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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.
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).
Really hope the developers are working on some fast patches for this release, because right now is almost impossible to play this game without any major bug killing the gameplay or making it crash, really a pity because from what i was able to play they nailed the stalker feel.
Looks very good congrats, btw i don't know if this was explained before but are you guys using the same realistic bullet physics used on the stalker game or just using the Crysis default ones?
Is just reflections and in game i'm sure it will look better because of the movement.
Extract the part 1 all the others will be automatically extracted then just run the setup.exe
On this image the gun is taking to much screen screen space, i hope this is not true for all weapons.
You sure have fantastic artists lets hope you have as good gameplay developers.
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.
Yes it does but imo nothing like stalker, is a good thing in one side because that way you guys have your own identity but sad in another because i would love to see if it was possible to really replicate front to front the stalker look on Cryengine.
Thanks was able to tweek the game to my liking, now i'm not getting sick and i can enjoy your work.
For the ones that want to know what i did:
on the system.cfg in the end i put
cl_fov = 90
cl_camera_noise_freq = 1 (this was the hard one to find the best but 1 to me seemed the most appropriate because it left some small head bob (more realistic imo) and didn't made me sick.)
Nice teaser :)
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.
Do better then.
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 don't think they would work for free.
Fantastic news guys. :)
I never thought i would see a mod for this game, nice work so far, about suggestions i can't really give them because i played this game so long ago that i really don't remember what you could improve. But know that i will follow this now.
Looking nice guys.
No i don't think such thing, and why port a render why not port the assets themselves, be that models, levels, scripts, etc to the new engines are they so different that makes that an impossibility? Mind you i'm not criticising your decisions or even imposing anything is just genuine curiosity. So far everything looks fantastic.
Continue doing a great job guys, but this needs to be more known, i found about it just by accident when browsing GOG forums.