Well howdy do. Not much to say here as yet, other than I'm a graphics designer and I'm based in Telford, Shropshire. Other than that, I'll update later :)
Lights updated, btw, see pic
That guest was me guys lol.
I've reuploaded the pic again, keep on going lol...
Head shots are in, of course. But not as common as you may think. Head shots happen:
* When shot in the head ONLY, up close with a shotgun..
* When shot in the head ONLY, with a sniper.
* When health is depleted on a "downed" enemy.
They are in, complete with full head swap and gib effect + animation.
The engine isn't complete, no? The rendering engine is complete, but thats a totally different "bit" :p
Creating an engine is a huge task, even for a dedicated full time team. So, rather than do it the silly way and just shoehorn stuff in left and right, we are doing it in the right order. Gameplay comes last, because thats all easy to change as its totally scriptable, same as everything else. In other words, its not at a decent enough level to show it yet, because Nicolas has been working tirelessly on the rendering engine, tools and sound engine, among other things.
The number includes misc models and filler, map models and clip models.
Also, come on, don't tell me you think content = playability? We could be sitting at 50gigs worth of stuff that isn't worth a damn for all you know.
Bit of both, it was 8 shots to compete with the CMC pistol, but in different ways. Both teams have a-sym weapons, with this being a slower shooting but much more powerful weapon.
Trust me, I hear you. People want to see the art, not see it get ruined by post process.
The general feeling in the team is that outside, it really will be washed out like this, because it gives that really warm, burnt, post apoc look. Inside it will be much less severe.
Oh and just as an "aside", we don't compete with anybody. Least of all another indie team who don't get paid big bucks for all this. Anything that progresses hobby guys like us is fantastic. We do have a kickstarter page set up, but we are waiting on launching it.
I'll pass it onto Stefan if he hasn't already seen it :p
No custom ammo types lads, but attachments are certainly in.
Love it guys.
"Where we're going we don't need eyes to see..."
I agree, but I can't do a lot about it because its not my model, lol. The strange thing is, that the player models simply don't look right when shown like this, and never have. But when ingame, with the correct FOV etc, they all work better and look more correct and "true to life".
Its a bit odd. I wish I could implement your fix, but I simply don't want to mess with somebody elses work, plus the fact that these are not just simple diffuse only skins and would require a LOT of extra work to "fix"... It really makes it harder than you thik for such a small team.
Then change the sky portal scale per instance...........? *sighs*
Well no, its just a low detail mesh, it didn't really need several million hours on it, so I just put in what I had to. Remember in Fallout 3 where you had these skeletons in places, sat in chairs, in the corners and stuff? Well like that, its for low quality misc detail in the world.
Nah, that had more hair :p But yeah, did look at that, but wanted to go with this style a bit more because the few hair strands was a bit more freaky :P
Because DNF holds a patent on taunts... That we had... 2 years ago...
I really can't stand people like you. If everything isn't 100% a new idea, then its a copy, and of course, copying is bad, right? Because it doesn't matter if an idea is good, if its not original, its bad by default.
I really wouldn't play any Call Of Duty title if I was you. You just may **** your kegs...
Even more so when its all the same model... Dingle bert...
Sorry guys that second vid will have to wait until likely Tuesday. I'm going to Munich for Oktoberfest now, and won't get chance to do much in the way of pimping. I was hoping to have it up, but the build got delayed. Just means it will be more complete when I get the video done.
Doubles? There may be a few hick ups with frames being odd, I dunno if thats what you mean? But the same anims never played in this one twice if thats what you mean. The animation set in this video contain:
Quake 2 as a base, of course. Same way Rage is the Quake 1 engine really, its just updated over the years.
Anyway back on topic, there has to be some people willing to help? ATM, we STILL can't get any help. Nobody wants to bother, sadly, and what help we do get goes AWOL for no reason and leaves stuff half finished, so I'm telling everybody now this FACT...
