This member has provided no bio about themself...
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.
A boat? Because of the metal walls and floors.
Nice screen but i must say that bridge is physically impossible, a real world bridge would break easily if only suspended on a side like that, the height on the right side would break it near the center (more probable) or break the pillar near the ground (less probable).
They did that because they thought the player would find cool to see the ejection port opening and the casings flying out. They also changed the guns looks somewhat and names, to not have to pay weapon licensing rights.
Will this also affect masked enemies? On the pic you can see the "dead" guy is wearing a gas mask, it would be strange if a gas grenade can affect him.
I'm studying graphic design and it has indeed helped my skills in modelling to become if not better more mature and professional.
This is something Amnesia needed some maps going away from the old mansion look.
Fantastic news man i'm glad you didn't give up.
Looks fantastic, guys congrats, but one question if i may, on the trailer is not the narrator the same voice actor that participated on Amnesia the dark descent? And i really gotta an Amnesia vibe from the looks from the voice and from the music, was that intentional, did you guys got inspiration from it?
So a normal army beret can stop a bullet? ;)
Thanks for the update nice to see your mod is alive. :)
Fantastic, like i said some time ago it was just light maps and shadows that this scenes needed to come to life, congrats to all involved.
I'm certain they are including on that figure, level geometry and small objects like trash tools and stuff, not only characters and weapons. And Gameplay needs animations and that is a department they seam to be low on, has he said is better to show no gameplay then to show bad gameplay and give a bad impression of the game. The Interstellar Marine developers are suffering because of that.
Deleted the config file tried to pick the blue vial, crash to menu with the console error " ERROR: unknown ammo type 'ammo_energy' ".
Then i disabled all the highEnd features and started the last save of the game, it crashed to desktop even before any gameplay with generic windows error.
I also deleted all my other mods and this is the path to my doom 3 exe.
I will try deleting the mod and installing it again.
Went to see some real stalker screens and now i know why i have this felling, in the original stalker the environments are oppressive with shades of green on some places, gray and brown on others, it feels like the air is poisonous and dangerous, imo on Cryzone at lest on some shots that feeling is gone, the colors are more lively and the zone looks less dangerous.
Yes i can't put my finger on it but i also have that feeling, maybe is nostalgia or the color pallet is different? I really don't know.
The best way to disable Catalyst AI is use RadeonPro is also a fantastic tool to make game profiles.
You are not forced to donate so why are you complaining? If you don't donate you will still play the mod for free, on DLC's if you don't pay you don't play, and if you donate at least you will have some recognition on the mod for your help. I don't see nothing bad with this for the contrary and is a way for modders to have a incentive to better the mod and then self's.
p.s -You guys also need to realize that you are not buying the mod (game) nor the promise of its completion (but it will sure make the mod team think twice before calling quits), so imo think of this donations more has a small risk investment.
Some parts of the music reminded me of Silent Hill, i really don't know why but it did. By the way i like the music.
So is Soul Caliber and Mortal Combat and Street Fighter and King of Fighters and..., and they were all commercial and very successful.
Haven said that, i will not buy the game personally not because i think they shouldn't sell what was once a mod, for the contrary i think they should the quality is undeniable, but because this type of unrealistic sword fighting is just not my cop of tea, i'm more a Severance Blade of Darkness type of fighting fan.
Unreal Engine 3
SecuROM with limited activations them no buy from me, get it on GoG or on your site without any DRM and i will buy it.
I'm sure you guys add much work making the game and 20€ imo is cheap but DRM do not stop piracy, and annoys legitimate users.
I'm not a coder, but aren't you guys able to do a 3ªp attack animation, attach a melee weapon to the hand of the NPC, make it play the animation when near the player, detect when the weapon collides with the player physics capsule and them subtract health from it?
If not, them the crysis SDK is not so open has i thought it was.
Yes they need some melee weapons like knifes and other sharp edge tools.
With out mod tools for Crysis 2 how are you guys making this are those images from Cryengine 3 ?
