This member has provided no bio about themself...
Fantastic work, and the end of the video made me laugh. hehe :D
Fantastic will download right away, about the PC problem i also had something similar one time and that is why you should have the files saved on something like dropbox or external HD.
That is right but i bet that LS3D does have some nice optimization tricks of its own, if not how was it able to render a large city full with AI cars and people without almost no loading screens. ;)
That is sad to know about the 64bits OS problems, but i still don't know what you mean by absolute pitch black transparent, does LS3D use alpha maps by the means of a black and white image where black is transparent and white is opaque? Perhaps you are referring to the lack of alpha blending where instead of only a black and white texture you can also have a grayscale one? The jagged edge you are referring to is a black outline around alpha images? If so use this trick to get rid of the problem just extend colors in the texture outward into transparent areas by one pixel (or more).
I just want to know one thing, are those skeletons walking? And if not how could they still be upright and on one peace, after the soft tissue goes away, like tendons, there's nothing keeping the bones attached, so they should never stay like that, if you are going for realism that is.
Decals are just a plane with a alpha mapped image some units above the surface, so if you used that trick before there is nothing preventing you from using it again. To solve Z-fighting just move the plane up some more units, it will solve the problem, about the alpha map issues, what are they? Doesn't LS3D support it well?
I'm experiencing extreme difficulty even at easy and without any other mods, this is not oldschool hard difficulty like you said above not even Doom was this hard, is also very hard to haim for the head when almost all weapons at the beginning are not very accurate, also why make the jaffa so hard to kill if on the TV series they were not, for example on the TV series a zat gun kills after 2 shots on this mod it only kills after 4 or 5, same case with the human weapons, effective against their armor on the series on this mod we are lucky if we don't spend all our ammo trying to kill a single jaffa. And not to talk about the Abydos boss that one made me rage quit the mod, why did you guys disabled quicksave on it by the way?
Why does the engine version have any say on the recoil? Isn't it something that you animate in a external 3D tool?
They are not doing everything from scratch the engine they are using is the Ogre engine they are just modifying it so it can read morrowind original assets.
That is not good advice, you should always optimize your models no matter if the engine is new or not, now a days hardly the limiting factor for the number of polygons a model can have falls on the engine, that was only true on older (2000/2001) engines, the true limiting factor now is the user hardware (GPU, CPU and RAM), so if you don't want your game to be playable only by the greatest and latest PC's hardware, then you should always optimize your models the most you can, without sacrificing visual fidelity of course, use the polys where they matter the most.
You are free to disagree of course but imo is all a matter of gameplay, is all fine and dandy when you give choice to the player and i'm not certainly against big number of guns but problems arise when you include ones that unbalance the gameplay, when you can get them early on (is not the reason here tho has E.Nigma42 explained).
Nothing against that and just to clarify i didn't said i don't like them, I said they looked overpowered.
Ok that sounds reasonable to me. :)
Because the first one was on idtech 4 and they already add the bases made on it, they just needed to improve it a little. No engine is a closed box idtech 4 is a tool and you can make radically different games and looks with the same engine, and if you have the source code, like they have, is totally possible to change the engine looks the way we want it.
BTW idtech 5 is just a evolution from idtech 4, the only difference being that idtech 5 has baked radiosity lighting and improved Megatexture tech.
You don't need to modify the engine to load assets if you only import assets already supported by the engine, and that is what everybody using any third party engine GPL or not does, that is why they use a third party and not make their own.
Go to the official forums the link for the SDK (HPL2 engine tools) and how to instal it is there. You will need to have the game for the tools to work.
Hum, imo they are overpowered, even if in real life they are like that, with a automatic pistol like this i don't need a normal pistol or a submachine gun, and so this kind of weapons become useless. IMO you guys instead of trying to implement all kind of weapons that exist in the world, think of the kind of impact they will have on the gameplay and try to only implement the ones that give something to the gameplay but do not retract from it, again just my opinion and advice but the final word is yours.
But this is why i think this kind of weapons should not be included.
1 - IMO they make normal pistols and submachine guns useless (because is a pistol and a submachine gun in one).
2 - By making the above guns useless you don't need to carry them so it has an impact on the carry capacity (gives you more room to carry other stuff) and so gamers will try to get them early on has possible.
3 - The way to make them less available to counteract the problems mentioned above would be to make them more expensive (You could make them very rare tho) than the other weapons, and why would a automatic pistol be more expensive than say a MP5 submachine gun?
It does work you just need to run it on a window edit the Game.ini file that is on the game folder, you should also run it on compatibility mode, windows XP service pack 2 and has administrator.
The original stalker (the alpha version) add working vehicles and stalker lost alpha (based on the leaked alpha version) also has them so the original vision for stalker demanded them. So introducing vehicles in this mod is the right thing to do imo.
This screenshot looks really like stalker but unfortunately this is the exception and not the rule. I need to ask are you guys trying to faithfully reproduce the Stalker look on the Cryengine 2? Or are you guys just trying to make a game similar to stalker but not necessarily look like the xray engine stalker? Btw does cryengine 2 supports dynamic wet surfaces to simulate wet floor and dry floor when on cover like on the Xray engine?
Nice mod but i found the levels a bit dark, even darker than Doom 3 and Quake 4. But i liked the ending tho.
The problem with performance on original idtech 4 lights was not the brightness of them was lights intersecting with each other, because lights make the geometry render every frame for light boundingbox, two lights intersecting each other chining on the same geometry would make it render two times in a frame, so you needed to be very careful with that, does the somewhat darker environment of Doom 3. But if you plan your lighting well (no more than four lights visible per frame) and make use of ambient lights then you can make a bright environment that performs well.
AsronGlazer what you said is wrong GPL is totally compatible with commercial products, GPL only demands this, that you give access for free to the original engine source code and any modifications you do to it, if you don't modify the engine then you just need to give access to the original source code. GPL DO NOT demands you to release for free any of your ingame script code, models, textures, sounds, etc, etc, all assets of the game belong to you and you can lock them if you want, also any custom tools that you make to be able to use the engine source are also yours and you can decide to not release them.
Thats perspective the hand near you looks bigger then the hand away from you, thats how they made the actors portraying the hobbits and dwarves seem small on Lord of the rings. ;)
This is some of the best texturing i ever seen.
Very nice indeed.
Yes it does, but is this just a shader showcase of sorts or is that how the game will look? If yes then please bring the specular down, it makes the game look really bad imo, you guys just need make the specular maps darker to eliminate that plastic look, or do what the Darkmod guys did and not use specular maps on some surfaces at all, like rocks, wood and only use them on metal surfaces.
Why? It would make sense if gasoline or any other fossil fuel based combustible was missing, they are hard to obtain, but Gunpowder is a relatively easy chemical to make.
Two things i don't like on this list.
The removal of the grenades from Monolith and Bandits, everyone should be able to use them just like in real life.
Replacement of Duty and Freedom propaganda for music, why, because is more immersive to ear propaganda in the Zone, it makes sense, not only because of the factions wars but also because of their character, Duty and Freedom are trying to make people join their ranks and cause not give music espectacles in the zone.