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Just click on the installer it will install automatically, if that for some reason does not work then just unzip the exe and copy the folder to the HL2 mod's folder, then just restart steam.
Sad to fatal is gone but i loved Onirica and i didn't knew it was yours, congrats.
sorry for the extremely late reply but i was very busy and then forgot about this, did what you said and the performance jump was considerable so yes the "pretty water" is to blame here.
merry xmas and happy new year to you to.
Fantastic!!! A true Silent Hill trailer
yes but in real life shadows are not pitch black they have bounced light from the environment so a real night vision mode does make shadows less dark, you could apply a extra ambient light to the level to make shadows less black when the goggles are on and hide it when they are off, don't know if this is doable on the stalker engine tho. You could also if possible use a post process shader that mimics the photoshop levels.
Looks cool but what purpose does they have? None of the visions really helped you much (in the video) a shadow was still pitch black no matter what vision mode you used.
Nice i'm really not a fan of the post processing effects that make your vision narrower but is nice to know you can disable them all, about the rest is just fantastic i like the world you are producing there.
Very nice continue doing a excelent job, you have a fan in me.
I do add two crashes on level change but you guys already knew that.
By browsing the forum link that you gave me for AMD and darkplaces problems something came to my attention, it seems the water maybe the culprit here, in the forum they say the "pretty water" on darkplaces rapes AMD cards. And you have a small water pool in the exact place that is causing the extremely bad performance for me.
Hum, Thanks for the suggestion but even with crossfire disabled performance is still very bad, do you have a Nvidia GPU, what is your fps's when looking to the center of the room? It could certainly be a combination of an AMD OpengL driver problem with your game, plus the fact that you have, imo, to many shadow casting lights, visible at the same time when we look to the center of the room, i counted a total of 6 that is overkill, for example when i look to the corners where you have a single light, performance jumps considerably from 8 fps's to more than 40 fps's. Please don't take this wrong but you should not have more than 4 shadow casting lights visible per frame, you should also be careful with overlapping light volumes, i know this because i'm modding the idtech 4 engine and this engine is very similar, if you enable the r_showoverdraw command and look to the center you will see what i mean.
Nice waiting patiently. :)
Looks very nice good job, i just hope to see some real gameplay someday. ;)
Performance very bad on my PC when looking to the center of the room where the tree and the water is. Literally 5 fps's or less.
System - Radeon HD5770x2 , corei7 860 2.8GHz, 8Gb DDR3 dual channel NBF 2407.5MHz, ASUSTeK P7P55 WS , SoundBlaster Audigy 4, Win7 X64
Driver - Catalyst 14.4, w/stock settings.
Sreen res - 1920*1080
The problem like i said is not visual difference even tho you will find that some more advanced effects like Parallax Occlusion Mapping and others do not work with SM1.1, the problem is that SM 1.1 shaders are so old (like i said SM 1.1 is dx7/dx8.1) that GPU makers don't care about anymore, so driver support will be hit and miss, especially on more modern GPU's. Your GPU supports SM 2.0 and if it runs well then use that path instead because that is dx9a or dx9b, SM 3.0 is dx9c and GPU makers still support it well. By doing so you will have two benefits, first assurance that GPU makers will still support your game on their drivers, and the ability to implement more advanced shader effects if you so desire.
All GPU's on the market now support at least SM 2.0 and above even the very inexpensive ones locking your mod on SM 1.1 you are just cutting yourself short and GPU makers aren't supporting so old shaders on their new drivers (that means they don't solve bugs if they brake the shaders), SM 1.1 is dx7/dx8, SM 2.0/SM 3.0 is dx9a and dx9c respectively, by supporting SM 2.0 and SM 3.0 you are not only supporting all GPU's and OS's as well, but making sure your mod will be more modern and supported for longer.
Why are you running at shader model 1.1? Is your GPU that very old?
No problem on my part take your time, also fantastic to know Frictional is willing to help you guys.
Sad to hear that you are cancelling the game but saying that is because Crysis 1 engine, Cryengine 2, is ancient is just crazy talking, i consider ancient engines the Unreal 1 and Quake 1&2 and old the Quake 3 and Unreal 2 engines for example, Cryengine 2 is by no means imo a ancient engine, not even Cryengine 1 is to me ancient, perhaps a little above old. You also don't need a very recent engine to make a successful game, for example Cry of Fear was made using the gould source engine (Half Life 1) and was a very successful game gaining prizes and has a big community making missions to it.
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?
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.
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.
Very nice indeed.
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.
On this image the gun is taking to much screen screen space, i hope this is not true for all weapons.
Just to clarify a doubt, are you saying is more scary if you have the option to fight the monsters than not have the option?
If yes i don't concur at all with you, i found Amnesia ten times scarier than penumbra because i could not fight at all. Having said that i'm certainly not against some clever ways to "fight" the monsters that do not include hand to hand combat, for example be able to loke enemies inside rooms or set traps for them to fall into, but hand to hand combat or guns is a no no to me on a true Penumbra or Amnesia inspired game.
nice but footsteps sounds are two high.
