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merry xmas and happy new year to you to.
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.
Nice but i think there will be a problem for non english speakers like myself.
I'm sad to read this, all the best for you and i hope you find the time and help to finish what you started.
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. :)
Graphics and effects AAA quality.
Gun sounds need more love, even if you think in the future they would make guns more efficient and quiet, on a game, loud and powerful sounding guns are more fun.
Voice Acting will make or break your game story, and right now if you don't improve it, then imo it will hurt your game.
Fantastic job guys. :)
Small review from what i played right now, i must say you got really really close to the silent hill mood, the mapping is just stupendous the level designer is very skilled indeed. I don't know if it is of my screen but the level was very bright tho, i didn't need the flashlight at all. Now some things that could be better, one is the way we interact with things, for example on the puzzle, the god, flesh, etc, we should have some kind of visual feedback (maybe a highlight of some kind) of what we are selecting, i add problems solving it at first because i didn't knew where to click. And please change the hand icon to something better, it really looks bad compared to the rest of the game. Nice work and i hope you guys find your coder and animator.
p.s - Forgot this, the game seriously needs a inventory menu, but i'm sure you guys know that already, just decide to mention it, just in case.
First this game needs some SERIOUS optimization work, the lag was really making me sick, the game concept is sound and with a better implementation it could make a good game, but right now i can't recomend it to anyone, why, has i said is very laggy, not only that but is also very buggy, for example on the farming part of the game, almost all tasks didn't work well at first time, the hand icon was not showing even when you add the cursor over what you wanted. And last this is not a major complaint, but why on earth would you make us wait so much to cook a fish, and not have anything to do but seat on a bench by the fire, this should be a game not a real life cooking simulator, cooking, if you don't it to be a instant thing, imo should be at most a 10 second wait and no more.
Weapons aren't automatically put into games you know, the developers need to implement them, and if there's no weapons on this game then there's no code to spawn them, why would the developers waste time making weapons just to hide them.
Will we see pinhead on this game?
Has always nice work.
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. ;)
fantastic, just know that many are seeing this mod even if they don't comment, continue the great work.
how can this guys change so much without the source code, i'm still to comprehend. But for example the titanic mod for Mafia 1 as also implemented stuff on the LSD engine, like SSAO, and advanced water shader, that was thought to be impossible in the past.
This looks exactly like the spell casting system used on Arx Fatalis so the mouse is a perfect analogue to the leap motion hardware.
Very nice looking can't wait to see the bugs coming my way on it.
Your modeling is good but please don't disregard the texturing, good texturing can make a bad model in geometry terms look like a art piece. For example the wood pieces below the table surface need to have their texture rotated horizontally so the flow of the texture matches the geometry direction. If you want you can send the model to me by PM and i will texture it for you has a example, for free of course.
Nice, i also start all my organic models with a simple box modeled cage. :)
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.
Nice graphics indeed but why does the doors don't open all the way? it looks very strange that way.
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. :)
They look fine has is, and you also have online sources for base textures like Cgtextures.com ,imo forget the camera use your expensive cell phone at lest it will serve for something or the link i posted, imo it is enough for you to work on decent game textures.
Very good Logo design, I love the metal effect on the typography. Was it made using a 3D model with a material or are we seeing a hand made art work?
You guys are showing a side of idtech 4 that needed to be shown, and that is that this engine is perfectly capable of bright and colorful worlds, ok prey also did it but you guys are a steep above that, just shows how professional your work is.
Ok mapping is approved, now show us enemy design. ;)
I seriously hope you are being sarcastic.
Never but never go above 2k for anything but terrain if you want a good looking but playable game, is nice to see the small details on the 3D app but ingame very small details just become noise and the high rez texture just takes performance away.
Fantastic work, and the end of the video made me laugh. hehe :D
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.
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?
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.
why are you guys making a dx10 render anew? Don't you have access to the later games engines?
Do i need to have UDk installed to play? I'm asking because it gives me a error about not finding udk.exe
you guys are fulling us this can't be the HL1 engine no way. ;)
Fantastic, Robert and you guys deserve all the praise you can get.
You sound like someone toke your toy and now you want revenge "A Score to Settle". Your OPINION about this FM and TDM is only a opinion nothing more, different from mine and many others don't forget.
BTW bugs are norm on AAA games, but for you somehow, a small bug or design mistake on a TDM fan mission even if it toke 3 years to finish is case for public lynching, to me like a said above it sounds like there's some personal resent.
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.
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.
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 see what you say, i see a simple tail, what they could do is give to the wolf some tail animations or physics just like the rabbit ears.
But overall fantastic work guys and i will preorder soon.
Thats the spirit, i'm sure you will eventually make this your career.
Man you sure took your sweat time but i'm beyond happy about this news, theres no doubt this will be as good as Katana or even better.
Now two questions :)
Is the Kong Fu 3 developer still working with you? I think is name was Ken Yong or something.
And why aren't you working as a professional game developer by now as StratonAce? You sure have the know how and the quality.
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?