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I had the same problem. It seems that the installer puts SDK folder under a different name for Windows 8. All you have to do is move the folder into Microsoft SDKs\DirectX IIRC.
It's Buzz now ;P.
The editor is aimed to be fast so it shouldn't require any super machine to run it unless for later when it comes to real-time lightning (and perhaps shadowing).
I usually commit an update at the weekends otherwise i will get too far ahead and mess things up.
When do you plan on working on entity stuff like the local player entity and ET_PLAYER?.
Played it all through and i must say it was interesting!. It was really cool to see some new/updated monsters in the game, i hope to see future development!.
Good to hear some news!, thought it was kinda dead around here xD. Kind curious of whats coming up next with the engine, any hints ? :D.
If you want to follow my work, follow me on twitter: Twitter.com
How can i find They Hunger servers?. I only find like five servers on my list.
Sorry i have not beein working on this for a while because i'm working on something else right now, and real life also kicked me in the butt. I have no abandon anything though.
Update: The news will come out later this upcoming week due to some server code issues.
Well it isn't planned right now but who knows, maybe i will add it later on when there is nothing else to do :-P. As for the shadows, soft stencil shadow volumes are planned for the future, i don't really like the shadow mapping stuff.. IMO soft stencil shadow volumes has way better quality visual wise.
I only wish there were a complete high quality texture pack for Quake 2 :/.
Edit: You can look at a old project that has Soft Stencil Shadow Volumes here: Imageshack.us
Just a quick comment, I will be updating the news every week from this week on until the project is ready for pwnage so don't think the project is dead if i haven't updated in a while!.
Yeah i heard GHz released the source to some people before he left, do you know if it's up on some SVN?.
Yes it is sir, finally! lol. It is kinda ambitious when you look at the quality i'm putting in it (if you compair vs id Tech 4).
Hmm.. never heard about the box/volume path finding. Monsters already tries to find the most efficient route to get to the target but it can mess up if you place too few or nodes in a bad way.
Really?, the old Project Vortex seems pretty dead to me since GHz left :s. The only Quake 2 mod that is some-what active now days is KOTS from what i've seen.
Huh?, why should i do that?.
Everyone, go to my "Eternal Tech" project!. You'll see something cewl :D.
News will come soon!. I uploaded a bunch of screenshots for now ;).
Well, that is a good question. I want to add a updated BSP format (including collision) and rewrite the server before i stop on the big features. After all this is done, i have to fix and clean up all the other features that is not yet fully finished. I will try get most of the time killing stuff done next week :).
Looks really good!, very polished levels but maybe a bit too dark in some shots(?). Keep up the good work!.
2011-07-14: Hey all, just a quick update on the project. I haven´t coded in like two weeks now since i got a temporary job but i'm trying to work on it as much as possible when i get some free time over. I am currently rewritting the server to support the new BSP format. I am also rebuilding the ModDB site a bit so thats the reason to why it looks unfinished atm.
2011-06-24: Going to work on the site and clean up stuff. If anyone is good with photoshop design and want to help out, contact me! :).
Very nice project, have been waiting for a AoE 1-ish game and will try it out.
The view feels a bit too big, in Red Alert 1 the camera view were much higher up (well perspective) but i guess that´s a engine problem.
Thanks, i'm going to upload a small video that shows it in-game later on real-time once it´s finished.
Looks amazing for an indie title!.
Not sure how it works but i think they need to buy a license from id software before selling it (if they will).
My thoughts exacly, childish people.
The SVN will be available when i am finished with the renderer and some client cleanup. I have some big news coming up at Christmas day. The progress has be slow lately because of MineCraft haha. Thank you :).
Do you mean like tab out from fullscreen to desktop?. I know that most id games have a problem with this, for example Q1/2 where you tab out to desktop and the desktop is maxmized (the resolution does not reset to desktop resolution). Quake 3 had this too but if you meant this then yeah, it will be fixed.
Yes, if you don´t want the window showing, just click on that and it´ll minimize it down to the task bar (or solution bar.. whatever it´s called).
This is a reply to my own comment LOL. But is there any required version of crysis:wars that you need for this mod?.
Thank you :).
Yeah im wondering the same thing :S.
This kind of atmosphere would be awesome for a new The Thing game!.
i never liked SP in q2 very much but i usually play this q2 mod Project-vortex.com
Im not a modeler so i don´t know but i really hope so but i think i have to implement the material system first because then you can have some really good looking models :)
Well it´s more of a grapichal update :)
Q2e was more of a singelplayer modification since it broke backwards capabilities (not allowing you from playing on servers also which is one sad reason) all thought i got much influenced by the mod but then it died out :(.
looks very interesting!:)
yes, Quake 2 Evolved but they quit due to it was not really what they wanted to do in the end (the limitations the Q2 engine has) so now they are working on a project called OverDose, Link: Teamblurgames.com I released a "beta" last week but im working on a much bigger release to come.