If we don't get help that can actually do something within say, the next month, we are pulling the plug on the whole project. It’s as simple as that, sadly. We just aren’t anywhere we want to be with this, and that’s because the ratio of people moaning at us to people helping is 100,000:1.
Sucks... But it’s true :( I hope the next post I make is about how well things are going, rather than us closing shop.
Usually I'm all for more detail, but in this case, that would likely result in just too much, oddly. It may even turn to noise, with it being on the side of a weapon held at an angle. I'll say that I'm happy with what its at atm, and that we should move on at this stage.
Thats a pretty famous pic of UE3, so I would assume people would know, but yeah this is the internet. I may update the pic and slap a UE logo on it.
Its almost like I used an already existing pic as an example of what the effect does...?
The beauty of creative licence is that we can take basic shapes and ideas and not really have to stick to them. Theres nothing stopping us strapping a giant rubber ***** to the side of the gun, because its not X companies gun... Its our gun.
If you are asking me if I like, understand and appreciate real comedy, then yes, I am British. :p
Its really not, plus it doesn't show ODRadiant at all... Or any of the ingame tools and stuff that will be in the next video (Maybe tomorrow).
Online is the same as Offline, its just in Offline you wont rank up with the offical rankings.
The custom heads are there for anybody to select, its to allow people to tweak the way they look a bit. The actual classes stay the same, but its nice to allow people the choice when selecting stuff. I don't want to be stuck playing a black guy when I'm white, but a Chinese guy may hate the fact hes playing "ANOTHER" pretty boy American... More choices are better in this case.
Ok, its not the same as differnt models, but this is a class based game, you need to know just by looking at the players what role they play in the game. We can't have everybody running around with totally different bodies. But heads... Thats fine.
As long as its shader model 3 it should be fine, thats what, a GeForce 8 card? Those can be had for twenty quid these days.
Nicolas is putting a LOT of effort (Way, way, way more than a normal person should) into making sure the code is as good as possible so it runs smoother for everybody, but at the same time the entire game is tweakable to certain extents. If you have a PC from say, 4 or so years ago, and its geforce 8, you WILL be able to play OD... It may have to have a few (Read: Most) things turned off or set to low, but it will still play. The last thing we want is a COD:BO style release where people with really good rigs cant play the game at a smooth frame rate because of shoddy coding :p
Well like I said I'm not talking too much about it yet, but I'll mention that each element of the HUD can be turned on or off and has an opacity setting, so its fully tweakable.
Man you guys have really let me down on this, other sites have it and BAM! There it is....
Take the URL of the pic... Answer the questions... Get rewards not seen in the public before of something you may want to see...
There's a melee attack sure, but it does the same damage no matter what weapon you have selected.
One could almost say... It's a remake...?
*puts on shades*
Actually its already been done. Search Doom3world.org, a few people have real motion blur working with a small hit on performance, but nothing major. Looks much better than this cheap omni blur.
Its a test map, for features. The lights arn't set up correctly. Because its a test map.
So yeah, its a test map. For tests.
OverDose isn't a sci fi game though, so clearly you haven't understand the design the game has. The key point to understand is that the world pretty much stops at 2012. OverDose may be set in the future, but that doesn't mean there are flying cars and robot slaves. If the world was to stop in 3 years time, what would happen? Chances are, people would scavenge to find what they can, and improve on it in the most basic of ways. Seeing as OverDose is split between two very different factions, I can hardly see either side having rocket scientists working for them to make better weapons.
It makes much more sense to say "here is the world as it was, and this is the world as it is now. Everything is damaged, old, destroyed, everything isn't second hand, its more like eight hand".
Hell at least we have SOME ground in reality and what could happen. Look at Killzone 2. In that game, the main weapon is using a scope that’s available today, yet the game is set hundreds of years in the future when either side has VERY advanced technology...
So at least OverDose is grounded in that respect.
So while I thank you for the comment that you don't think it fits the world "WE" have made, I have to also say that "WE" think it does, because of the reasons posted. I’ll let other people comment on this further and see what people think, but as it stands, the weapon is perfectly suited. What would you have us use then, Ray guns? :p
If your interested in making a few maps PM me and I'll send you the details?
