fun to work on. It's a different kind of game. It's a very A.I.-intensive game. It pushes our programmers really hard, more than our level designers. So it's fun.

    After working on Alyx's model for a couple of years, people are really excited to do a zombie for a while. It's like, "Oooh, I get to make ugly now." So, yeah, it's a nice change of pace.

    Basically, at Valve everybody gets to decide what they're working on. Some people say, "I want to work on Steam for a while," or "I'm tired of photo-realistic stuff; I'm going to work on Team Fortress 2 for a while." We do have some variety in terms of projects, and Left 4 Dead was a lot of fun for people to work on. It's fun to play, too. It's a fun game. After we've shipped one of our games, we're all pretty damned tired of it. I've played Half-Life 2 probably a couple of hundred times. It can be fun for a while, but getting to try something else and not look at headcrabs for a while is definitely a nice break.

    "Kim Swift, who was on Portal, really liked Left 4 Dead and wanted to work on Left 4 Dead 2, so we said, okay, work on Left 4 Dead 2,"

    Geoff Keighley, auteur du ebook que tu peux le voir que sur ipad ( :roll: ), "The Final Hours of Portal 2"

    Valve has the blessing of being in the catbird seal — or the curse. Privately owned by Newell and the employees, there are no outside shareholders or a board of directors to please. The invisible hand of curiosity is what guides the company. That is, until what employees dub the "Gabe Fiat" is invoked to shake things up.

    November 2007 was one of those times. Concerned that Valve was spending far too much time making games and not enough time pushing its designs in bold new directions, Newell showed up one morning with a radical idea: What if he effectively shut down Valve's production pipeline for a few months and turned the company into one big creative playground? There would be no deadlines, no milestones, and little accountability. And most important, the entire process would be a secret to the outside world.

    Newell assembled the team in the main conference room and outlined his plan. The "Directed Design Experiments" as he called them would hopefully lead to a creative renaissance. Employees were told to assemble small groups and try whatever they thought was cool or interesting. A spectacular failure would be just as important as the next big thing.

    Brainstorming commenced. Days, weeks, and months began to pass. With little news out of Valve headquarters, fans on message boards incessantly speculated about what the almighty Valve was working on. Was it Half-Life 2: Episode 3? Portal 2? Counter-Strike 2? Not exactly. Two Bots, One Wrench was deep into production.

    It's mid-afternoon in February 2008 and the employees of Valve are filing into a local movie theater in Bellevue, Washington. But they aren't here to see a movie. They're here for an internal science fair of the design experiments. Within these four walls, Valve will showcase more innovation in 60 minutes than most game companies will see in a lifetime.

    Erik Wolpaw et Chet Faliszek , si loquace désormais, auraient très bien pu ne jamais travailler pour valve

    c'est tellement différent de travailler là-bas, que certains employés mettent du temps à s'y habituer

    le pacte des deux auteurs:

    http://i.picpar.com/3f29cad6f3bddbb63a053d80c500c91b4b7e3de4.jpg

    http://i.picpar.com/69127de6129116505dc0688225e4e1d5b60157d2.jpg

    http://i.picpar.com/a83598083e210c97f415aa9553dee0bd8f097af5.jpg

    http://www.rockpapershotgun.com/2007/10/31/rps-interview-valves-erik-wolpaw/ (2007)

    When you moved to Valve – that must have been a strange day – what did you expect to be doing?

    I figured I’d be spending most of my time getting fired in a few weeks. Thank God for Portal and Team Fortress and Valve’s decentralized management structure that created an environment where nobody 100% knew who had the authority to fire me until I was able to actually make a meaningful contribution.