He is right you know, the shot from your mod looks more friendly, like is a shot from a quiet family neighborhood in a sundy afternoon, i mean it lacks that feeling that theres bad radiation on the air, that is dangerous to walk there, and all because of the blue skybox, if you used the Vanilla skybox them imo it would look much better. But don't think i dont like your scene it sure looks fantastic, the grass is better, the shading is better, only the feeling of bad place is better on the vanilla shot.
Guys play with the settings the default ones don't work for everyone, on some the game is to dark on others it is to bright, you need to find the settings for your PC.
This is really impressive work, i can't wait for the final thing!! :O
About Valve not doing this kind of work, they could, they certainly have good artists, the problem is that a full game has to have a limite to how much time you can spend detailing a level, because of money and performance constraints, remember this mod will have very little in terms of AI, NPC's, etc.
Maybe you guys could ask if you can share assets with the dark mod team your mods are very similar as levels objects is concerned.
Just like the movie, awesome job.
Look is the translation that i did years ago!! Nice to know it was of some use.
I,m waiting for it get to work! ;)
IMO the hip of the terminator looks to square and strange, even if the original is like that, i think for aesthetic and anatomical reasons you should make it more like a human hip or give it a more round shape.
But good work none the less you are making a epic job here.
With the trend of game developers running away from the PC exclusives i think mods will be more and more important for PC gaming, and i also think the best mods should indeed have commercial release.
Totally flat!? Do you even know what that is?
The lighting in the game version is just different color (different textures) and intensity (id tech4 lacks HDR) but mimic the direction of the real scene even the shadowing part of the model is almost as the real one.
To me is a fantastic job.
Great looks! Continue with the good work.
As i said nice texturing but for a night scene it is to bright, you should play more with shadows, make the scene a little more dark, so the street lamps light cone is more visible.
Good work with the texturing.
They have realeased the engine source of their Penumbra games called HPL, and theres also some mod tools but aren't very easy to work with.
You can find all in the oficial Penumbra forums.
You can have 100+ NO SHADOW CASTING LIGHTS (i'm not shouting), with shadow you can only have a max of 4 or 5 per view (not per room, with clever occlusion culling and level design you can have more) it is really a wardware limitation not a engine limitation.
I have the same card and drivers has you and with CAI on, this mod and the Portal sky in some of the dark mod missions is broke.
enhanced normal maps indeed, are they based on highpoly source objects?
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 ;).
IMO you guys should see some videos from Severance Blade of Darkness that is how you make sword fighting, your sword combat is just to fast and unrealistic, but fantastic job on the characters, animations and maps.
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.
Alley this " there's no point to replay something that will be exactly the same as the previous playthrough." is exactly what 90% of the so called AAA 60€ games are about, Dear esther will be a one time experience yes, but is just like going to the theater or the cinema, i bet it will be even more interactive them the later and more engaging. From what "i think it was Rob" said They will not take the free DE and just make better levels to it, they will make it BIGGER and BETTER for the commercial release. Just think of your payment as a donation to a game that will CHANGE how we perceive games.
To this developers YES.
Don't be discoreged by all this whiners You guys and especially Rob deserves being paid for their work, we all like to see some kind of reword for our work. Few people like is said here in Portugal "Trabalha para aquecer" this is "Work only to warm them selfs"
No story?! Dear Esther is all about story and how it is told to you. So stop the wining already and be glad they will make it a indie game with more production value them is already apparent in the fantastic level design on the remake.
Holly mother of god!! This is great news!! Now we will be able to make a blade Clone in other engine, i can't believe this, BIG THANKS for the the coder that did this.
Now can the meshs and animations be exported to any other 3d max them max 2?
A game engine needs to be flexible and abstracted from the kind of game you will make on it, theres games that use a custum engine made for their particular game/gameplay, with a engine like that you would need to change the engine code and tools to make a diferante genre of game, but comercial engine like Gamebryo and any new engine for that matter are developed to be separated from the games, so you can use the engine to make a RPG a FPS a Race simulation a MMO, etc in the same engine using the same tools.
