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Nice to see that you are making use of the underwater capabilities of the engine. :)
Myself I comprehend and good luck with whatever you decided to do, i'm sure it will be good, cheers.
IMO you made the best decision, don't think your work will go to waist, it will always get recognition, from us fans, small has we may be and i'm sure Mafia itself still has a considerable following, willing to install a new mod, in the end a full released mod is always good to have on the portfolio in case of job hunting.
A stand alone game would be awesome, because Mafia for example doesn't work has well has it used on my new windows 10 machine, but even so i agree with SPY-maps, making a full game out of it, is a big responsibility, even harder than making a mod to a existent game (that is also hard in it self), you need to think this very well.
First what story will you make for your game? Will you use the same one you devised for Mafia? what kind of gameplay will it be? FPS? Third person? Are you sure you will be able to model, animate and code all the necessary characters and situations for it your self? If not, are you willing to pay others to help you?
What would be faster, finish the Mafia mod or make the stand alone game?,etc...
These are some of the questions you need to ponder on, but no matter what you decide i know you know that will not be a easy task.
Btw you could decide for a kind of walking simulator with voice over ala Dear Esther but with more interaction tho, read papers, use keys, open doors, etc, that would be definitely easier and use your skills in modeling and level Design to its fullest but even that seemingly simple game needed a team of 3 or 4 people to be made, and you need to realize the market is now full with this kind of games.
Btw sorry if this sounds stupid but imo if you are worried about your work not being known, you could make a free (or very inexpensive) interactive camera walkthrough on UE4 about the Titanic story and architecture and use that has a publicity stunt, it will also help you gain experience on the engine and tools then if that calls the necessary attention think of a full game for it.
About how much would i pay for a Titanic game, depending on the quality/type of game i would pay from 15€ to 30€.
I have a software called Rapture3D based on OpenAL i just copied the rapture3d_aol.dll from my system32 and put it on the game folder i then renamed it to the game OpenAL dll and it worked. This of course will not work for everybody because you need to buy the software in question but i think this should work with any OpenAL dll in system32 from OpenAL soft for example or those from creative, for users with creative sound cards.
Btw i also found out that this mod in my case works best in dx9 or below, if i chose dx10/dx10.1 or dx11 it crash's after some seconds.
And guys PLEASE include a autosave feature, i lost a big amount of gameplay just now because i forgot to save...
And still with all this fixes i can't play the mod without it crashing, first the OpenAL dll that comes with the it is bad add to change it with another, second I start the mod and after some seconds, after the character wake's up from the bed, the mod crash's to desktop, after two crash's i gave up, it takes ages to load also, call of Chernobyl is a much more stable mod than this, played it today for 4 hours no problem.
Very nice work :)
Thanks, i'm sure i downloaded the mod from here, the only thing i'm not sure is from where i downloaded the 1.4.22 patch because i already add it on my PC, this was a re-installation of the mod.
I already have a firewall that is the reason for my post after all. Btw no other people using firewalls see this behavior?
Why is this mod accessing the internet? My firewall has blocked it just now.
It tried to acess this IP - 22.214.171.124 and this IP - 126.96.36.199
You are a professional mapper, no doubt about that.
I LIKE IT!!!
Always nice seeing a update from you, makes us comum idtech 4 moders feel so useless...
Fantastic scene as always professional level indeed.
The_Preacher is right this should be on indieDB not here as a mod of Call of Pripyat, what the hell are you or you guys thinking, the way all this has been presented makes me feel this will go nowhere, using assets directly from Stalker and then ask for money on indiegogo? That is a no no, when GSC catch's wind of that and Crytek for that matter, i'm sure they will contact you for a chat.