    :mdr: :mdr: :mdr:


    Heroes Of Newerth

    HoN fête ses 1 an, bon anniversaire!

    pour fêtez ça, vous pouvez essayer le jeu gratuitement du 13 au 22 mai:

    On May 12, 2010 at 4 p.m. EST, we celebrated the launch of our highly anticipated third title, Heroes of Newerth. After working on the title for over three years, HoN went retail with over three million beta subscribers. We worked tirelessly to make HoN the best online, multiplayer game of its kind and haven’t slowed down since then. Over the past year, we’ve accomplished many milestones. HoN now averages 30,000 concurrent players at any given time, daily concurrent peaks over 50,000 and an impressive 420,000 unique active players!

    http://www.heroesofnewerth.com/

    420000 joueurs actifs et 30000 joueurs en moyenne, et 50000 en pointe, ça doit faire le double de Team Fortress 2

  2. DRIVER 4: San Francisco

    un (story) trailer:

    http://www.youtube.com/watch?v=3QmDlpTYG2g

    et une preview:

    http://www.incgamers.com/pc/Previews/268/driver-san-francisco-hands-on

    le jeu tourne autour de l'effet "shift", déjà présenté, on joue avec pour éviter de se faire semer/crasher, comme déjà vu, mais aussi comme ça qu'on choisis ses missions

    ça donne lieu a des trucs marrants d'ailleurs

    What was perhaps most fun about the system was Shifting into cars which held a passenger. Most memorably, we possessed a woman driving with her teenage son who quickly became incredibly distressed and bewildered at the sudden change in his mother’s driving style – going from calm and sensible to using a moving car transport truck as a jump ramp at over 100mph.

    il y aura des upgrades pour les véhicules

    les graphismes n'ont pas l'air transcendantaux

    Visually, the cars look nice. They’re shiny, they kick up bellows of smoke when drifting or burning out and the damage modelling does a good enough job of letting you know you’ve probably not been adhering to the laws of the road. The world itself looks a bit drab though, buildings often look as though they’re sporting decidedly low-res textures and there’s not much variation between one structure and the next - although, some compromise is likely necessary when a game runs at a constant 60 frames per second.

    une des rpemières missions vou srappèlera le parking du premier opus:

    Another City Mission required us to take control of a TV camera van and film some examples of reckless driving. Of course, it meant that we had to also provide the reckless driving. Camera van parked up in a good spot, we Shifted from car to car to perform the required stunts within the required zone – drive at over 100mph, drift over 20 metres and cause a head-on collision. The mission ended with us baiting a police car to chase us through a tight alleyway so the TV crew could get their ‘money shot’.

    et on ne peux (toujours) pas écraser les piétons :francais:

    mais le testeurs à tout de même l'air entousiaste

  3. GRAN THEFT AUTO V

    vous reprendrez bien un peu de rumeurs?1

    While Rockstar has yet to say anything regarding the release of the game Gamestop.de has just posted the game with a release date of January 15, 2012. Of course, we've seen stuff like this before only to have Gamestop pull the listing later but it's definitely something to make note. GTA 5 is expected to be officially announced at E3 in June. Possible leaks from FintoLeaks.com (of course, I'm not sure how much credibility these rumors have):

    * GTA5 will still embody a realistic feel - not just in terms of gameplay but also the overall geographical positioning and sense of scale.

    * The setting of the game will be Los Angeles with a rural countryside and possibly a close representation of Santa Catalina Island.

    * You will play as rookie Los Santos police officer and have the choice to choose weather to be a straight or crooked cop, similar to the moral choices in Red Dead Redemption.

    * The ability to purchase safe-houses is now a major part of the game. Players are able to rent motels, hotels, and even store their car in their parking lots.

    * GTA5 will feature more melee weapons, including a taser, a side handle police baton, wooden baseball bat, and brass knuckles.

    * One mission will include searching for your partner in the ghetto.

    * You are able to handcuff and arrest pedestrians.

    * Police bikes, police motorcycles, and police helicopters are all included in gameplay. However, you have to complete 'police driving schools' similar to San Andreas.

    * Animals will roam the rural areas.

    * Gang territories are back in the game, except you won't fight over territories like San Andreas.

    * Taxi cabs are back, but you also have the ability to call for backup and use their cars.

    * The army is back in the game - including a tank.

    * There is a female police officer (name unknown) in cutscenes but not found in gameplay.

