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No problem on my part take your time, also fantastic to know Frictional is willing to help you guys.
Ok that sounds reasonable to me. :)
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.
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. ;)
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.
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.
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.
Did i replied in a bad day to deserve that kind of response?
My comment was not meant to cause this kind of reply from you but to give you feedback, if you don't concur with it that is your right but a professional developer would atlest reply in a respectful manner and say something akin to, "Thanks for the comment but that is our artistic vision, and we think it represents our goal for the game better." Ok i would comprehend that.
And by the way i never said to make a mohawk, that is characterized by hair being vertical and indeed looks ridiculous, what i was refering to was to hair coming down the sides (almost like a horse hair) from the back but let some skin from the ribcage come through that would give a more menacing look to the dinosaur compared to what it is now imo.
Even if that number of feathers is realistic (that we don't really know) visually looks really strange (looks like a coat) and takes from the menacing look of the TRex, i would put feathers on the back only and let the skin from the ribcage be shown.
You can compare the atmosphere of both games and IMO they both look good and scary but you can't really compare the gameplay, Outlast is more similar to the Amnesia gameplay then to Silent Hill, they are totally different. In one you can't fight back, you just hide and run, on the other you can become a "terminator" and kill everything around you.
Nice work but i must say the pipe looks strange on this kind of corridor, and you should use more furniture to give a used look to the place.
Continue the great work man. :)
fantastic, just know that many are seeing this mod even if they don't comment, continue the great work.
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 graphics indeed but why does the doors don't open all the way? it looks very strange that way.
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.
I seriously hope you are being sarcastic.
Fantastic work on the modeling and texturing and very nice video editing.
Is all good and dandy but how can you make directional audio without mono sound sources? I always thought that was a giving for 3D directional audio, i certainly would not like to ear a gun shoot coming in from two directions at the same time ( two channels like stereo does). I'm all for ambient sounds being stereo but gun sounds and even character sounds imo should be mono only. Game developers are killing true 3D audio (and even hardware audio acceleration) on games so please don't be like them but try to make it sound the best and the most realistic has you can.
Very good model indeed, i know this is not final but please don't take this critic badly, now your texturing and uvmapping skills i'm afraid are still rough around the edges, the cutting seams of your uvmap are visible, when making the texture remember to overlap 3 or 4 pixels the uv map border with the most important color you are using on that area, if is a majorly gray looking place use a gray color, if is a green looking space use that color and so on and on, be careful not to spill to other uv islands tho, also from what I've seen on your demo game and this model you also have a tendency to exaggerate your normal maps bumpiness, moderation is the key remember that, and finally don't forget to give a used look to your camera texture, scratches and some dirt on it will give it that extra realistic touch. ;) Good luck and i can't wait to see the final product in game.
Fantastic, the Silent Hill vibe right there.
The Doom 3 BFG Edition has no modding tools and the game assets are in a totally different (binary) format to the one of the original Doom 3 (text format) so no i don't think he or anyone for that matter will in the present moment be able to make mods for it or make old ones work on it. And imo the original Doom 3 with some modifications looks better then the BFG Edition.
Very nice indeed, the doom3 sounds will be replaced eventually i hope ?
Also please bring the specular of the rocks down a tad, right now they look very wet and shiny. Btw some sections of the maps (the caves sections) look very bright imo, i think you guys should bring the ambient light down a little and let the shadows stand up more.
It didn't looked bad on the X-ray engine for the contrary, and the X-ray engine also supports advanced dx11 effects, it is a very competent engine. I really can't see what a game like stalker has to gain in going to the Cryengine 3 in the visual department, the only good thing that i see from this engine is the modding tools and the ability to go stand alone or even to consoles if the developers want it.
Its Alive!!! Run!! ;)
Very nice lighting Maddieman looks almost has a Maxpayne 2 render, btw i'm totally surprised that you are still working on this mod, continue doing so even if unfortunately i will not be able to play it, :( because neither of the Remedy Max Payne games work on my Windows 7 64 bits, and i tried everything they just don't work and i don't have access to windows XP machines anymore. :(
Fantastic news now you can realize your dream mod on LS3D with the quality it deserves, now it will look even better then the original game. :)
On this one i totally feel the stalker atmosphere. :)
Why go to that trouble when the Source engine does essentially the same thing? And the baked light using the Source engine system supports normal mapping and other effects that a baked lightmap on a external tool can't.
Fantastic! if you want to go commercial you have my vote and my money.
Very good. Congratulations.
That's true on Rage they made everything possible to block modding of the game, they disabled the more importante svars and encrypted the game files, on doom3 and any id game before the pak files are simple zip files renamed to .pk4, this locking of modding was made by fear of the unstable economy and greed, ever since the born of the consoles DLC's, AAA companies are trying to kill modding.
