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It's dead simple:
-take something away via another medium
-appear benevolent by giving it back
Some more thoughts, I hope you don't mind. :)
You will need tight controls for the platforming. Right now camera is all over the place.
Since you're going for full 3D, consider the classic 3rd person gameplay seen in most modern games. Alternately, go for LBA2 controls.
I see you're optimizing the game for an xbox controller but keep keyboard/mouse players in mind, too.
For an example, when you're in the inventory the game suggests "B" to exit but which keyboard key is that?
I know it's an early preview but it looks great so far! Keep it up!
Is the demo 64bit only?
Tested on Ubuntu with PlayOnLinux/64bit WINE with default settings.
The framerates are OK.
I was expecting a LBA/LBA2 type movement so it took a while to get comfortable.
One thing to consider is how the view is manipulated.
When being this free with the camera, you usually expect full axis control, not X-Y only and it gets tougher locked at a 45 (guess) degree angle with a fixed distance.
Movement relative to the (pretty dynamic) camera doesn't help either.
I would either stick with classic LBA controls or a new approach closer to modern 3rd person games, but, that's just my opinion.
The next issue is the player-world interaction. If I run into a wall, I can't simply start turning without canceling the movement, the player gets stuck in place whilst animating.
What I need to do is stop all movement until the animation stops as well and then move away from the surface which blocks the player.
This could be due to the fact I haven't really tweaked the game under Linux.
Anyway, I like where this is headed and can't wait to try out more.
Well put! :D
I agree, maybe less rotation with a bit of a side-step in the lean direction.
Looks great otherwise.
Well, it is a mod. Can't you just use a Linux-supported engine port?
Very nice! Have you considered Darkplaces?
Looking good. ;) Tracking..
I'd like to help you guys with the asset replacement.
-texture replacements - using public domain texture sources or creating my own from scratch with normal/specular/relief maps - GIMP2
-map enhancements - optimizing and increasing the detail level on official maps - Radiant
-model replacements - mostly static level models, recently I started working on player models - Blender
-audio - using public domain recordings for the effects or Reaper for music
I have no problem with releasing all my work with a free to edit and redistribute license.
One thing I'd like to see in remakes such as these (like to see, not demanding) is using the original gameplay and level layouts but recreating the stages with additional detail.
Black Mesa would be a good example of this.
Will the graphic updates also include normal/bump/specular map and real-time lights support at some time?
Have you considered teaming up with RTCW Remake Mod team?
Try Sculptris, a free solution and works really well.
Great model BTW. ;)
JEDI K NIGHT II: JEDI OUTC AST
R EBOR N
All I'm saying is, rethink your font spacing.
Was waiting for standalone to try this gem out. Such an amazing game, game of the year in my book.
Big thanks to the TDM team!
Looks great! Just wondering, will PR2 also include close quarters combat?
If you're just starting out with the story, why not create something new?
I would like to play a game like Mirror's Edge but I think you're messing with EA's copyright and they might force you to quit the project because of it.
So rather than creating a game within ME's universe, why not create one inspired by it and it's gameplay.
In any case, best of luck to you.
Very interesting. Tracking.
It is possible with D3's heat haze effect fragment shader:
I was wondering if there is an SDK for 3rd party mappers ready, just a bare version of the engine in which to test the maps in?
I've worked with GTKRadiant based editors for a while now and would like to try making a custom map which fits the OD universe.
Simply amazing, can't wait to see more.
"Nexuiz is an Arena First Person shooter coming soon to consoles and PC (Steam only)."
Amazing game you're working on here, can't wait to play it.
The compiled executables are distributed within the 0.3.0 release.
Happened to me as well but only at first run.
It still takes some time to load a map. This could be reduced greatly by converting the .png textures to .dds format removing the need for automatic compression each time the assets get loaded.