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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.
Cell games is the most complete map. That aside there actually was a POTW last week, but i couldnt post it here due to lack of access.
This thing -> https://www.youtube.com/watch?v=46z8jb8kg0o
ESF is not a fighter so those games are a different genre. The movement system is still similar to 1.2.3, just no more doubletapping.
Well if you want to enter the world of game modding/creation, then you should pick what you want to do first.
Then go and find some tutorials. Mapping is mostly modeling and texturing, so youll neede to learn how to properly use a modeling software and something like photoshop.
If you want to go in to UI, then its photoshop or similar and so on.
Its really up to what you want to do, and not what others want you to do.
Actually we have vertex weights in the game. Krillin just isnt set up yet ^^
Half life has a little issue with just camera position. If you zoom in the model kinda just disappears. Also the camera is not bound by animations.
The way HL handles this is that first person view has a model that consists of the hands and the guns and are separate from the third person view.
Basically every weapon has its own hand attached to it.
So using HLs first person view youd basically just see nothing. Attacks would charge and shoot from the middle of the screen and so on.
Another issue is that the camera doesnt follow animations. so when the character would lean forward, youd see his head pop up in front of the camera.
There wont be an aim assist system. ESF is not a fighting game, its more of an areal combat action game. Melee is as simple as possible, since the challange of the game is to hit your opponent at his blind side or when he makes a misstake instead of trying to create a hit combo.
Think of a combat plane game where you only have access to manually guided missiles and a ramming shield, with the planes able to hover and turn on a dime.
Thats essentially what ESF is.
Bet you are feeling pretty stupid right about now.
That would be a stupid idea really. ESF revolves round snap aiming. And thats just not something you can effectively do with a controller.
Its like trying to play quake 3 with a laser sniper only match and use thumb-sticks to shoot. You simply dont have the speed or accuracy for it.
Well i know there is a project going on that makes 1.2.3 look better and updates it with the Open Beta models.
But as far as the models and maps from the final go. They are 100% incompatible.
Raven has been working on that lately.
Its all still WIP. Currently its only enviromental effects, no character effects.