Yes Unity is a awesome engine, but imo only the Pro version deserves any thought at all, the tools are also very good no doubt about it, but to be so easy to work with, the Unity engine developers add to close the engine source access and sacrifice one thing that to me is important on any engine and game, modding support. I will even say Unity is a danger for the future of modding if everyone starts making games on it.
But as i said above if You don't care about modding and you don't mind shelling 1500 dollars for the pro version then go for it, you sure will have a fantastic engine in your hands.
Unity has no BSP modeling tools, it uses models made from 3D apps like blender, Modo, Maya, 3DMax, etc it's a totally different way of working compared to a BSP based engine like Source. If you aren't used to constructing entire levels on a 3D modelling tool, it will be strange and hard at first.
Second theres no modding support on Unity, it is easy to make games for it, because is a closed box and everything is made based on scripting exclusively, if modding is something you want for your game then stay away from it, third and more important in my opinion, if things didn't changed Unity FREE has no real time shadows support even simple characters shadows, and Beast, the light mapping tool, only bakes direct lighting on the free version of the engine, so you will be unable to make the lighting as rich has the one on the Source pics, you can of course go around that limitation by using your 3D modeling tool to bake the lighting, but dynamic objects like characters and physical objects will not interact with the baked light at all, they will be totally black. IMO if you don't want to give 1500 dollers to pay for the pro version of the engine where this would be totally possible, then just forget Unity Free and stay on Source or go for a much better engine on the free version, for example NeoAxis engine free version has everything that the paid version has minus the ability to sell games, and the tools are nice not Unity nice but near.
Just make the blood more visible by giving it specular highlight (makes it look more liquid and organic) and it will be perfect, no need for a glow or even to change the rectangular form IMO.
Fantastic job guys. :)
Has always POM or Parallax Mapping on Cryengine 1 makes everything look like molten glass, have said that, on a cave is not a big problem because it looks like moisture so nice work. ;)
This looks exactly like the spell casting system used on Arx Fatalis so the mouse is a perfect analogue to the leap motion hardware.
I don't know if they add spikes or not but if you google it you will see that some depictions of them does show them with back spikes or bone extrusions. About Jurassic Park it is not a good base for scientific accuracy.
Thanks for the info knowing that makes me feel better now. :D
No problem :)
Just so you know i learned modelling with wings3D also , fantastic little program indeed, but now i use Modo 601 for 6 years to me is like wings3D on steroids.
You and the Phobos guys should work together because you work is has AAA quality has theirs.
You guys are in a roll, some times back you thought it was not possible to make more with the LS3D engine, now it seams everything is possible. :D
And yes SSAO makes a significant difference to the looks of a scene, and it indeed needs to be less blurred, but if Mafia has lightmaps and it uses radiosity lighting (and you have access now to the radiosity feature), then AO should automatically be present, so does beams with lightmaps should look more pronounced and even better looking then the SSAO one, are you using lightmaps on this scene?
so happy seeing news from you guys and the pics look very good.
Fantastic work can't wait to see the inside portions with all this nice treatment.
No you are not imagining things :D
Matrix always add a very green atmosphere.
was able to make radeonPro work with Grimm but now it crash's every time i pick the blue vial and also when i picked up the staff. :(
Nice work indeed , but imo make the streets more dirtier and with more stuff lying around for example cables, ropes, peaces of metal and wood, anything to give a more used look to the place.
Very good level design.
Bingo you got there they can't be compared i totally agree, ;) about this character of yours has i said to me is not Max Payne and will be treated like so by me if i play your mod one day, also you said that what you are doing is cool, a bet it is to you, but this is certainly not cool to me you are forcing people to play this character has Max, even going to lengths of giving it the best moveset, imo a very questionable tactic, if your concern is to be different from other mods then just give the option of changing models for your Max character, if we want to play has the original max we can if we want to experience this new look of Max we can, everybody tastes are provided everybody is happy.
Having said that i congratulate you on your work, for sticking to this game and engine and i hope to see it finished some day.
So you are saying that we will be forced to play with this model if we want to play has Max Payne in your mod? If true that is really not cool but is your mod and you do what you want to do but imo you should give users the option to play with the original model. Btw personally I really dislike this new Bruce Willis looking Max Payne, i will never get used to it has you said because to me that is not Max Payne at all period, is like changing batman for the watchman Nite Owl and saying "get used to it they look alike".
Sorry but invisible barriers does hurt the experience it did to me, if you are concerned about performance then try to plan the paths and terrain in a way that doesn't make the player feel like they can go other way, use more obvious paths, prevent the player from going astray with rock/wood/plants barriers (you can disable collisions on the visible barriers to save on calculations and then use a simple invisible barrier in front and very near to the complex visible one to prevent the player for going trough ), don't use non important visual cues, like for example house models in the distance because that attracts attention and the player will want to go see what is inside.