Fantastic scenes just the looks give me shivers. :D
The problem is that way you guys will get the game at less money then us euro users, 15 USD's IS NOT equal 15€ it is more or less 11€ so to be really fair if you guys pay 15USD's then we would pay 11€, if we pay 15€ you guys pay 20USD's and that's it everyone is happy because we payed equal amounts. I'm totally feed up of steam using the same amount in USD and in euros so we European users pay much more then US users for steam games and that is not fair one bit.
BTW why do you think indie games don't deserve more then 20USD's (15€)? If they make a very fun and polished game they deserve the same kind of money that a AAA company asks imo.
Quem diria pt-pt :) sempre que vejo traduções para português é sempre pt-br, como disse o conterrâneo acima é bom para quem não sabe Inglês, bom trabalho.
Very good news :)
Nice looks much better indeed. :)
Sounds great AND looks great!! You guys are really showing that your mappers have grown in skill, fantastic stuff.
Looks awesome. :)
I did that (and funny is that the .dds is bigger then the .png 8/ ) and the game doesn't start now, it complains about not finding the .png's.
By the way i'm now trying to play on my W7 machine with a Qcore cpu, 8 GB of RAM and a AMD HD 5770 GPU with 1GB of VRAM. And it still takes a BUNCH of time before i can enter a map.
Myxale tottaly, fantastic work guys this is what all the game communities should be like, theres no tools **** it we will make our ones, but unfortunately we are full of COD type players all around now.
I personally don't like this new sinking, it would be more imerssive and cool to be able to see all stuff happening in real time has you walked trough the deck. But i realize why you need to make that concession being a single developers on this, so i'm glad we will have a sinking titanic at all. :)
Eu enviei-te uma PM, pois estou interessado em participar no desenvolvimento.
Looks like fun. :)
I like the top one on the right.
His skull, but he will be dead so will not worry about anything. :D
How the hell do you take this photos and with "long exposure"?
Fantastic work looks like has if is made on the Cryengine 2.
Professional quality good job.
Nice work guys this mod is fantastic, but if i may the red guy voice actor is trying to hard to sound funny and stupid that it becomes unrealistic, no one speaks like that, the other voice actor was much better. Imo you guys should go for realism in the guards voices not cartoon type characters even for the "slow" guards.
I'm a actor my self (10 years of experience on theater) and i would love to make voice acting for you guys but unfortunately English is not my mother tong. :(
Why is a ***** on the table?!
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?
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.
Sounds fantastic. Continue the great job and i'm happy you guys decided to follow my advice. ;)
Very professional AAA quality.
I have also eared BOD music on other games, it seams they were "inspired" by the fantastic BOD music score. ;)
Very good. :)
Yes me to, i hope you guys all the best.
Quote- Q: If you could have any new feature added to the Doom 3 tools, what would it be?
Drag-scaling lights, and Freelook in the Camera view. Something like GTKradiant (which EoC doesn't work in!).
reply - What are you waiting to try the dark editor of the Doom3 mod Darkmod it is based on gtkradiant and works with doom3 also.
IMO do not light the terrain on MaxED use Texture baking in your app of choice (if it as that option) to light the terrain the lighting will look better as afaik MaxED don't light very well trimeshs. But i think theres is a problem also, if I'm not mistaken the player will not shade with the terrain light map texture if is not lighted in the editor.
The end of days.
I think he said that he should work in professional animation not that is animation needed work.
Now this is a impressive work everything from the camera work to the voice acting was very good.
VanHeckske how do you know how a real brachiosaurus sound like? We just can guess what it sound like. ;)
Good job guys it looks and sound's very professional.
Very bloody! Nice!
me to. :)
The Best BOD Mod ever and the Best mod from the fugitive series, congratulations for this great mod.
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.
Will you take advantage of the dx9 or dx10 render?
Here is the link "kentie.net" if you don't know about them (that i doubt.)
Looks intriguing congrats.
I'm already stuck on the bigginning where you have to jump on that square floor tiles, i was able to jump till the second one but then i just can't do it on the third on, i already reloaded that section more then 20 times!! no kidding please make the jump a 3 or 4 atempt at most or even better please get rid of jumping puzzles, they are just frustating.
Very good level design.
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. :)
see if your GPU is supported if it is then update is drivers.
Try updating your graphics car drivers but PiotrMi is right your graphics card is to old to play this game with good performance.
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.
This one looks better imo Bridge-thegame.com but nice work on your game, i'm also of the opinion that 20€ is to much.
Now i must ask have you guys access to the HL1 engine source or what?
I still think CryEngine 2 is the best engine for PC games because it was custom made especially for a PC only game, Cryengine 3 was optimized (nerfed) to run on console hardware and that shows on any forest scene that i see from it imo they look worse. The tools on Cryengine 3 are another story they are really fantastic.
Fantastic modeling skills.
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".
I do add two crashes on level change but you guys already knew that.
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. ;)
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.
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.
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.