Them Natural Selection 2 (still in beta) is the game for you.
Unity 3.1 is as powerful as Unreal Engine and imo the dev tools are much easier to use.
I can make a Portuguese PT translation if you guys want.
Thanks i will try that.
That is a very weak nuke it looked more like a simple rocket explosion, see the nuke explosion of Crysis for a great example of a nuclear explosion simulation.
I don't know if this is a engine problem or intensional but on some maps the skybox moves very strangely, when i rotate the view the sky looks like as if he is imovel and the map geometry is the one moving instead, it looks very odd and immersion braking for me, it is also the same in other doom3 engine mods. Does it have anything to do with the portal sky thing?
Very nice indeed. :)
Valve is not a Indie studio in the way i see indie studios, yes they are independent and yes that's what indie means but the word indie studio is for the most part used to classify small teams even if they have publishers, Valve is BIG and a AAA game maker developer, for example the Penumbra developers add publishers for their first 3 games and were still considered a indie studio.
The art direction of this game (that i concur is simple but effective) as nothing to do with the engine, C4 engine (that can be bought for $100)is as capable of great visuals then the UDK or even better, with the added benefit of not having to pay anything after selling the game to the engine developer. I know many indie teams and is very hard to bring a full game in a timely manner to the market with AAA graphics, that is the example of Zero point software, Wolfire Games, unknown worlds, etc, they all have very good looking games but are years still from completing them.
Make the box small so it more feats the sitting character, right now he has is but inside it: :D
You are right but we don't know what they are thinking to do with this weapon, maybe the pump action is for a grenade attachment.
You will. :)
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.
Very nice continue doing a excelent job, you have a fan in me.
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.
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.
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).
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?
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.
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.
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?
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?
This is some of the best texturing i ever seen.
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.
Is just reflections and in game i'm sure it will look better because of the movement.
You sure have fantastic artists lets hope you have as good gameplay developers.
Nice teaser :)
Looking nice guys.
Continue doing a great job guys, but this needs to be more known, i found about it just by accident when browsing GOG forums.
this feature sounds very good congrats, but one thing that you guys have still to solve is the instability of the ragdolls, on almost all videos that you guys blast a enemy, some of his limbs gets stretched when ragdolling.
For the love of the game
Merry christmas guys.
Fantastic work man you are a superb modeler. :)
I don't have many free time to devote to mods now with university and work, but tell me what models do you need and i will see if i can make some of them, no character models tho not my speciality.
Here is my portfolio
fantastic guys looks very original.
Nice work i will indeed try this one has well. Don't give up continue doing what you love.
Congrats on the media attention that you are having, that is always a morale booster, and i hope it makes you continue your work.
Now i must say this, i'm following you for sometime now and has always your normal maps are very exaggerated and makes your textures look very noisy and ugly, you should really think about toning down the normal mapping strength because it will have a large impact on how people will perceive your game, also the wood beam on the ceiling has the textures in the wrong direction. I hope my criticism instead of making you be mad at me and ignore my suggestions, make you see what you can improve and so make your game look much better.
I have no doubt this is the Morrowind engine, but to me it looked like the oblivion engine heavily modded. :D
Also some of the assets look models straight from oblivion, so that also help the illusion.
And just to show that is the art that make the game not the engine.
nice work guys good bug hunting, i would love to play but work take most of my time now.
Very good. :)
Nice work, this scene is very atmospheric.
I'm not a woman and i'm also not a natural English speaker, so if you don't want a strong accent on your voice acting i don't think i can be of any use to you, but i will say this the English quote you have above is full of syntax errors.
IMO It should be something like this.
