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Who says it cant handle it.
Acording to our tracker its round 80 ish. Though that doesnt take things in to account so its really tough to say.
Id say 60-80 somewhere. But remember this is pure guessing.
This is the world tournament map. So a different map.
Its not more animeish, its just the lighting from the aura that makes the character brighter.
There are different settings for the model and the level. Though for the model its mostly along the lines of specular maps and so on, while the lighting and all that comes from the map settings.
Its not in the inteam yet.
Not gonna happen.
GoldSRC is where its at :p
Well to be precise it is a sault move. Speciffically the backflip. Then you also have the frontflip and side flips. They are sub categories. Though the term summersault is usually used for roles as far as i know.
Sorry thought it was obvious.
Its a melee animation of a backflip kick.
We are taking the idea of artistic freedom for this one :p
Deverz is quite a bit occupied, and i didnt have access here. But Masta restored it, so ill try to cover for Deverz when he cant make it.
Actually no idea whats up with the POTW situation. I know we had over 20 pics as candidates a few weeks ago.
Wait. GTX550 or equivalent and it uses DX9.0c
I thiught this was a next gen title >.>
Why the hell do they need a quad core CPU with a game that still runs Windows XP rendering software >.<
So was i. Street fighter is a fighting game. The only difference between DBZ games and Streetfighter is that DBZ games have a bigger range of movement with a slightly less developed combat system and QTE sequences for special attacks to make it seem faster, while street fighter has slower paced movement but a more complex combat system.
But make no misstake both are fighting games at their core. The similarities are like Half Life 1 and CoD 1. Both are FPS at their core.
Actually they are both fighting games. One is just limited to a 2D plane, while the other has more freedom of movement (untill you lock on to someone).
Thats the biggest difference between ESF and the console DBZ games. The console games are fighting games, while ESF is essentially a shooter. So in the end people comparing the 2 are comparing Street Fighter to Quake.
I do not deny that. But it doesnt really feel like DBD. Quite honestly id like them do something closer to supersonic warriors. Just faster.
The gameplay vids i saw on the ZEQ2 forums it seemed slower than street fighter.
Mastasurf to name the main man.
Krillin uses a sports bra XD
Standalone using the unity engine.
This is no longer a HL mod though ^^
Its probably just a few "yay saysers" really. I wouldnt pay any attention to it.
We cant answer a question that we dont know the answer to. How fast things get developed depends on how much time we have away from school/families/jobs/friends that we can dedicate to the project. And as you grow older you get less and less time. So the question can not be answered correctly unless we are a few weeks away from the planned goal state of the game.
We did kinda do that. We are only using the original HL launcher and net code. Everything else was replaced with our own updated systems.
The way the maps load, the way the characters load, particle effects created specially for ESF. We updated the model format and had to write our own compiler for the files, along with edits to HLMV so it can actually view the models.
We pretty much built the whole thing from ground up with the GoldSRC engine at its most basic as core. Getting attacks to work outside the void, coding in a physics system that allows movement outside the boundaries of regular HL, making the system compatible with the new map formats, while providing accurate collision detection between players and the environment.
As for 1.2.3 It is a total conversion from HL1. That means that it doesnt use elements of the original game, unlike mods that just edit the original game in some way. But the engine itself was still stock HL1. If you wanted, you could copy over the HL1 campagin map files in to ESF and play though the HL single player with ESF. Though the monster AI may get screwed up in the process, but it should be possible with a few edits. You can no longer do that for the final. Trying to load a regunal .bsp map would result in blank space with nothing in it, because the map loader was changed.
Now with the systems working as intended i meant game breaking bugs, actual system functionality and so on.
Now i know you are not looking for a discussion, but i just hope i have answered some questions you may have with my replies.
We are using small parts of the HL1 SDK. But so many things were changed, that it doesnt really resemble GoldSRC anymore.
And with decent means good working FPS that doesnt drop with as many bugs gone as we can smash and systems working as they were intended.
The style we are using is called semi realistic. Its not cell shaded or drawn, but its not realistic. Its somewhere in between. Think CGI animation. It usually has a similar style when its not trying to look full real.
Its about as much of a neew game as HL2 is a new game compared to HL1.
Take it as you wish. But the older you get, the less time you have. That said no we would not release an unfinished version if everyone stopped following. We would simply continue working at our own pace untill we get something decent out.
First released version was in 2001.
Last released version was in 2008.
Major overhaul started in 2009.
A picture was posted on facebook and the forums. I couldnt paste it here because i lack the access. It was a CSS screenshot BTW.
You know i have no idea what happened to that. I know that Layne was last seen working on fixing the bugs in Cell games, but i have not herd of the Gero map in ages.