It looks fantastic. :)
I just hope the reply is favorable. But to tell you the truth i don't think it will, if they wanted to release the SDK they would have done that before and not wait for people to reverse engineer the game files and make a somewhat working 3rd party level editor.
The game industry has now completely changed, lawyers and CO's have their say in everything and they are there for the profit not for the enjoyment, look to id software one of the game teams most open to moding that released their SDK's at the same time has their games, after being bought has now encrypted their pack files (they were simple zip files before) locked their cmd svars (they were totally opened before) and ripped the in engine level editor from their game (in doom3 just bring the console and type editor).
Looks fantastic, waiting patiently for it.
Ok i understand, but IMO TDM is more a tool them a simple mod, the core mod is just a simple tutorial level and a levels making tool, you need to download separate fan missions to be able to enjoy it fully, so the Desura developers would have to do a special section or something just for this mod so users could download fan missions more easily. Perhaps when the idtech 4 engine source comes out they become stand alone and so this mod can be treated on Desura has a separate game with their on mod section (fan missions).
Amateur update system!? Tell me what does that system have of amateur? It works well, it does what is meant to do (update the mod) and does that in a very user friendly manner, so i don't see what it has of amateur, hell some triple A teams don't have a system so well designed.
The developers are not fools if they don't support desura, the mod will not be automatically bad because of that, i would like if they did supported desura but if they don't, maybe because desura is not compatible with their update system and they don't want to ditch it, they did worked very hard on it so is understandable, I and many others will still play it because "The Dark Mod" is a fantastic Doom 3 TC and i strongly recommend it to everyone that is a Thief or stealth gameplay fan.
What games are you referring to? Blade of darkness is combo based (using key combinations) you could certainly repeat the same attack trough out the game but you can also master all the combos and change your tactics has you go along. What i like about BOD Combat is the realistic sword fighting (they used motion capture of real sword fighting), slow (but not unrealistic slow) brutal and gory. For the contrary in Blade Symphony you move very fast and unrealistically, just like they said inspired by jedi knight games, were you can do impossible moves, and there's no realistic gore, yes there's blood, but lacks limb cutting. I don't want to make this game sound mediocre that it is certainly not, is just that this kind of sword fighting is just what i don't like, but my opinion is my opinion and take it just like that.
About getting more realistic with M&K you just need to play Die by the sword, you can't get more realistic on using swords in games them what is used on this game.
I would help you guys if this was more like Severance the blade of Darkness or even Elveon, (with realistic gory and brutal sword fighting) but unfortunately it looks like Ninja Gaiding or DevilMayCry and that type of unrealistic sword fighting is just what i don't like. But i wish all the success to your game and your team because you guys are very talented.
I like how the outside work you did looks, but i don't like the sound eco when you walk is to exaggerated.
Vista 64 is not so bad, but yes W7 is better.
Fantastic but is funny that the balloon is not attached to the boat. ;)
Some ropes attaching the balloon and boat together would make it look more realistic and cast some really nice shadows.
Fantastic work and nice trailer.
"addictive and fast-paced multiplayer campaign that helped make Crysis 2 a critical and commercial success"
Crysis sold more them 3 million copy's on PC alone.
Afaik Crysis 2 so far has sold more or less 2 million copy's from all platforms combined. How can they say this game was a commercial success is beyond me.
And the multiplayer is already dying so a commercial DLC will not bring it back.
Better them my model of it thats for sure. ;)
The pics look great, i didn't knew there exists a mod SDK for Mirrors Edge.
The gun seams like a modified AK, is a petty to have it working and have to cut it out the game because the lack of a texture, why don't you make one your self for it? Even if is not very pro is better them no gun.
The color is fine this is a military complex and the military are know for using shades of green or brown for all their structures and equipment.
When ZPS make some outside environments i bet they will have more colors on their pallet.
By the way the map looks nice, and is that real time shadow maps that i see ;).
Yes Gert is the nº1 investor in the ZPS team and the IM game, he decided to give away some of is shares to the IM community has a mean of supporting even more the making of this great game, to get shares from him you need to buy 20 support medals or more from the ZPS store and them enter in a Transfer Agreement with him.
Afaik no, the engine is to old for that. :(
The problem with your texture is the lack of highlights and specular to give a more realistic look especially the metal parts looks nothing like metal.
Give it a specular texture and up the brightness on the metal parts but don't over do it.
See this link if you don't know how to do a specular texture.
I hope this kind of detail stays the same near the ground.
Awesome!! Maddieman i also thought the mod was dead but was not because of that guy, it was because of the lack of news, but i'm glad its still being developed.
Is Kenneth Yeung still working with you?
Nice level design you sure have talent in the team, continue the good work.
Its here you say! Them nice job!! :)
Sorry Kouta i don't understand your question? Can you rephrase it?
I don't like how the model blocks the view when the enemy is in front of you, a over the shoulder cam should remedy that.