"Often I Hide myself in a secret room in the prison. I can take a rest here. I'm studying black magic for around two months now. No one knows about it, knows that I learned how to make hard wood start to rot and decay. My father (dad) was a very intelligent man, he constructed this place only (just) for me. In the future I want to be as dangerous as he was. People will fear (be scared of) me, even my brother and my friends. I feel it, I feel my power growing. Everyone will pay me tribute, Kate." "
Hope this is of any help and you find the necessary voice actress.
The normal map is too strong, imo ditch the normal map and just use specular to give it the wheat shiny look.
Why is that a good news for modders? Unity afaik has no modding support built in, you can't download the Unity editor or engine and mod a already out Unity Game.
Imo Unity is a danger for modders, and it is picking so much rep that everyone and their mother are now using it. Theres much better inexpensive engines out there if modding support is a fact, for example C4 engine, Esenthel and NeoAxis are very good engines with nice modding capabilities, especially the C4 engine.
Nice concept, continue the great work guys.
Nice but i think there will be a problem for non english speakers like myself.
Looks good but consider using a hidden ramp on the stairs (disable collision on the stairs itself) so the character controller do not jump like that when going up or down stairs, that is how Remedy (makers of the Max Payne and alan wake) and others solved the same problem.
Nice work i like it. :)
Will we see pinhead on this game?
Has always nice work.
Very nice looking can't wait to see the bugs coming my way on it.
Nice, i also start all my organic models with a simple box modeled cage. :)
Nice texturing, but the weapon is maybe very low poly to be used has the first person weapon? See your messages i have a surprise for you. :)
Very good job, and is nice to see for the first time something looking professional made with Adventure Maker, i hope others follow your steeps.
Looks fantastic. :)
Hum now that i'm seeing the model textured, i think that using real geometry for the grate thing of the place where the display rests, is a waist of polygons, that effect could very easily be faked with normal map, and will even help on the performance on low end GPU's.
Sorry if my critics seam a little harsh but i just want to help you make your gamer better.
Again very nice model, the edge flow seams to be very good indeed. :)
Nice to see that you will update the the normal maps they indeed looked very excessive in their power, also from the texture files on your last demo i saw that you have the specular maps very strong you should make then darker so your materials do not look like wet surfaces or in some cases like molten glass, has you are taking inspiration from Amnesia see how they made their specular maps, it will help you a tonne.
Good luck with your game and funding campaign.
Fantastic work man as a mapper i always missed this feature on idtech 4, this feature alone imo makes it worthy to buy your game for idtech 4 moders.
FANTASTIC!!!!! enough said.
The second i saw the image it reminded me of Splinter Cell Chaos Theory. :D
Yes i still don't comprehend how they can do that with only the HL1 SDK and no access to the render source code, is bloody amazing.
Continue the fantastic work. :)
Now we are talking, continue the fantastic work. :)
So instead of saying to me "Ok thanks for your opinion but don't worry it will look better" you say i lack common sense and give me a condescending reply, i know you don't own me anything has this is a free mod, but the lack of professionalism you seam to show and with how you reply to potential users or even partners, will bite you one day in the *** and perhaps it may be one of the reasons you seam to be low on team members. With that good luck on your modding and game developing endeavors.
If that 0.9 peace means the human heart area then is wrong, it is in the middle of the chest not on the left breast.
oh i see that is the door where you need to take that glowing ball to the other side of the maze for it to open. :) Also i love the lighting in the scene you are really capturing that Egyptian tomb feeling at lest in my opinion.
Looks fantastic for a Mafia 1 scene :) , also shaders are never CPU intensive they are GPU intensive because they run on the graphics card, btw now a days almost all games are GPU heavy not CPU heavy.
Things that run on the CPU on most all games now, audio, AI and physics, all the rest is GPU only.
Fantastic video and very funny i hope all the success to you guys.
For the game looks certainly cool, but on Wikipedia it says that is not proven that does images on dendera represent a electrical lighbulb of any kind, it says : "The view of Egyptologists is that the relief is a mythological depiction of a djed pillar and a lotus flower, spawning a snake within, representing aspects of Egyptian mythology."
