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Adam Brennecke

Developers
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Everything posted by Adam Brennecke

  1. Guitar Hero: Brennecke is going to be rad beast. lol @ Mitsoda. -Brennecke
  2. Yeah, I've always disliked Pronger, but I thought he'd cleaned up his play over the last couple years. This is inexcusable though, he deserves at least 5 games. Rumors are 10+ games. Stupid, stupid, stupid!
  3. Really? They are pretty much choking right now. I don't see them as the same team they were last year. They are the third best in their division. They are one point behind Dallas (+0 games) and two behind San Jose (+3 games) - two of the hottest teams in the NHL right now. I don't think anyone in the NHL would want to face the Ducks in the playoffs, and I don't see how anyone can beat them in a series besides Dallas. Having Corey Perry out does hurt... maybe he can be back if they make it to the third round.
  4. More or less. Right now I'm doing animation gameplay programming on Aliens.
  5. You know, I'll be shocked if the difference in load speed is ever felt in any sort of dramatic fashion. TGA is widely used. DDS's only benefit is that it stores data in the same way as its stored in memory in DX, or if you want to use a 3D texture or Cube Map. There's not very many reasons not to use DDS texture maps. It sounds like they are having issues with different DXT compressions and standardizing on how texture maps are generated. Artists not being able to get the desired response is good enough a reason as any! Going from TGA back to DDS isn't really that big of a deal. Kaftan had mentioned they were having problems, is it not more sensible that progress is gained via a change in texture format? (even if its only temp), than to spend days upon days fiddling around trying to get a desired result and halting a projects progress? Such a problem can be resolved at a later date if so required, where time cannot be won back, an entire team on their first serious outing(which I assume this is), will suffer most likely enough set backs without adding another one to the list. If it is a major problem, and for some reason DDS is a requirement, then a single solitary fellow can undergo the learning process and pass the knowledge along, the worst thing that will happen is someone will spend time converting textures, a dull job indeed, but much better than no textures working correctly. yep those are good ideas. artists should always be working with uncompressed image files. If texture memory is a concern during runtime (I have no idea what type of game this is), it would be best to figure out your texture pipeline earlier than later.
  6. You know, I'll be shocked if the difference in load speed is ever felt in any sort of dramatic fashion. TGA is widely used. DDS's only benefit is that it stores data in the same way as its stored in memory in DX, or if you want to use a 3D texture or Cube Map. There's not very many reasons not to use DDS texture maps. It sounds like they are having issues with different DXT compressions and standardizing on how texture maps are generated.
  7. go ducks!
  8. You can compile the manifest into the executable as a resource (the resource ID is recommended to be 1), or you can have it in the same directory as the executable. -Brennecke
  9. 5-2 loss for our last game.
  10. Most man hours are spent on content creation. For a game with a large open-world non-linear scope creating a tool to procedurally generate the content for you is a good idea. For dialogue you'd probably end up with a system like Daggerfall or Freelancer - at the opposite end of the random spectrum are random worlds that are generated at runtime like Hellgate, Nethack, and Diablo.
  11. Our last game was a 2-0 loss. We have one more game this season! I'll keep you all updated
  12. That's the famous wall of bongs.
  13. Actually I was dressed up as a spy disguised as Robert Moodey.
  14. So I looked into getting a nomination in for Mask of the Betrayer. Well, it looks like Chris, George, Kevin, Tony, Eric, Jeff, Matt and the rest of our design team is disqualified already. From the WGA award page: I'll email Miss Gage to see if we can still get a nomination anyways despite that we don't call our talented game designers just plain old writers. Just calling them writers is belittling their importance and role on the team. -Adam
  15. I want to add that even though the game is difficult, the combat is very fun and rewarding. Once I win a battle (after several party wipes) I feel accomplished. As Josh pointed out, my character sucks pretty hard, and on top of that, I'm not doing any of the side quests, so I'm making it more difficult than it needs to be. -Brennecke
  16. QQ In MotB I find myself having to play combat much like Baldur's Gate 2, Throne of Bhaal, and Icewind Dale II. I'm not saying that the combat is exactly like the Infinity Engine games but with addition of epic levels, the modified resting and gameplay rules makes the combat portion of MotB much more engaging and interesting than the OC. These additions, including some of the other UI and camera changes, makes MotB play much like the legendary Bioware/BIS games. For the majority of the fights I have to think about what I'm doing or else a party wipe is imminent. I told Josh the game was too hard. He didn't listen - which is probably a good thing for you guys, because I haven't graduated from out of the Nubtorian Guard of Noobsville yet. -Brennecke
  17. That WASD bug was "driving" me crazy when playing through MotB. I finally had enough of it and fixed it with Brock's assistance about two weeks ago. I'm glad you noticed! As for the inventory issues, there's a few more tweaks and features that will be coming soon that may make you happy. -Brennecke
  18. lol. his new nickname is ribsmasher.
  19. This got my interest up because I like watching EPL and playing myself. Who's in the team, who plays where and stuff like that? I'm a fast myself, preferring left forward or central mid but I can play striker. People have stuck my on central defence lately though because we need to plug holes, and speed's useful there. Here's our current roster of Obsidianites: Adam Brennecke ©, Jonathan Vosovic ©, Josh Sawyer, Trent Campbell, Brad Smith, Anthony Davis, Alvin Nelson, Andy Woo, Antonio Govela, Ben Ma, Joe Bulock, Mark Bremerkamp, Mike Puoci, Noah Evans, and Robert Moodey. We actually haven't played in a official game yet. For the past few months we've been training twice a week trying to get our skills up to par. Josh just ordered our Jerseys - try to match the Developer with the Jersey 1 1-THOUGHT XL 3 Beast XL 5 Pooch L 6 Woebtz M 7 Moodey L 8 Miraj M 10 Adamo M 13 Bkamp XL 17 chumpp M 18 Grasshopper XL 32 MagicJ L 36 Woo-Tang S 44 Antonio S 60 FPS L 72 Spiffer M 99 A-Train XXL
  20. Adam Brennecke commented on J.E. Sawyer's blog entry in Joshin' Around!
    you want 60fps and alpha blended trees and hair? seesh.
  21. NHL

    Adam Brennecke replied to Darque's topic in Way Off-Topic
    For Senator Fans: I guess one positive to come out of it if the Sens end up not winning this series is that (some) of your friendly Obsidian employees will be very happy that the Ducks are the Stanley Cup Champions. When the Ducks win I work at 200% efficiency Haha! You should look at all the work I got done tonight.
  22. NHL

    Adam Brennecke replied to Darque's topic in Way Off-Topic
    DUCKS!!!
  23. I believe you need to beat the game twice for the Easter Eggs to show up - once dark side and once light side. There's a few more in the game which I haven't seen mentioned on the forums at all.
  24. Cool beans. I think I worked on the original version of that cutscene. It looks like he spruced it up a bit. However, I'm not so sure about how valid his description of the clip is... -Brennecke
  25. Alcoholic: Margarita Non: Coca-Cola Classic

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