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More like 8k, but yea thats right.
Yea i really like the apple logo XD
Yea it would seem i made a misscalculation on that one.
The bridge in SA was 16k polygons. The citizens themselves were round 2k
ESF is pretty much HL2 poly levels.
Half-Life 2, PC, 2004
Alyx Vance - 8323 polygons
Barney - 5922 polygons
Combine Soldier - 4682 polygons
Classic Headcrab - 1690 polygons
SMG - 2854 polygons (with arms)
Pistol - 2268 polygons (with arms)
Its facts. 8k polygons is nothing. SA had more polygons for their main characters.
Hell MGS 4 hadround 120k polygons just for the hair of the main character.
Considerring we are using 6k to 8k polygons. GTA SA has mre model fidelity than ESF.
True, i wont deny that DBZ is about fights. But quite honestly, there hasnt been a good DBZ fighting game since Budokai 3. The Tenkaichi games and later are just to shallow to be good fighters. They are flashy, but thats reallyall they are.
Oh yea as a side note. Ryo has a thread with some updates on the weather going on.
Why would it be doomed for not being a fighter game? ESF is a shooter at its core, while Xenoverse is a fighter. There are fundamental differences and the most basic level.
Meh sorry couldnt get round to uploading the pics i took.
Hows about a little update then. We just finished the tumbling/sliding system for ground impacts.
Dont worry when we begin stress testing we will probably holler if anyone is interested ;)
90% of the community posting on the forums is hardly a few retards.
Out of all 3 years that we ran the open beta from the start to the finish, the number of people who actually reported bugs was 6 with a total of 15 new bugs reported by those 6 people.
And after the stop of the open beta those 6 were invited to join the testing team for their contributions. And yes we did keep count.
Ofcourse its full of bugs. Its a beta >.<
What do you expect from that phrase?
In any case it was an exact copy of what we had at the time. but since people did nothing to really help test, we decided its a waste of time and energy making tose releases and just stopped making them, going back to internal versions untill release.
Ryo is the coder behind the GFX.
Nah its the SVN file system.
Basically red exclamation marks means files were changed, blue plus means files were added and red cross means files were deleted.
It was directly over STEAM, so i dont think it was saved anywhere, unless one of the people there recorded it. Though thats doubtfull really.
Yes tehre was an anouncement on the forums, but we deleted it after the event to prevent confusion.
Actually we did ^^
We tried out taht STEAM streaming service acouple of weeks ago. Not sure if anyone recorded anything or not, but we pretty much had an event talking to people and showing off the state of the game. And its bugs XD
Getting stuck outside the map is quite funny. Especially since i abused the debug teleport command to get myself in to an instant melee hit position XD
Its not a commercial project, that is correct. But we are not going to release it as open source, because that would mean we are giving up on it and tossing it asside.
ZEQ2-lite is open source because its intention is to be a sandbox for people who want to learn how to become a developer. ESF doesnt have such goals, so going open source is the same as saying "We give up with this, we are done with it so we are tossing it out there for whoever and wahtever." And tahts something we will not do.
As for the current state release. During the open beta fiasco, it was decided to not do that untill we release it. And we are standing by that decision.
As for updates. This is from January.
And this is from the forums.
Dont confuse the purpose of the projects.
ZEQ2-lite was released as a platform for people to learn how to make their own games. To learn how game creation works, using ZEQ2-lite as a sandbox for that experimentation. It was not meant as a game and acording to Zeth "Doesnt have the mechanics to be a game".
Also we had an open beta. We got complaints and insults because it was buggy. So we stopped it. And tahts a decision we stand by.
As a side note. Ryo posted a couple of pics from what he is currently tinkering with, in case anyone is interested -> http://forum.esforces.com/threads/157763-In-the-meantime?p=1990698
Yea no idea whats going on with that. I know Dalte was supposed to be making a video. Guess he didnt finish it yet.
ESF needs to be started though steam.
No idea. Its Ryos settings ^^
More likely Ryo just played with the effects since he fixed the distance fog/cloud interaction
You mean the current inteam build or just someone working on something for the game?
Dont know about xenoverse and pirate warriors, but if UNS4 is as ****** a port as UNS3 was, then it wont do jack **** to help the PC gaming scene.
Thats like saying Halo 1,2,3 and so on is the same as Spartan Assault.
Same theme different genre.
Totally different gameplay.
Quite honestly. Not really asking ^^
Moddb puts that up there by default.
As for an update. I know Dalte was supposed to be making a video. Other than that, not much to update. Ryo is currently the most active with updating shaders, so that they require less resources and free up CPU time to increase the FPS. And DT is working on creating animation libraries.
Which ones are fully done: None.
Which ones are not even started: None.
Which ones are missing transformations: All of them.
there will be 11 characters in total (androids and Ginyu force count as 1 character due to the buddy system)