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Fantastic mod guys, level design and gameplay quality is AAA, this could have been a original Crysis DLC from Crytek. Petty the voice acting for some characters was to different from the originals but the voice actors did a fantastic job nonetheless.
And Crysis graphics still look fantastic today.
Fantastic job as always, petty that is not ingame tho.
very nice work guys, animations need a bit more love tho.
So happy to see this released even in beta, still didn't played it, but even tho it could end being nothing like Arx i can only give kudos to you guys, i know how hard and frustrating it can be to make a mod like this and on idtech 4 engine above all, fantastic job guys.
Fantastic news thanks for all the work to everyone that worked on this.
Fantastic news i'm happy for you. :)
Very nice even better that is a totally new system good work.
Very nice love the gibbing system.
Imo enemies need to be harder to balance the game for co-op.
Nice, good to see audio getting love again.
That was my short review i don't have much to say beyond that. I hope you get the finance.
Thanks for the update but i just have to say a thing, and i only speak for my self, i'm just sad that a game with so much love put into it, with fantastic quality on character design, level design and interaction, loved the way you interacted with the ingame menus, and also loved the combat, gets put on the back burner by me, just because i can't pass the complexity of the language system, i may be old and my mind can't take it but to me it feels like you guys are trying to make us learn a conlang instead of enjoying the game, is like Avatar or Lord of the Rings forcing the viewers to learn or comprehend Na'vi or Quenya to enjoy the movies. I comprehend if this is what you guys want and changing it is not a option or would defeat your vision for the game, but i will not say i like it when i don't, but thanks for the game, is free so i can't really complain much and all the success to this and your future games because your work is of top quality.
Level design is very good, puzzles make sense i also liked the detective kind gameplay, in all a very nice demo, now please makes this into a full game, it ended to fast. :(
Nice job guys but i can't seam to be able to enable the stereo 3D vision.
My GPU AMD R9 270X
Btw fantastic job on the raptor it was fantastic seeing how instead of going straight to attack he behaved like a realistic animal, but why was he always alone? I though raptors where pack hunters? The T-REX was also very nice, was expecting to see a even bigger one but that didn't happen, i didn't search all around tho but i love that you are using physics based vegetation.
What more can you do beside walking around and throwing spears? How many dinosaurs and species will you guys implement?
Some critics, I would like, if possible, that the spear go to the place the white dot is pointing, the passage of time also needs to be smoother, right now it makes the shadows jump, instead of moving smoothly along and that is very distracting and really not very realistic, the forest imo could gain with more sounds, wind sound was very obviously lacking, i'm not saying it was bad, not at all, if you go to a modern forest the most sounds you hear is (taking out the modern sounds like cars, airplanes, machines, dogs, etc) birds, animals like sheep or horses (depends on the region you are from) some insects but mostly wind rustling the trees leafs, and perhaps some really soft crackling wood sounds, but this one depends on the strength of the wind, but i'm pretty sure it was no different back then.
Also will you guys implement aquatic dangers? At first i was afraid to go into water, knowing there was and still are some nasty aquatic creatures, crocodile for example, but that was until i realized there was no danger there.
You are becoming a Cryengine master, congrats.
All games use 2D skyboxes, this means a flat surface, the inside faces of a cube (shybox) or the inside faces of half a sphere, (skydome), where a special sky texture is applied.
All source games and very similarly all idtech 4 games, Doom 3, quake 4, Prey, etc, and many many others engines and games use a trick called "Portal Sky", btw Prey used some really nice portal sky tricks, never saw those done on other games, not even Portal 1 and 2 from Valve.
This "Portal sky" trick gives a "3D" look to the skybox or skydome, but what you see is just a trick, not real 3D, (even tho is a 2D projection of real 3D geometry).
Fantastic work guys. :)
btw you should blame Havok physics on that ragdoll glitch not Gamebryo, Perhaps Bethesda should think about changing the physics API in the future?
For example Gamebryo lightspeed (the latest engine version) uses PhysX. Also found that a unknown physics engine called Newton Dynamics, used for example by Frictional Games on all their games, is very stable.
Fantastic as always. :)
What will i say that others din't already... fantastic mod or not this comment of yours don't deserve nothing but scorn.
Fantastic work, do you even have a personal life?!
Fantastic indeed you should be proud of your work, don't let anyone say otherwise, indie or not, professionals like you are a rarity.
What can i say fantastic work, shooting the plate at the beginning made me smile. :D
Nice work! I also remember that sound bug nice to know you fixed.
Shadow maps are real time, lightmaps are the ones that are fixed or baked. :)
No i'm not talking about only 8 objects casting shadows per frame, even tho the less that do better for performance, i'm talking about 8 lights casting shadows per frame, this means 8 lights having shadow casting enabled and visible at the same time in the same frame. To give you a example on how other game developers go around that limit and still have good shadows, they do this, Frictional Games Amnesia has a "hero" light casting shadows and the rest of the lights, smaller, don't cast shadows, Portal 2 does exactly the same thing, stalker from where you take inspiration also seam to not have more than 2 or 3 shadow casting lights per scene, but i could be remembering wrong. And Cryengine 1 uses a forward shading engine so the more dynamic lights you use the worse the performance. :)
BTW happy that you solved the problem what was the cause?
Hum are those shadow maps? If so is strange that they increase the polycount, thought that was only possible using stencil shadows.
What are the draw calls with and without the trees? Perhaps those trees, because of the shadows, are being rendered more times than necessary, if so that can explain the low performance and the increased polys, also show something is wrong with them, or the shadow system.
BTW it seams you are just using a directional light (sun) to cast the shadows so this can't be it, but even so if you don't know, you can only have maximum 8 shadow casting lights visible at the same time per frame (Hardware limit), the best for performance being maximum 3 or 4, more than 8 you get extremely low performance and start seeing shadows disappear and or flicker.
This one is much better but still lacks ambient light, let the players see all your hard work on the level, don't let the shadows be pitch black, btw i'm not demanding anything, i'm suggesting, you do what you want and makes you happy.
I don't concur with DeXiaZ the screenshot looks nothing like Alien Isolation is too dark you can't almost see anything, Alien Isolation add dark but still perfectible visible scenes, your is more like pitch black Doom 3 or obviously Amnesia than anything, take inspiration from SOMA no single place was totally dark, make use of ambient light. This is AI Avpgalaxy.net See how they perfectly make use of Light and shadow in a way that it looks menacing/dark but still make the player perfectly able to see everything around.
Hum, some ideias, one you could put a bunch of triggers on the river, that when the player entered them you would change the player speed, the triggers would run a particular LUA script that would change it on a particular direction, direction that you would manually tweak depending on the river. Second make it so the player controller, by means of collision detection or ray tracing, detected the river polygons as "river" (like the way player detects diferente ground materials to change steep sounds) and when it did the player would call a script doing the same has the one using triggers, this one seams the most robust and well implemented of the ideas.
No wonder Crytek left it out. :(
Ok then is a driver bug unfortunately i don't think AMD will solve that but you can ask them anyway.