Yeah, it is. Class based objective based gameplay. No ranks like ET, we feel that destroyed the game a little too much.
There are no drivable vehicles in OverDose. These are just for detail and for mission brief/custcenes etc.
Thats not the high poly, that would be way to low poly lol.
Thats not the low poly, that would be VERY poorly modelled lol.
When I made the page, some guy from ModDB emailed me and told me to remake the entire thing under the mods section, because only fullscale games that are planning on going retail should be under the "games" section.
So yeah, I fully agree, but if I didn't put it here, I couldn't have it on ModDB. I agree its stupid, but what can I do...
But we COULD sell it if we wanted... A Q2 licence is all we need, and if we were serious about selling it we would be serious about buying that.
But for now, OD is free, and we cant see that changing on this project at least.
That would be because its a remake of Base 1, a map from Quake 2 ;)
Yeah its based on Quake 2's source code. Its not a mod as such, its a full blown multiplayer online title. The graphics engines been updated beyond even what Doom 3 does (Full per pixel lighting engine but with soft shadows. Light penumbras are working but we dont know if we will keep them, quite slow), and includes all the basics like full light editor and tools suite, md5mesh/anim, scriptable UI systems that can be placed on world models too, the usual vertex/fragment program high class support... Etc etc :p
But yeah, please do check it out. We are looking for new team memebers obviously to help with whatever we can. The latest news and stuff can be found on our forums.
No idea, but its not been converted yet for use, so don't read into any of that uglyness and stupid polyflow.
Thank you. :)
ModDB's high compression does wash out this pic some what... CLick it to enlarge it! :p
Anybody who hasn't voted for OverDose, give it a look over now!
www.moddb.com/mods/overdose - or, in the next few days - www.moddb.com/games/overdose
Why check it out...? Well we took the Quake 2 engine and gave it a better renderer than id Tech4, it even has full per pixel lighting and soft shadow mapping. Even Real Time Ambient Occlusion! If thats not enough, maybe the awesome screenshots and videos of it in action are enough? What about the music thats on offer to stream, too? Maybe the concept art of all the new game modes and characters...?
Give it a shot! I hope I get at least a few voters! :D
GUYS THIS IS A REMINDER, PLEASE READ, THANK YOU
If you visit the OverDose section at ModDB any time in the next few days and things don't quite work (i.e. the game just isn't there) please point your browsers at the games section instead. The URL should be:
That will be the new URL of the site at ModDB. All comments, votes and watchers will *NOT* be affected. Thank you.
Because there is no other recent engine that gives us the flexibility we needed. Quake 3 was the only other choice.
We wouldn't even dream of going with one of those "other" engines like Ogre and stuff, no chance lol.
OverDose, in code, is pretty much 99% all new, coded how we want, the way we want. Clean and fast. Thats what we needed more than anything. Engines like Ogre and stuff are, to be fair, full of ugly code and hacks. We didn't want that.
Plus, OverDose started out by using the Evolved engine, which is our previous engine, which was a source mod for Quake 2 that improved the graphics to that, so it all made sense.
Actually, this is a common misconception...
A lot of mods do this, and don’t seem to understand legal issues will not and cannot crop up until you get serious into dev, by which time it’s to late, and you lose a lot of work.
Trust me, this mod may of got coverage, but if it was me I would of called it Jurassic Land or something silly and have the lead guy be called "Adam Grunt".
The problem with IP theft is that most of the time legal teams will actually sit back and watch you get on BEFORE swooping in. I've seen a lot of mods and games have this happen over the years. The actual term is being "Foxed" thanks to what Fox did to the Aliens mod for Quake 2 I believe it was...?
Anyway, just be careful. I would get that permission "NOW", before you move on. You have more than enough work to show you are serious with this. But wouldn't you rather know you have to cease and desist now, or change the name/branding now? Rather than when you’re just about to release, and have to can the entire thing...?
