Norwegian guy who enjoys mapping and modding in general for the Source engine. Currently leading/mapping for WW1:Source.
Send me a PM if you've got any questions.
I won't blame you, but they will be two wildly different games. I reckon it's very well possible to enjoy both of them, I know I will :)
They have not abandoned the game, they're currently in hibernation awaiting the next update. You can find more info on their Steam group.
Yes, personally I'd rather not have the comment field containing people bashing on the progress of the mod. I could write a longer comment saying why this project takes time, but I'll save that for later.
It certainly isnt realistic, but with our ballistics system in place it makes it much easier to see if you actually hit the enemy when you're far away. It also looks quite dramatic, I like it a lot personally :)
Well thats quite a bold statement
You can check out this Steam group for more frequent (albeit smaller) updates;
Download version 1.13b from here, and also download Source SDK Base 2007 on steam. Run the installer for the mod and you should be good to go after restarting steam
Oh we're here, so no worries. Expect some news in the following weeks, hopefully it will have been worth the wait :)
Yes, as long as the project is non-profit and you give us credit it's all good :) Thank you for asking for permission!
Yes, we're just a little bit quiet at times, so no worries.
Yes, new models and animations
It's not realistic, but it's there for gameplay reasons. In 1.13b noone, not even the officer was warned of where the strike would actually hit which often lead to confusion. Having a marker solves this.
Hey, while it might not be realistic at first glance, the idea behind it is that it is not only shrapnel that gets sent flying, but also debris from the ground. This is the case with the gas-shells when they hit the ground seeing as they're not packed with normal high-explosives, so the explosion isnt as powerful. Besides, it makes the normal artillery-barrage and the gas-barrage a bit different, which is a design-choice that we made
I'm going to try and answer this in the best way I can.
When it comes to the issue of "exciting" gameplay not being present in a WW1-era game, I simply dont agree. By looking closer into the conflict you'll find that tactics and varied warfare was much more present than what seems to be "general knowledge" nowadays. Have a look at the opening and closing stages of the war where mobility and advanced strategy allowed all of the big armies to fight it out in a way very different than what you might think when the phrase "World War One" comes into mind. I am ofcourse not arguing that most battles were pure meat-grinders when it comes to the actual fighting and strategy.
I do not agree that because of this, the war should not be presented in games (a first person shooter in this case). Sure, it might be a challenge for us, the guys who are making this game, but challenges are good. Creating a fine line between reality and exciting gameplay is all a part of developing games such as this one. We do not think the conflict should be ignored simply because it's a challenging conflict to cover in a good way in a video game.
I can personally understand why you see the idea of such a brutal conflict to be 'callus', and that you find it odd to see such a conflict represented in a video game, but as you said, this can be said for all games based on historical conflicts. Again, the reason for the theme of the game was simply to avoid the First World War being forgotten in the gigantic sea of games out there, and our ultimate goal is to raise awareness of the war and how it actually is. I feel that portraying the war with the brutality it had in real life in-game (to the limits of what we actually can do) is necessary in order to raise this awareness that I mentioned earlier. Brutality and realism brings immersion, and immersion brings interest and awareness.
I hope the answer was enough and that you took no offense from it or anything :)
No point in releasing something that isnt finished though
It's not a priority at the moment, its a big possibility when we're pretty close to completion though
See the latest news-post for information about weapons and such.
Thank you for reminding me of putting a pretty important part about the MG's in the update! We forgot to mention the fact that the Lewis gun has had its magazine reduced to the realistic 47 rounds, but its reload will be faster. So we're trying to make the DPM for each machinegun roughly the same. So Lewis has half the mag-size, but a much quicker reload, firerate and deploytime, while the MG08 is bulkier and has double the amount of rounds, but also a long reload.
It's been edited now, thanks.
Make sure you have Source SDK Base 2007 installed on Steam, and make sure that the installer put the WWI_Source folder into your 'sourcemods' folder on your harddrive. Then restart Steam.
Gonna give this one a go, good to see you guys still updating this!
I'd love to help out a fellow modder R_Yell, and this mod is an absolute beast at LAN's with friends and so on. It's the only mod I keep coming back to for more
Not giving up ;)
This should work with TF2, yup.
Seriously man, on all of your comments during these awards you've been doing nothing but complaining about how Underhell didnt make it to the top.
All of the mods earned their place for sure, and alot of hard work went into all of them.
And for the record, PR is not what it was like back in 2008.
Irony my friend :P
Not when it's not done.
Indeed, if you get real unlucky out on the field
Correct, its free. It would be illegal to charge anything for it.
Temporary worldmodel. It works for now! Should have included that some of the worldmodels are W.I.P's