Is hard for me to believe they add invented the lightbulb and a way to get electricity to that same lightbulbs and not have any physical evidence of that on the thumbs excavations, also for a lightbulb you need translucent glass and all the man made glass on that period was opaque and colored used for jewellery, amulets and the occasional small receptacle.
Fantastic work, congrats. :)
Thanks for the info :), it just shows how modifiable all the id and valve engines are fantastic work guys.
How the hell did you guys included dynamic shadows on the HL1 engine!? Do you guys have access to the engine source code?
Sorry if my reply is not what you where expecting but has a fan of your work my job should to give you guys my true opinion not saying "guys that looked awesome!!" (even though that is what all developers want to ear) but on the backstage think man that really needs more work. Once again i gave you my true opinion and i just hope that instead of discouraging you guys it makes you more strong, also i realized now that my BOD remark was unnecessary and for that i'm 100% sorry. :(
Ok i applause the effort but i really can't say i liked the physics behavior, even Severance blade of Darkness a 2001 game add more "realistic" physics behavior, if you guys can't make it better then IMO you should kill physics altogether and go static, there's no shame on that, id decided the same for Rage. Your work so far looks so professional and nextgen that again imo having so old school and lackluster physics does your guys no good.
Sorry Nicolas i hope you comprehend my opinion.
Thanks will do, i will report if something doesn't work.
Problems playing this mod in ultra mode, because of the launching method i'm unable to use RadeonPro to disable catalystAI or at lest i don't know how. :(
Very well done, but is this ingame or a render?
As always fantastic level design, if you aren't already working in the industry i can see a job offer in your future for you or the team member that did this fantastic maps.
Don't take them seriously man just continue doing your great work. :)
Good to see a update from you. :)
As always looks promising.
Looks fantastic. :D
Sounds good thanks for the info. :)
looks good and they sure travel fast :D , will you guys make the water more realistic? Imo is a very important peace of your game world and should get some more love, the Unigine based game Oil Rush has a nice water that could give you guys some ideas, another question, will the boats be animated (moving Oars) and perhaps have moving or stationary sailors on board?
Oh, i clicked the "Don't push" button!! lol
No problem, my kind words are giving to does that deserve it. ;D
Nice :D i love your User Interface idea.
Fantastic concept and modeling, btw you guys should also announce the game on the C4 forums. :)
The fire looks good but the sails should be bulging because of the wind force, right now they look like simple planes, not very realistic. What kind of camera system will you guys implement on this game? 3rpRPG, RTS, FPS?
The Avatars look fantastic!
Nice concept. :)
Do this uninstall the drivers like normal and restart the PC then delete any folder on your PC with the name AMD or ATI that belong to the graphics system BUT don't delete any AMD folder that belongs to the mainbord chipset (if you have a AMD CPU) or even the AMD dual core optimizer folder, also don't forget to make hidden folders visible, after doing that use CCleaner to clean the registry, restart the PC again and install the old driver.
P.s- if you are afraid of deleting the folders your self then you can use a software called driver sweeper that will do that for you, but i don't know if it is still free.
I don't know how you are making the models for this or what the engine supports or not, but you shouldn't need 90.000x90.000 textures (is not even possible btw GPU's can only render till 8192x8192), if you can give different materials to surfaces is totally possible to bake shadows on the models without sacrificing resolution, if you can't then the only other way i know is using a second uv channel to drive the lightmapps but the engine need to support that.
You need to bake lightmaps in your 3d tool because right now the lack of shadows makes it look very flat.
looks very good.
You need to tweak the mod options the default ones don't work the same for all, for example to me it made the game dark for others they made the game bright, just spend some time on the mod menu changing values and you will be surprised.
looks very good, i'm tracking. :)
Portuguese BR or PT?
Nice work guys :) btw don't they need bigger ears to be goblins?
