This member has provided no bio about themself...
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. :(
Reminds of Fear that is a good thing to me. :)
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.
Oh i'm having fun no problem you did a fantastic job on this congrats. :D
Sorry for the late reply found why your mod was crashing on the blue vial, it was because i add a custom ammo def on my doom 3 base folder i also edit doom 3 has a hobby i removed it, then it worked, what i find strange is why your mod would crash because of my custom def, maybe for some reason there's some naming clash on there?
No i can't say i did, but if you are a developer on it is nice to know.
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.
Amen brother. Gamers are what make game developers/moders keep doing what they love but they can also be some winy bitches, see the case of the Black Mesa guys, i never saw a mode team be so attacked i will be impressed if they find the will to finish their mod at all, i hope they do.
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.
On this one i totally feel the stalker atmosphere. :)
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.
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. :(
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. :(
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 animations. :)
Very well done, but is this ingame or a render?
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.
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.
Very good. Congratulations.
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.