It doesn’t hurt to be cautious when you’re dealing with another person’s property and IP.
The sad thing is this will be closed down as soon as it gets any kind of attention...
The sadder thing is its better than anything the actual licence holders could pump out :(
Nope, we cant. But its a Quake 2 SOURCE mod, which at the time of registration, meant they were unwilling to make it an indy game... Even though the technology is re-written from Quake 2's engine.
So it WAS Quake 2 at its heart, but we re-wrote it all.
I'll try again, but it seems my emails fall on deaf ears...
You DO know thats a high poly source mesh to be rendered to texture for the normal map thats used over the low poly ingame model, right...?
Or did yo uexpect each model to be a few million polies, when no other game matches that detail ingame? :p
So you’re saying you want more generic stuff, rather than something original? You want something you can get else where...?
These are the first person view arms, the arms that hold the gun on screen. They are for the one team only.
They aren’t generic soldiers. They are humanity’s last best hope against the Marauders in a post nuclear war. These guys can’t just go down to the local 7/11 and buy weapons and stuff…
From what I can see you look like your pushing way to many polies when you dont have to.
You could always use a small alpha tested patch wit ha circle on it, hovered above a small hexagonal shape under it. That way you reduce the polycount while still keeping the visual effect your after.
Thank you, that means a lot to us. :)
How the hell can this be mod of the year...? Its not even out yet...?
Material Editor - XP has one built in. Its called word.
Procedural Texture Generator? - Sure, I'll get our coder right on it, just after he finishes the "Make new map" button.
AI Node Support - Pointless when there are no bots.
Nope. I have a feeling they simply cocked up, and didn't want to admit it. ModDB is run very oddly at times. I've had emails telling me I wasn't allowed to post news, because it would take away the shine from OTHER game news...? What? Its news lol...
But yeah, I'll get in touch with them and ask them to move it to the proper section. Trouble is I dont know if they can.
You dont need Quake 2, or its files. Its free.
I'm going to try to get ModDB to move this into the indie area. For some reason they deleted it first time around and told me to move it here instead, and its getting old answering this same question over and over. This must be the 30th time now.
Whats that picture supposed to be...? It looks like a slab of cheese with some potatoe slices next to it...
CAN I HAZ CHEZ NOW?
Since this design we decided to go with a more mutated look, over the standard alien/borg style. The Marauders are humans that have been exposed to Radiation and horrible events, so they need to look a little less Borg and a little more... Well... Warped.
This guys just bad ***. Look at him. LOOK AT HIS TOES! :p
Locking down design choices. We went with an updated Marine style and look, such as this one: Moddb.com
This was back when OverDose was a Q2 spin off, same universe. Since then we really pushed our own design but a lot of this will make it into OD.
To be fair, I am getting fed up of the "Are those CS hands" thing, like CS is the only game that could ever do them, lol... I'm so fed up I'm even starting to think about scrapping them for soemthing so original they haven't been done before... But then I think "Why? So a couple of internet people can get over the fact we used the same design as another game..?"
Come on guys. We have full high poly models for everything we do. We don't take shortcuts. Pretty much every texture file and model is high polied, *NOT* CrazyBumped like 99% of the mods out there. This takes time.
Ask yourself why we would suddenly change that style over night on a single model, and risk it all...?
They were made from the ground up, by myself and Mo, complete with high poly and new texture work. Another games hands wouldn't even work in this engine becuase of smoothing issues, but the question remains, why would we use another games hands when all other 4000+ files I've made are original/new...? We just based them on a fingerless glove, which, lets face it, isn't exactly an original idea in iteself.
Erm... Rad has ALWAYS had that ability, you just change the view style so it shows those views. All 3 at once, lol... Muppet :p
You can tell I put 80+ hours into that game already :)
It's me... I'll add ivy I'm sure lol. I was also thinking about none cage versions of the lights tbh.
