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Long time no see.
Thank you very much for your upbeating words - we're on it, and more so now than ever! :)
And those aren't randomly generated mountains - it's a real part of the Swiss Alps, just a couple miles away from the Matterhorn, or Monte Cervino.
We'll release an article soon on how we actually build those mountains :).
yeah what you see right there is converted stuff for the most part - I suggest waiting for the next update and making comparisons, especially regarding the polycounts and grade of detail.
UE4 has a very different architecture, so it will support polycounts five or six times higher than SOURCE.
Hey, glad to hear from you & Mr. Walrus again. If I recall correctly, you are among our oldest watchers - it'll be a special honor for us to finally hand over ZG to you guys :).
working on that. Basically, it's an Indie-title, but we're running it on UE4 in the future... at a bit of a loss as to why there's no UE4 entry in the ModDB dropdown menu. :/
Let me look into this ;).
Yeah, 100% agree with you.
Some of our team members have correctly stated that SOURCE wasn't the only reason for our failure, which is definitely correct.
But it DID contribute a lot, and it has been a concrete block tied to our feet in many ways.
The thing is though, back in the day it was the only engine widely available, thoroughly documented and "OK" looking, too... so, all alternatives were actually no alternatives.
Anyway, we'll keep at it - see you around :).
We can't do it the modding-style with on-and-off-participation, that much is absolutely true and I acknowledge it. However, we're all much older, much more experienced and much more realistic now. Some of us already have company backgrounds, myself included, and on the long run, a cooperation with a bigger studio will be the only way to go the full distance with ZG.
P.S.: wasn't logged in on my phone, but it was me answering that. ;)
We started out as "Sacrifice" and ended up with another, very similar Title.
Your chance to look beyond the surface and ask for the real deal.
Valve time, admittedly...
The first update was released in april - now we're working on the second one with the latest SOURCE engine version available to us so far.
It will be faster, nicer looking, with better shading, new maps and some recoil fixes.
we're getting closer.
Expect an update on Zeitgeist in February.
Well that's a shame.
But if you will, we will remember you! ;)
Hey Guardian - you may find our next update interesting (should be free to view in a couple of hours).
can you send us a PM with your Steam user name? Then we'll take care of it.
we are working full speed right now to bring the US servers back ASAP.
It IS our highest priority, also one of the most costly, but definitely the most important goal for us.
We never planned for them to go down in the first place, but that's another story (for another day).
Well it still might, since we, as opposed to our former management and publishers, don't want to pretend to have the perfect game and a solution for everything.
But we're doing it all on our own now with no management telling us how to run things - even the publishing is up to us.
So, we understand your scepticism because there are lots of reasons for it, but we appreciate even more that you're giving us another chance :).
Yup, can't blame you really.
It's been 18 months however, and we've tweaked a lot of stuff since then; the bugfixes exceed the 100s, we've spent between 30 and 40 hours each every week, and our TI-related communication has more than 200.000 lines of text, just to give you an impression of what we've done to improve the experience.
We're still not where we want to be, far from it TBH, but our resources are so incredibly limited that we really have to take this one step a time.
nope, we didn't do any kickstarters yet.
What we're doing is trying to fix the game step by step - code, content, visuals, more code that broke while fixing other code,... etc.
Servers are under maintenance right now, but do feel free to grab the game on Steam and give it a try.
Or you can wait for our next patch to be released. OR do both, and give us feedback on the direction we've been taking :).
Will subscribe asap.
Dear friends and watchers,
don't untrack "Zeitgeist" just yet.
You all are absolutely right in being disappointed about the way we dealt with the lack of updates, especially on the hibernation that Zeitgeist has been in for more than two years.
Most of all, it was a guilty feeling and indiscribable amounts of frustration that kept us from stating the facts and being more straightforward about the steps we tried to take in order to get this project back on track.
But - don't give up on us just yet. None of you will die a sudden death or suffer other horrible consequences if you stick with us for a little longer, so please - do.
Fail, admittedly :/.
We're on it though.
somehow my reply ended up under the wrong comment.
Please check the next page to see it :).
We will actually have to go and try something along those lines :(. Like I said more than a year ago, we tried keeping this a free mod for as long as possible, but by now we've discovered the brutal reality of the market, especially licensing fees.
By now, we have paid a four digits amount of money just to license programs needed for development - as soon as we'll release, we will have to license rights for commercial use and the engine, and by then we'll reach the five or even six digits......
So we need to either find a millionaire to join the ranks of the developers ;) or go indie like you said.
Looking into all options & open to suggestions here!
We will have something to show you before x-mas.
NO release of anything yet ;), but at least something that fits into the definition of a big-enough-breakthrough.
And you guys have every right to be upset.
We're trying and working really, really hard, but we made that promise a while ago not to bother you folks again with updates unless we have something _really_ substantial to show.
But we'll drop a line every once in a while in the comments - good idea, chsignal.
And thanks for staying tuned.
Til / Albatros
Yes it will. You can bet on that ;).
As I'm a passionate fan of the city, I'll make sure that Zeitgeist's City of Prague will be as close to the historical real thing as possible.
part of what you say is actually true. We're having trouble with the engine limitations and much of our work is only caused by Source, its age and general design.
But we're also aware of the benefits of this engine; it's widely distributed, has great visual potential, the documentation and modding community unreached by any other engine - and, if things go well, there's always the chance that we will be supplied with the latest version of Source.
So all in all we're still betting on the right horse.