    * The game will feature a much larger clothing selection with more opportunities of character customation.

    * The most notable and exciting new vehicle - an Aerial firefighting helicopter. It is assumed that there will be a wildfire mission.

    * One part of the game involves working with a weed distributor - holding a large illegal-marijuana operation located in his "mansion?".

    on a donc:

    gta5 pourrais être annoncé à l'E3, pour une sortie en janvier 2012 (le 15)

    toujours plus réaliste, tant dans son gameplay que dans son décor

    cela se passerai a los angeles, en incluant la campagn e et l'ile de santa catalina

    un true crime-like? vous jouerez un jeune officier de la police de los santos, et vos choix influeront l'histoire du jeu (honnête ou corrompu)

    acheter des propriétés serait un élément majeur du jeu

    plus d'arme de mêlé, dont un taser, un baton de police, une batte de baseball et un poing américain

    dans une mission, il vous faudra rechercher votre partenaire dans un ghetto (j'imagine qu'il faudra légèrement faire usage de la force)

    vous pourrez menotter et arrêter les passants (comme true crime, non?)

    il y a des vélos, des motos et même des hélicoptères de police, mais il vous faudra obtenir un permis pour en débloquer certains

    il y aura des animaux sauvage dans la campagne

    des gangs s'affronterons pour le contrôle des territoires du jeu

    il y aura des taxis, vous pourrez aussi appeler des renforts

    l'armée sera là, avec ses tanks

    il y a une femme parmis vos collègues (incroyable!), mais elle n’apparaîtra peut-être que dans les cinématiques

    on pourra customiser et habiller son personnage comme jamais!! (joueurs de sims, ravissez-vous)

    il y aura un hélicoptère de pompier, et surement une mission ou il sera utile

    vous pourrez travailler avec un trafiquant de drogue (dans gta? incroyable)

  4. et puis, ce serais étonnant d'annoncer un autre jeux avant la sortie de portal 2

    d'ailleurs:

    pobrp1.jpg

    potato

    poRtaLtWo

    portal two

    le message le plus intriguant c'est celui-ci:

    4/19/2011_7AM=4/15/2011_9AM

    le jeu va sortir le 15 au lieu du 19?(sur steam) ça serait couillu

    un reverse valve time

    la première fois que valve délivre un truc en avance :francais:

    sinon parmis les images j'en ais trouvé une sympa:

    09_tga.png

    a46b6e892e564ef934ac2315f392c.png

  5. oui facepunch c'est un peu le lieu où on trouve les meilleurs infos JV

    je comptais en parler quand il y aurais quelque chose à montrer (les énigmes sans sens c'est pas très photogénique)

    par contre je pense que cela ne concerne que portal2

    une campagne de pub a la valve avec des jeux de piste qui font parler du jeux sur les sites et entre les geeks, et des images jouli sur les autobus et des vidéos pour la plèbe

  6. UBISOFT EST TOUJOURS AUSSI CON

    édition du 29 mars 2011

    Sortit en 2003, Rainbow Six 3 : Raven Shield n'est plus vraiment à jour (ça peut se comprendre)

    cependant, des fans, dévoués, passionnés, et il faut le dire, talentueux, on créé un mod, permettant de revivre le jeu remis au gout du jour:

    *Completely Redone Character Textures.

    *Redefined Weaponry Visuals, and Effects.

    *Additional and Unique Weapon Ironsights.

    *Fundamentally Important Realism Factors.

    *Entirely Redone Menu Systems, GUI & HUD.

    *Updated AI, for truly tense counter-terror.

    *Terrorist Behavior Redefined and Balanced.

    *Immersive Goggles and new damage display.

    http://www.moddb.com/mods/raven-shield-two-point-zero

    c'est bien sur sans compter l'absolue stupidité de cadre d'ubisoft, qui ont fait parvenir une Ordonnance de cessation et d'abstention (Cease and desist, je ne connais pas l'équivalent français)

    Ladies (if there are any) and Gentlemen,

    It's my deepest fathom of regret to inform you that we were issued an official cease & desist

    order this afternoon; i quote 'to the effect of removing any distributive material of the software

    and to attempt publication of any further materials' and as such we are unable to maintain a

    continued effort in RavenShield 2.0; i will continue to work on this project privately but due to

    the aforementioned result i am unable to publish this for enjoyable gameplay in online rooms.

