Yeah you could say that. A lot of the former members either went to work on the Lightspire and Casus Belli mod teams.
Yeah you could say that. A lot of the former members either went to work on the Lightspire and Casus Belli mod teams.
I don't think it's dead, but a lot of the team (including myself) left the mod back in September.
Looks good SirBaron! It kind of reminds me of the mod I'm working on right now...
As a CryEngine modder myself (Petrograd), I wish you the best of luck!
Me neither! I can't wait till we finish it and you guys get to play it!
lol yes we have a lot of guys from Sweden on the team ;-p
Yep, all those people listed ^^ are active in the mod right now.
Thanks for all the support Tokoya; it really means a lot to us!
Thanks for the positive comments! We appreciate it!
We have our own Vegetation Artists (Rex Mcnish and Jared Robertson), but early on we used trees from the European Nature set by michi:be
We'll take that under consideration. Thanks for asking about it.
Petrograd team uses Skype for communication, and SVN/Trac system for files.
Ninjadave, it's not necessarily the texture of the grass that causes performance issues, it's the geometry and the physics. Remember this is CryEngine we're talking about.
That environment is actually very WIP (as you can see the ground is quite barren). I may not even include this in the final release, but I always like to show off what I'm working on just to give you guys an idea of all of the things we're considering implementing.
Wow you really like to nitpick lol!
To answer your questions/comments though:
The enemy grunt models are being re-worked right now (see the last news update). The cloth bumpmap you see there is on an old build. And no, the face doesn't have that bumpmap lol!
The soldier may be unarmed, or maybe not. It will make more sense when you play it ;-)
As for the textures - the grass is probably being rendered as a sprite in that image (we're trying to make Petrograd actually *playable* on low-end computers so yeah you will see some performance optimizations like that every once in a while).
Ninjadave, I think you forget that this is a MOD right now, our team is all made up of volunteers, nobody is being paid to work on it. So if it's not 'perfect' like you want it to be, I'm sorry lol. We try, but modding Crysis is a lot more complex than making a mod for Unreal or Source - the level of detail required can be daunting.
Yeah I get what you're saying. It is in the same sort of setting as STALKER (i.e. east europe/russia) so we get that comparison a lot...but Petrograd will more of an action game than STALKER was.
lol I know it took awhile, but it was worth it don't you think? ;-p
haha well you know - we like to throw little 'Easter eggs' in every once in awhile. ;-p
Most of the stuff is pretty easy to do. What I'd like to know is how to get a super customized page like Dystopia has:
Moddb.com
I mean that doesn't even look like a normal ModDB mod profile.
We're working on it. Is there anything in particular you want to see in the next update?
Interesting. So I see this is a non-Source mod, yet it was release on Steam? How did that come about? Did they contact you or you contact them?
ben72227
Benjamin joined
I am the producer for the Petrograd Mod; I also handle PR for the Space Cowboys development group.