Thanks for the donations, any support we get is remembered, as I have a backed up list of all contributors who will be getting goodies of so,e description (unless you paid to help build the game via IndieGoGo, then you get the game). All donations will go towards new help. One of which we badly need right now is an animator as we are at the stage of the real fun stuff.
Its more of an SMG style weapon variant, to compare to the CMC's SMG class weapon, so its not as heavy hitting as you may expect but will have a deep clip. Just different weapons for different play styles.
Nicolas codes, I do everything else. That's all there is right now. So yeah, everything you see is one guy.
Remember OverDose is fully shadowed, not like other games. Its quite expensive to render **** as it is... But I am adding a few more misc models to this, smaller chunks and things. I'll try and get some bits added for it.
Hey, just a check, you know... Video game? Lets just say, I dunno, maybe its all gone nuclear, and plants grow in a few more spots? Or maybe, after a few hundred years, plants will over take in more places...?
Or maybe it just looks cool...?
If we are going to argue on tiny points, nothing will ever come out guys. Plus, download the SDK and by all means map something "realistic" if you like.
Feel free to get in touch, we always need more animators. Contact me at firstname.lastname@example.org regarding both. Animations are needed, but donations go a long way to helping us get more help, as we hate having to ask for free work :(
The left arm channel in the model will blend in, as seen here, when you are hit with a flash bang. Even though the screen has an effect to hde your view, the hand comes up as well to show that the player is trying to cover his face/eyes, like you would in real life. As the flash fades and the game comes into view, the hand is still shown partially behind.
Eh...? Its an objective based first person shooter, semi-tactical in nature, more like a blend of classic RtCW multiplayer and COD, with a heavy lean towards the former. Its been that way since the start :p Flash nades are an optional extra, just like attachments and weapons, every single thing has a pro/con.
Don't let COD ruin it ;)
A good few months back!!! :p
Ravaged is built on Unreal Engine 3, so they didnt really need to do much code wise to get it up and running. OverDose is built on Id tech 2; The same engined that powers Quake 2. So theres been a huge ammount of work done, even though you may not think ;)
I do think sometimes people forget just what goes into re-writing an engine from the ground up to compete with current day ones. Some may call us crazy for not going with the doom 3 engine, but hell, OverDose is far moire advanaced and faster/cleaner now.
Also, For $15, you get the OD beta/alpha and the game pre-purchase.
Its been toned down and changed lads, fear not :p
It's quite high tech, it's a rail gun type weapon. It's still very rough in design, I'm sure that will come over more in the texture!
IMPORTANT UPDATE!!! - 26th February 2012
A lot of people have been talking with me with regards to the rewards and how I could change them up a bit. Thanks to their help and feedback, we have decided that anybody who donates $40 or more WILL get a copy of the game on release. Remember, the game isn't priced yet, but it won't be full priced as its not a huge tripple A title. This means that anybody who has already donated will of course get this perk as well.
Keep in mind all perks are stackable! Thanks again!
The game won't be $50 on release lol. That's just an optional tier, as you can contribute any amount you like. Donating to the cause helps us hire new people, and if you donate so much, why shouldn't you get a copy of the game thrown in as well as for your troubles?
Once I get md5anim support in the ui, then ill do that. For now, this is the best I can do.
Because of course, after a few nukes drop on an installation, foliage would be neat and tidy in the right places, and desks wouldn't be messy and pushed aside...
Larger than normal mapping of course, but the beauty of OD is that we run specific paths and settings for everything and don't skimp out on optional extras, which means this can be enabled/disabled and tweaked in quality with no hassle. The performance drop is no worse than it is in any other title/application, however it is worse than relief mapping as its a LOT nicer.
Its a selectable head, one of like, 20 odd or something. Don't like it, pick another head to go with one of five classes on the human side...?
Hahaha, I never even noticed that :P Picky, picky :P
No game on the planet has zero clipping, trust me on this. And for a rig/animation set that works on all our player classes, made by a single person, for free, for an indie team that doesn't get paid and does this in its spare time no less, I think its good enough.