    Now, with that being said i will continue to work, and research these aspects but from all of

    my legal ramifications of this mod, ie KetsuCorp and the threat of Copyright Infringements a

    new scope is set upon the project. My apologies for anyone who spent time upon this game

    and the 2.0 Project, our time *was* wasted and sadly we're subject to someone else's say.

    For anyone who enjoyed the mod, and those who did not, you've been stripped of the liberty

    to play such things, due to corporate and self sustained greed, fear and loathing of creativity.

    I can't say it is not our faults, because we chose to create such software, knowing the very

    real consequences, BUT i can say that the freedoms of tomorrows mods are threatened by

    a variety of reasons, likely to do with money but we've no actual clear statement towards it.

    To the RvSGaming community, i will intend to follow instruction and removing the software

    in question, anyone who wishes to build from the software can ask me, and it will be solely

    my decision on whether or not i allow that individual to create mods from the remaining data.

    To those who felt that the mod was great, i appreciate your welcome gratitude, as it is also

    our intentions to make more smiles, that being said i merely request you play this privately

    and ensure it is not found in online servers. To those who felt it was not upto their very own

    expectations; our apologies go to you but naturally this mod was aimed at the hardcore of

    MilSim, regardless of how difficult it made gameplay for them. Perhaps HUDs better suit a

    regular gamer, or MilSim team, but in our world we find immersion to be our main objective.

    So with that being said, we intend to remove the data but leave screenshots as a tribute to

    a community project, set ablaze by the desire of users and dowsed by the winds of greed.

    Yeah, so i can only appreciate your respects toward my request to abide by these terms.

    Goodbye RvSGaming.com!

    http://www.neogaf.com/forum/showpost.php?p=26760108&postcount=1

    les développeurs en herbe ont répliqué en sortant un nouveau mod, Project VI, contournant la légalité (les fichiers du jeux ne sont plus modifiés)

    http://www.rvsgaming.com/modules.php?name=Forums&file=viewtopic&p=17772&highlight=#17772

    encore une fois, applaudissons ubisoft


    au passage:

    FyFcJ.jpg

  7. VALVE (majoritairement TF2)

    un fan a réalisé son rêve: toucher gabe newell visiter les locaux de valve

    [quoteThe day started out with a trip though the office with Thad, one of the employees. He showed me around the offices and all the different areas of their office building. This included the tech support area were the gave me the current specs of their computers (i7, 6GB DDR3 Ram, 128GB SSD, Nvidia 580) but they still test on lower end comps so don't let that worry you. After this we went past DOTA 2, TF2, and test rooms. Fallowing that we came back to the office cafeteria for a little snack then it was back to the lobby.

    After waiting in the lobby for a few minutes it turned out Gabe was in the office and wanted to say hi. To my great delight he was playing DOTA 2 when we walked in and from what I can see the game already looks very promising. After a little "sneak peek" we sat down to talk about Steam and other goings on in Valve. During this chat he confirmed that Steam will get a video recorder very soon, also he said they were looking into the iOS/Android platform for possible expansions with Steam. He also siad that the Source film maker is in the pipeline for a public release. After the chat was over he happily signed my copy of the Orange box and sent me on my way to Robin Walker.]

    http://forums.steampowered.com/forums/showthread.php?t=1803644

    il a pu obtenir une interview avec robin walker que l'on peut écouter ici ou (une vidéo est aussi sensé arriver bientôt)

    (il y a un résumé écrit sur les forums steam)

    d'autres infos croustillantes:

    Meet the Medic

    1. I have seen it and its 100% real

    2. Its about 80-90%~ done

    3. Its one of the best "Meet the" videos yet

    4. It will be released "soon"

    pl_barnblitz

    1. Its on the detailing stage and will be released "soon"

    2. The images posted with the Steam screenshots press release were intentional

    Source Film Maker

    1. It will be released "soon"

    <3

    plein de photos:

    http://i.imgur.com/oVMSW.jpg

    http://i.imgur.com/n5mZr.jpg

    http://i.imgur.com/cuVvj.jpg

    http://i.imgur.com/RXVKA.jpg

    http://i.imgur.com/QW2B4.jpg

    http://i.imgur.com/hpWrr.jpg

    http://i.imgur.com/ahvZd.jpg

    http://i.imgur.com/4aMVK.jpg

    http://i.imgur.com/y22BO.jpg

    http://i.imgur.com/4Xkgo.jpg

    http://i.imgur.com/XTVUm.jpg

    http://i.imgur.com/fxccE.jpg

    http://i.imgur.com/D14iC.jpg

    http://i.imgur.com/y0Nxf.jpg

    http://i.imgur.com/VWDaD.jpg

    http://i.imgur.com/gJ5LB.jpg

    http://i.imgur.com/S4t4r.jpg

    http://i.imgur.com/ynDu7.jpg

    http://i.imgur.com/qOgE0.jpg

    http://i.imgur.com/q1yi9.jpg

    http://i.imgur.com/WpFW2.jpg

    http://i.imgur.com/Uom4Y.jpg

    http://i.imgur.com/XBNjO.jpg

    un autre fan sera bientôt reçu par valve, on lui a laissé plein de consignes pour les questions à poser

  8. le futur du jeu vidéo sur PC, avec microsoft

    http://www.zdnet.com/blog/btl/internal-microsoft-video-shows-plans-for-next-gen-gaming-experience/46176

    (vidéo de 2010, récemment leaké)

    windows 8 est sensé relancé le jeu sur PC d'après microsoft

    on a désormais une idée de comment ils comptent s'y prendre (surtout comment ils comptent devenir le big brother du jeu vidéo en fait)

    une sorte de steam-like directement intégré à windows, l'enfant débile du Xlive et de facebook

    canard+ explique le marché console:

    http://www.canardpc.com/news-52414-guere_de_consoles_pour_la_guerre_des_consoles.html

    c'est vraiment dommage qu'on ne voit pas pointer une nouvelle génération de console, un gros succès d'une PS4 qui pousserait les développeurs à utiliser openGL pourrait peut-être sonner la fin de windows (enfin, en tout cas, d'ajuster les pdm avec l’ascension des mac et une petite chance pour linux)

  9. UBISOFT

    tient? encore?

    on ne sait pas si c'est lié ou pas (ubisoft n'a pas encore réagis), on ne sait pas si c'est un bug, ou un piratage, mais pendant quelques heures, le sites australien d'ubisoft, l'ubishop même, à affiché des promos bien intéressantes:

    http://uppix.net/5/3/a/ae8e50cedf80ba7814abd188a9c65.jpg

    oui, la totalité du catalogue d'ubi pour rien (certaines mauvaises langues diront que c'est plus proche de sa vrai valeur)

    l'achat (si on veut) était bien fonctionnel, et certains australiens ont pu recevoir des clé de jeux à activer dans le downloader maison (on verra si elles marcheront longtemps)

  10. UBISOFT

    ubisoft télécharge ses propres jeux, puis les impriment sur disque pour les revendre version deluxe (au prix fort)

    Ubisoft a dit a eurogamer être en train d'enquêter

    http://www.eurogamer.net/articles/2011-03-16-ubisoft-re-selling-torrented-music

    ce n'est pas la première fois qu'ubisoft se fout de notre gueule est accusé d'avoir des liens étranges (et à plusieurs vitesses) avec la piraterie, en 2008, un patch pour rainbow six vegas 2 corrigeant des problèmes avec le jeu, incluait un crack de reloaded (forcément, ça marche mieux sans les protections)

    http://www.rockpapershotgun.com/2008/07/18/ubisoft-having-a-crack/

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