Don't be discouraged by a new competitor that uses some shiny new engine, because of that he will always have more work then you to achieve that kind of quality that he shown in his video, by working on a engine like LS3D you have the advantage that low poly, low shaders engines gives less work on the art side more work on the gameplay side, gameplay will be what makes or breaks your mod not graphics. Now continue the great work.
Can't play, loading times are just crazy on my wxp machine with 2GB of RAM and a AMD HD2600 AGP using 11.10 drivers, normal ET loads much much faster.
Nice teaser, and the mod looks fantastic.
É muito lowpoly para ser usada como o modelo principal FPS mas para 3ªPerson ou para as armas que se encontram no chão serve muito bem.
Eu enviei-te um PM, pois estou muito interessado em participar no desenvolvimento deste jogo.
E já agora porque não o NeoAxis engine é baseado no Ogre Engine mas tem tudo o que faz falta para fazer um jogo, o Ogre pelo contrario é apenas um Render Engine.
Do you have eye problems? Or maybe is your monitor, it looks fine to me.
Fantastic image probably the best one so far from this mod imo.
One thing though the armature of the soldier should be more shiny them that, it is metal after all, now looks like is made of rock or something.
For your information Dx11 supports dx9/dx10 Gpus, but tessellation only works on dx11 cards, to play a dx11 game with a dx9/dx10 GPU you only need to have vista or windows 7. If you are still on WinXP them is time to update, and BTW you don't need to "buy" the OS. ;)
Making a dx9 render with dx11 features on top only makes the engine harder to maintain and the dx11 features to run bad. A pure dx11 engine runs much faster them a dx9 engine and supports the same features plus more.
yes i would like that also.
Looks very good and the guy in the video is very funny. :D
Nice work, but don't forget to dirt it up, put some trash on the floor and graffiti on the walls and some dirt has well, take out some tiles from that tiled floor. On the lighting side make one of them broken, etc.
In resume make it has if people live there for ages.
Has this was posted on April 1st i really HOPE this is not a joke, because real time Global illumination would be AWESOME!!!
Go prospero!! Make this wonderful game live forever.
I'm also a spearhead user. :)
By the way don't forget to buy support medals and your spearhead unit patch on-site will grow to be a thing of beauty, i personally call it the ultimate spearhead support patch.
Yes Spearhead is correct, that account will give you access to the 2ª and 3ª game of the IM trilogy for free (and other goodies), you can also convert support medals (5€ each) to a spearhead account if you buy enough of them.
So if you don't have enough now to buy the full Spearhead or even the frontline account them just buy support medals and you will support the AAAindie idea, the making of this game and also maybe have exclusive early access to the multiplayer preview slice, ZPS did that with Running Man.
I BELIEVE!!! and you guys will believe also. ;)
Awesome stuff. Continue the good work i will be waiting for it. :)
where is the edit bottom?
Sorry for the grammatical errors but when i made that translation my English was not very good. (not that is now any better :P )
Will you guys be able to achieve the same level of quality as in the CE2 scenes with the volumetric light (god rays) and dynamic lighting? If so them good if not them is a shame it was what made the scenes look so fantastic.
By the way, i personally, am tired of the UE3 engine looks and i hope you guys can be able to diferenciate your selfs from all UE3 games out there, good luck and good work.
Hi Esfumato nice to know that Prospero still supports Severance, i don't know how he have the patience as severance is so old and don't even work on the new OS's, but I'm glad he does. I LOVE severance and every time that i see something about it i cry inside because i can't play it anymore. (Vista 64bits)
Good work on the map, by the way, are you guys using the dark mod ambient light system? If not i recommend it because some ambient light on that shot would do wonders. ;)
What kind of animal have the eyes in their mouth? :P
Thats the poster that is in max payne 1 and is a tribute from remedy to a great mod called KungFu.
Nice interview i like your sense of humor. :)
Nice classmates(:O)...ops, i mean nice T-shirts.
Looks good just like the first one. Good luck.
That's why he is already working as professional level designer. :)