People are MORE than welcome to step up and do a better job if they think they can, I'm sure Ben wouldn't mind at all people sharing the work load :)
Name me a game that doesn't have clipping in some form, and I'll get it fixed.
I'm so not happy with that hair/harline, I'll re-do the texture when I get home from work.
Its a menu... I think some of you are forgetting that. Its an alpha tested sprite.
The shape of his head is fine, its likely just perspective.
As for the "Shine" hes right in front of a light source used to light him in a test map. Of course hes gonna shine a bit :p
If it gets to a stage where it just causes a million and one head thumping nights of funless animating, it will take seconds to remove with no huge issue, so its not really a monster set of work in that regard.
We shall see, or rather you shall see... I have already seen.
Well in that case :p
The tubes ok, it may not be standard on models, but thats just because it poses a little extra work. Its still workable.
Asking a team to ditch an asset that took a long time to create all together because you don't agree with something isn't valid feedback, its trolling in my eyes. You are more than welcome to do better, there are spaces available if you think you can top it, thats never a problem.
Wow, obvious troll is obvious.
The tube will be fine to animate and weight, it just won't be an automatic process. Seeing as we use a skeletal animation system anyway, it wont cause a huge head ache. Lay off with the trolling, this **** takes a long time to make, the last thing anybody needs when pumping out art like this is people trolling.
The model is shown here in no pose, because its a high poly mesh. When animated it will be different of course.
We were around before Rage :D
Fog can't be disabled, bloom can. Simple as that. When it comes down to it, there are certain "obvious" levels of what can be tweaked and what can be turned off. Its ok on some to lower quality, its not ok in any way shape or form to turn others, off.
Trust us here, we know what will remain tweakable and what will be locked on pure servers, we put a heck of a lot of time into making sure that everything has three levels of quality and what can/cant be tweaked/disabled. The lower quality materials paths have had just as much attention as the higher ones.
With the shadows/lights, its no different. Each light has its own quality level, allowing the player to disable lower quality misc lights that wont really change anything if they wish.
Yeah, never really understood this obsession devs have these days with not letting people adjust graphical fidelity ingame. I can understand some things are just not wise to change, like for example we won't let players turn off the shadows, but there are several quality options players can set to make the game smoother for them, resolution, smoothness, quality, even disable misc actor shadows entirely.
Some of these games that just ship with a basic a resolution switcher in a windows UI before startup really do pain me... How can we still be on THIS level of ****** PC port in 2010 :(
Actually, that is something I don't think either of us though about. The trouble is, it would likely go on the knifes too, and those all use the same texture... Hmm, tricky...
The post I made previously was aimed at Kasplatt, not you, btw. Anyway...
Gavavva Jul 9 2010, 2:41am says:
Monitor was fixed. Keyboard scale was also fixed. Don't worry.
Kasplatt Jul 11 2010, 9:04pm replied:
No, he's right, it REALLY stands out.
Also, a monitor that had been smashed like that would most likely be lying down or have been disposed of.
Not been standing on the desk as if it was still in use.
Does the same thing REALLY need to be constantly said? Mate, if you knew me at all you would know that I actually dont listen, or even want, people saying "OMG Thats great!". Ask anybody that knows me, and the one thing they will say is that with my work, I don't go looking for a pat on the back. As an artist, that is the one form of feedback I do NOT want to hear. It will never let any art preogress. I see people on ModDB all the time post "OMG THATS AMAZING!" with really **** poor art and it just makes me feel sorry for the guy who made it, because he doesn't want that, he needs to know how he can make it BETTER.
I'm all for crits, but when its the same crit said over and over, AFTER ITS BEEN MENTIONED IT WAS FIXED, you have to back down a little.
You do know its people like you that stop small teams releasing anything, right? Being anal about a physics prop in the whole scene (One thats already been changed I may add Team-blur-games.com) really is worthless.
