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Messages - KnifeTheSky77

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Completely unrelated / Re: Barret
« on: 2018-11-16 16:47:30 »
For living in squalor this dude sure eats pretty well.

Completely unrelated / Re: RIP Diablo
« on: 2018-11-06 02:53:22 »
The intersection of art and capitalism.

Team Avalanche / Re: Mako reactor bridge scenes
« on: 2018-10-17 05:54:06 »
Holy crap, you really nailed the vibe

That's not a bug, it's a feature!

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-09-26 03:18:11 »

@DLPB welcome to software development, where nothing is good enough and you're always behind schedule.

I find flattery in impatient customers, it usually means they like what you're doing ;-)

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-09-13 20:42:30 »
Here is something you guys could do to make things a little more manageable:

1. Make a trello board -- it's free
2. Have columns for TODO, In-Progress and Completed

This way, you guys won't do the same scenes by accident/have a good grasp of what is already finished... all in one place.

> 24h to render 7680x5760(8K)
I have a machine that could do the final renders pretty quickly...

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-09-13 16:48:13 »
The point I was making is that these file sizes aren't that prohibitively large given today's tech.

A marginally extra amount of render time _now_ is a small price to pay for having the highest quality source material -- you might as well go all the way and shrink later if you feel like it imo.

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-09-09 06:15:09 »
Modern nvme ssds can easily load a 100mb scene and 8k monitors are on the market. I'll take the obscene amount of pixels pls

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-29 03:30:49 »
The rock material in jmp's version is awesome, however the nuclear-esque colors of jusettes are very fitting for the scenario

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-24 01:01:01 »
holy cats that looks good

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-08-17 14:56:15 »
@jusete I got you covered, keep up the good work!

Completely unrelated / Re: Linux n00b. Please gentle.
« on: 2018-08-02 23:50:32 »
You could just use the latest Windows 10 build...?

Completely unrelated / Re: Linux n00b. Please gentle.
« on: 2018-07-29 03:12:40 »
I always find these threads kind of ironic. Windows causes the very least amount of problems for me, but I actually enjoy solving the tons of quirks getting Linux set up correctly -- which it _does_. Maybe I'm just cool like that

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-07-16 00:46:30 »
Do you know what the actual hard limits of Aali's driver is? Processing is definitely not an issue on my end, probably not an issue for sl1982 either. Go as high as possible would be my philosophy

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-07-15 22:25:45 »
Renders with 4k displays in mind make the most sense imo, given how they are becoming the norm.

edit: @sl1982 good point. Since not all backgrounds are the same aspect ratio, maybe target a certain PPI instead?

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-07-15 04:04:05 »
I can give you some flops as well if the workload can be networked

Team Avalanche / Re: Jusete´s field scenes
« on: 2018-05-30 05:30:23 »
Pretty clever putting the Advent Children swords on the walls, looks awesome dood

These look really good! I think they'll fit the style of the game/backgrounds better than a lot of other packs on here

Sort/Search will never be satisfying on a forum, it isn't really made for that.

The ideal solution would be a database of mods that can be browsed with some web app, indexing with search and sort could be done with a free Algolia account to keep results instant and simple -- and also store the mod files in a central location, because links die and things get lost forever.

It could also serve as a single source of truth for a mod manager

But that is starting to get into the weeds...

C can be manageable with the right tools/proper documenting practices, but it is pretty barebones as far as adding comfort to the programmer, C++ gets a little better. Something like C# feels like alien technology in comparison. Visual Studio can cut down on a lot of debugging/documenting pain points.

If we are going to talk about languages that can cause ptsd, I may as well throw PHP into the mix

General discussion / Re: Who's excited to mod FFXV?
« on: 2018-03-02 16:23:39 »
Do you believe that a 1080Ti is a bad option too Knife? And who can even afford a Titan... pfff
Pretty much, yeah. The top end of the next gen should be able to do the job on a single card

General discussion / Re: Who's excited to mod FFXV?
« on: 2018-02-18 22:40:34 »
My GPU am cry. I'll have to hold off on this game until nvidia releases their next round of cards, seems like a bad time to upgrade.

The modding was a super cool move by SE

master branch looks a little dusty, what is going on in develop?

edit: now I remember why I'm a nodejs dev   :?

I thought the game was pretty good, definitely better than the 13 series. I feel bad for the developers, they could have used another several months of runway but that's business for you.

@cyberman we've established that DLPB only likes games from the 90's, there's no way he'd even give it a chance

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