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Nah. Just using google for comparisons combined with the logic i got drilled in to me at school.
Thats not how half life multiplayer works though. You would need to create server clusters with map entery/exit points and then connect all those servers in the cluster in to 1. Its not really efficient and by no means a small task with something like Half Life 1
Depends on the engine. Some games have 10k polygon models just for parts of the character model. Though those are mostly single player games, where lag can be less of an issue. Also Open world games tend to have a smaller count, because so much more is expected to be on the screen at any given time.
We dont have a set date. We are also not adding new things to the game. Our focus is to fix up what we have now and make a release.
Yes. Ryo implemented HDR in to the game.
Honestly 8k polygons is nothing today. Heck 8k is about the HL2 standard for main characters.
I believe the number for our models is round 8 to 9k
Cant tell you the size, because the files we have dont show the correct size.
And the processor should be fine. This is HL, we cant really utilize multi core anyhow.
For the moment all ATI speciffic bugs seem to be fixed. Though if experience has taught me anything, they may pop up as the shaders are being optimized to run faster.
Sad really. The company most vocal about backing open source graphics also has the shittiest support for the standard in their drivers >.<
As for the release. Honestly cant say. If we had a date we knew we could keep, then we would have anounced it already.
Well the maps that we do have need fixing. Not hard, but a lot of grunt work.
Systems ingame need fixing (beams dont work properly for example), and there are tweaks needed for other systems to.
The reason you only saw the cell games map was because the others are kinda broken ATM. Same with why you didnt see beam struggles.
It is on the GoldSRC. But the requirements are quite a bit higher than HL1 needed though ^^
Well DarkTooth finished with the animations, we still need to fix the maps, optiomize the files and fix bugs along with a few tweaks here and there.
You may have noticed that there were no beam struggles shown. Thats because due to a bug beams dont colide properly.
Sorry i dont think i quite understood that :S
Meh for everyone to lazy to look at his facebook page.
Honestly people are just so impatient >.<
Most likely not. Games like this generally focus on coop/deathmatch mechanics. Not really a full blown storyline.
I said 90ish percent. Its an aproximation. And it changes. Also i mentioned that its not time whise, but content whise and the final 10% takes notably longer as its actually more work that needs to go in to it.
Not adviseable. Object destruction is totally possible and ingame already (you can destroy the ring in cell games), but dynamic terrain deformation would kill all the FPS.
Cant. Valve dont want to give us the engine source. Sven released stand alone because they managed to get it from Valve.
As for compatibility with sven. Not sure hats possible, since i dont really know what version of the engine they actually got. We are still using the SDK and as such are kinda bound to the version in the steam version of HL1 itself.
Well since we are setting up the youtube channel to be linked to all our accounts, there is an increased possibility of random streams happening. And since its youtube those should hopefully get saved unlike twitch.
He doesnt use stolen assets for the game. His plan is to create his own models and he said that he made teh animations himself, while the models are edited.
He also stated that its all placeholders and will be replaced in due time. Sure the maps are UE assets, but that comes with the engine, so thats not stolen either.
The real thing is that from the comments people seem to think his "demo" will be a full game, when the author himself stated that itll be an early pre alpha demo. And im not quite sure people understand those words.
I myself am really intrigued at what that game will become.
EDIT (comment system error so ignore this)
Yes. He is using the unreal engine as an operation source, unreal engine premade maps and models ripped from commercial games with slight edits to fit the unreal format. Mostly a copy/paste job really.
Its a great proof of concept, but its nowhere near a finished game going by the current videos he released.
Though i am curious what the gameplay will look like and how the underlying mechanics will work.
He said it himself. He will be releasing an early alpha demo. So i kinda urge you not to expect more than that.
Also you can edit your posts if done within 5 minutes.
So for how its possible. Hes using a prebuilt engine, with prebuilt assets and models ripped from commercial games. The unreal engine tools allow people to make a game using an integrated UI which makes it a lot easier than the old days of actually writing code.
Meanwhile ESF is using a pretty much custom built engine. Made from scratch and by hand. So there is no game in the world with an engine similar to ours as it was made speciffically for ESF.
In any case i wish the guy luck. From the looks of the videos he is making more of a fighting game. So closer to the official DBZ games. ESF is staying in the arena deathmatch genre with a shooter orientation.
This is only from the FX system for the loading of the test island map. So an island withn nothing else in it but water.
Roughly about 1000 lines.
Showing them in a video is one thing. Having people fall through terrain and having them set up fully is another.
F3 turns it off.
The maps aren't donne. Id say in a finished state we have 1 or 2 maps (not counting the island test map since thats pretty much just empty space).
Though if you wish i can easily post Daltes error log in here. Though its quite a large file ^^;
We kinda scrapped the whole "mod" thing when we started rewriting large chunks of the old GoldSRC engine.
As it stands right now ESF is running almost fully on a customly built engine. Its only listed as a Half Life mod, cause we are using 3 or 4 aspects of the HL engine which kinda lets us ignore the whole network side of building a game engine. Other than that its pretty much a nameless engine written from scratch.
Take out the netcode and UI manager and ESF becomes a stand alone game.
As for still being on moddb. 1.2.3 is released and moddb is a mirror site for it. Saying this page is a disgrace kinda goes against the idea of having a modification database website at all if you want people to remove the enteries when they are done with their mods.
Oh and if you are going to compare the workload of creating a spriteset with round 100 ish animations and then color pallete and hair swap to 500+ custom animations for each form of the 11 characters in our game, then you really show your lack of any real knowledge.
We are working on that ^^;
Sky is linking all our accounts together so anyone from the team can post on youtube without looking for the one person who actually remembers the password of the channel ^^;
As for the site. Not really much to say. DT is still chugging out animations, Dalte is still making effects (and remaking them every now and then to without actually cleaning up his errors) the coders are working on optimizations and bugs. So not really much real news.
Any errors or something like that?
Man he should tell people of all the error messages he still needs to clean up instead ^^;
Dalte does great work, but take his word with a grain of salt. Especially about the trailer. Perfectionist as he is it may take a while.