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1. it isn't stealing if you have permission from the creator and/or intend to include credits (which I do over at FPS Banana).
2. go read some of the responses to Shirk on the next image. You may find them enlightening.
personally I don't really care what your kind of people call my mod, a single person can not make totally new content all by themselves without either a hell of a lot of free time (which I don't have now) or some tricked out programs (which I never had to begin with).
its a possibility. If/when I find a weapon modeler and animator or when I learn to do that stuff myself I probably will be including some new weapons that fit in with the back story I created. But this is a ways off, after the mapping is finished for the mod (possibly still a few years, unless I can find some mappers to share the load).
its actually all one map, but point taken. Although using different textures for each room would make it seem less organized imo.
hey, what do you know, it worked! Thanks.
I agree as well, c++, or something similar, should be one of a coders base languages (along with maybe c# and possibly java) in the first place, in my opinion. C++ is probably one of the easier languages to learn, least it was for me.
But yes, watering down an engine to hand-hold the "mappers"-esque people, as it was put (mappers should map, not get into coding. If you want to code, go learn the language you want to code for), is not the best way to go about things.
interesting, ill try scaling it back then.
huh, very interesting.
This kind of reminds me of RPG Maker XP, except full 3d. sounds cool, might be able to use this for a certain project I have going.
Guess I'll throw you a vote as well.
just dled it and installed it and so far all I have to say is that some of your icons are wrong ;P
"Waterfall" village icon is really for Cloud, and "Wind" village is Waterfall.
Oh, and the installer music got annoying after a while.
So, my first impressions (just played for a bit before the server I was on dropped and then the game crashed) are that its fairly good for a beta release.
There are some odd issues when walking up walls with the screen taking a few seconds to update the new view and some random crashes as well.
Will look forward to future releases though.
Vista Ult. 32-bit, game plays fine for me.
for which weapon?
yeah this was only a proof of concept/beta, as it says in the news update that moddb has yet to approve <_<, will still be improving it as time goes one.
map looks crazy though, wonder how powerful of a computer it took to compile that bastard.
rusted metal,almost looks like one of the HL2 metal door textures.
the railing texture is from source as well.
but yeah, when I saw the larest screens for a second I thought they were real pics taken out side, jesus.
whoever their mapper is, he/she is godly.
Subaru and Crim lol
.Hack sign was an awesome anime, you just had to get used to teh slowness of the beginning.
Ok, I got the VRad crash sorted out. It was from a memory leak with VRad due to the vmf file being corrupted (took out all my light entities and VRad still reported them). Copy pasted map to a new vmf and cut 340 vert. units from the walls across the map for good measure.
Was able to get a solid compile earlier. I had to readjust the height of the second floor and supports (still working on that now). Looks like Wednesday's update is going to be back in HDR :D
This weeks progress report may be late. After finishing the main structural stuff (hallways, areas (like the atrium and food court), and adding in some more skylights and second level walkway) the map no longer wants to compile and is giving me trouble, saying that there are too many T-Junctions.
Check over on the steam forums post (in level design under SDK category) for full details if you think you can help out.
yeah, this is in no way going to be the final version of that area. I have to make the map directly after Floor 1 before I can redo this part though >.<
hmm, well it will very loosely tie into the rpg genre with HUV and Weapon upgrades. To be honest I never realized I put this under the rpg section lol. I'll have to fix that sometime.
alright. let me see if I can help you wrap your mind around the situation here.
Although, while I don't think I should have to spell everything out, because I expect people who are interested to have at least some imagination to fill in holes where I have not added anything in yet, I probably should have out lined exactly how the Combine were ousted, but that's what revisions are for.
Anyway, After the citadel goes up in flames and the Resistance gets ballsier, the Hierarchy orders a temporary retreat of all Combine forces, this includes the Overwatch.
When they re-invaded, those Overwatch that made it out were still with them (around 65% made it off-world).
That's why they still have those uniforms. And also remember that when this mod takes place is two years after they reinvade, during which they had been conducting mass abductions. They could easily have brainwashed some percentage and turned them over to the Overwatch division.
I will be reworking this fairly soon, with in the next few weeks with a new idea I had today.
It should be better then this one is, but we shall see.
did some more work on the formatting. Headers have been bolded and increased in size. certain places have been color coded. fixed a few areas that lost their formatting with switching from word to notepad.
Added in additional notes via superscript number system.
Im going to quote the infamous BM:S team and say it will be done when it's done :P
At this point thats looking to be somewhere between 2011 and 2015 DD:
But I may decide to release each chapter on its own if the mod as a whole will take too much longer then that. It all depends on several factors.
more then slightly for the City 23 Map. The graveyard is going to stay the same most likely, the mausoleum will change a bit to add in more crypts, and the Catacombs area has been changed a bit as well, see current screen shots for reference (they are towards the end).
I have fixed the issue. I think ModDB's posting system does not like MSWord's formatting or something.
the thing with the lights was they were just there to illuminate the area until I place the skylight in that part.
but thanks for the tips.
On second thought I do have an issue.
I get this error when I try to load MBII: ERROR: filename length > MAX_QPATH ( strlen(models/map_objects/dantooine_enclave/kotor_Dantooine_Enclave_Hallway_Light_1.ase) = 80)
I cant install this mod. It craps out while decrypting the jacfg file. Using vista ultimate, tried running the installer as admin, no effect.
lol crap, wrong mod -_-.