There has been an entire page of posts on something that was changes lik 10 mins after the pic went up. Time to grow up kids and see that the two artists that pulled all this work together don't have time to change every pixel because Sammy in lives in his mums masement thinks a pixel looks amiss.
We always had soft shadows, only now you get a lot more precision, a lot more control, and its all a lot faster.
Seems really cheap to me. Don't just throw textures into an automatic program, take time on them, or they will look really blotchey like that grate, or really wrong like the concrete.
Very poor smoothing group work, far too high poly for the engine, optimize the mesh more for the resolution and detail level the engine/psp can handle.
It will be client side, I imagine. But the "bit close to the starting point" is a bit odd because doesn't that depend on the over all length of the reload anyway? So, if the reload took 20 seconds, thats 8 seconds in. Not saying it will but you know. The length is about the same as gears, its CLICK........ *.5 seconds pass or so* CLICK again. Get it right, weeeeeeee it speeds up and goes around to the end with a fancy sound. Get it wrong, it turns red goes slower for the rest of the reload with a horrid sound as the onscreen animation tried to reload his weapon but stumbles. Do nothing at its just normal speed.
Its a risk factor. Its also totally optional in the UI, so if you don't want it you can turn it off and whack reload as much as you like. But that way, it will always be the average reload speed... So I suggest people learn ;)
TRB - Timed Reload Boost. Think Gears Of War style active reload. Moving it there makes a lot more sense, compared to sticking it in the corner where nobody looks.
I'm surprised people haven't asked why the crosshair is so huge... That would be because its not a crosshair :p But I'll leave HUD stuff for next time, will take a year to write anyway :p
Sure thing, hope you have some high poly modelling and sculpting experience :p
Not too shabby for a first pass, even more so I reckon when you think the engine OD uses before any code changes produced visuals like this:
Still a long way to go, but baby steps! We just need more modellers on the team, and fast :( So if theres anybody out there who can help, PLEASE let me know :(
Hell no, we are leaving that to Enemy Territory and whatever other unbalanced games want it...
Ranks have two features:
1) Servers can be ranked and unranked. Ranked servers gain XP while playing for doing stuff like you would expect, and you level up. When you search to play with people, it searches first for players of your rank and matches you up. If it cant find any it searches lower until it does. Ranked servers are also, at the moment, the only way to earn achievments, however we may change that...
2) Bragging rights. Simply put, you still keep your rank and level up in any both ranked and unranked play. So, if your a general, it will show next to your name on the scoreboard as well as on your player model (Ranks appear as badges). So people can see how good a player you are regardless.
We dont give the player anything for ranking up. You dont get more of this, or quicker that... We HATE that here. It just means the better players get better stuff while the lesser players get nothing and have an even harder time playing catch up. We know there are ways to "balance" it, but its just not what we want.
Plus, to steal a phrase from IW with all the modern warfare 2 mistakes...
"It just isn't balanced for it".
Working on getting the high res for you all, so yeah.
HINT: They are not hosted on this site, and the first picture is located on the post. Find the remaining 5 the same way with the hints below...
Its working fine for everybody else? In what way isn't it working?
Models are made from two model versions; A high poly model, and a low poly model. The high poly model has millions of polygons, and has every detail modelled onto the surface. Screws, bends and chamfers, the lot. The low poly model is what you see in game, but doesn't have any of those detail modelled onto it.
When you render to texture the high poly over the low poly, you get a normal map. This gives the illusion that the low poly actually has the detail the high poly does.
Its common place in... Well everything, these days. But I suppose the games that really show it off are id Tech 4 games, as they started the whole thing off mainstream.
Only the best show ever made :D and with 2 new episodes coming up? Fan smegging tastic!
Give that man an eyebrow! Hey, I'm feeling generous — give him two! :D
There are no bots. As I said, one coder means that stuff like that will have to wait until we get somebody wlling to work on that only.
Erm, no... This model was designed and made from scratch. I know, I made the texture myself.
Render? Its ingame. All shots here are ingame. Nothing is faked or taken from max, and it never will be unless it strictly says on it "taken from max".