From Cryengine EULA
2.2. Restrictions on Use: Crytek reserves all rights not expressively granted in this Agreement. Without limitation, Licensee shall not:
install and use the CryEngine after expiration or termination of the Subscription Period;
install and use the CryEngine on more computers than you have Licenses for;
distribute, sublicense or exploit:
the CryEngine (if not in the form of Games rendered by CryEngine);
the CryEngine Tools;
use the CryEngine for the development of any product other than Games, including without limitation:
simulation (technical, scientific, other);
use the CryEngine for the development of any Games which are harmful, abusive, racially or ethnically offensive, vulgar, sexually explicit, defamatory, infringing, invasive of personal privacy or publicity rights, or in a reasonable person's view, objectionable;
remove any technical safeguards from the CryEngine, e.g. to allow use outside the Subscription Period or the License;
copy, replicate or mimic Crytek’s games;
emove, modify or substitute any trademark, copyright or proprietary notices from the CryEngine,
infringe or violate any intellectual property or proprietary, personal, moral or other rights or the privacy of Crytek or any third party;
use CryEngine for applications that are unlawful or offensive under applicable laws;
use the Cryengine to develop cheats, hacks or similar applications;
transfer or assign the License or this Agreement.
So nice seeing mods still being made for Max Payne 2.
Great news indeed.
Very nice trailer the voice acting was pretty good as well.
Thanks for the patch's :) btw on the last patch i saw a bug on the camp map, where the archaeologists are killed, one of the tables on the cement "bunkers" at the right, where you go down a path to the dig site, was penetrating the floor and the papers and stuff was floating in the air.
Also because you asked for more critics imo the cutscene where we see the mountains and the guys going on the road to the temple takes to long, also imo the voice acting is to slow at times and a tad theatrical sounding, but is better then some paid indie games. Sorry if i'm being to harsh.
looks professional but i do think that the objects on the floor don't feel grounded they lack shadows and ambient occlusion.
That is the life of a level designer unfortunately, many games have fantastic level design and worlds but players just run past all details, is sad indeed BUT is better if the player feel they are in a real place filled with stuff even if they don't consciously care and just pass fast trough it then to make simplistic levels that will certainly call the player attention for the wrong reasons and will hurt your game more than help. Is also better to make less levels but rich ones than to make plenty of levels but empty.
Happy that you guys are gearing up for a future game, will it be on Cryengine?
I assume they did that because of performance reasons, AI calculation is still a very demanding task, for example the guys making Kingdom Come Deliverance are suffering from same problem.
Very nice trailer. :)
Nice job i like it! Makes it look modern and less noisy.
Thank you fva this mod as nice features, specially love the "magic" code preview how many times i loved that the game add that.
Very nice indeed, did Nicolás coded the physics engine him self? Will you add ragdool physics?
No problem guys hope all the best for future projects.
awesome news!!! Thank you. :)
After playing the beta i do have some critics, first the good:
Nice graphics, reminded me of games like Cry of fear, and Paranoia 2, the atmosphere was very heavy and full of potencial, the lighting system was very nice as well.
Now the bad:
First character scale or objects around him are off, some times i felt like i was the size of a child, second performance was very bad, specially with the flashlight out, my PC i7 860 2.8ghz, 8GB DDR3 RAM dual channel, AMD R9 270X 2GB DRAM, third problems with collisions, sometimes i would collide against invisible objects, one of them was in front of the door in the factory with the green exit sign, another seamed to be the light cone of one of the lights, also in the factory, four the inability to recharge the flashlight before it went out meant we add to navigate with a useless flashlight for a large amount of time, don't know if that was intencional but imo it was frustrating instead of scary, five i didn't saw any enemies or ghosts or something, just some scary sounds, imo that was a lost opportunity, what mean is no need to have full enemies, just some poltergeist like stuff, objects moving, lights going out, boxes falling, strange shadows moving, etc, btw some sounds looped very obviously for example the rain hitting the ceiling tiles, but was a nice touch tho, some AAA games don't have that, six and last the run head bob felt and looked strange.
Again petty this stooped development because if those critics where solved the potencial for a Cry of fear like game is there.