This member has provided no bio about themself...
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.
Well boobs is kindof a codename for the jiggle physics for the model animations like clothes and hair. Its kind of an inside joke though.
As for Dalte, thats just how he is. Were you expecting something totally professional without any humor thrown in maybe?
Its the SVN update logs, along with the dates when the updates were made and who made them.
So what part of it is nonsense O.o
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 -> Forum.esforces.com
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)
Nah the egg is just a copy of Goku so it isnt fully in the game yet with only 2 forms XD
In terms of characters we have 0 of them fully in the game. But we do have character forms that are in the game fully. Like GOkus base form, Trunks base form, Vegetas base and SSJ forms and so on.
Been in for a while.
I know what you mean. Its what got me playing this game when back in the day.
You are just jealous you didnt post it XD
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.
Krillin uses a sports bra XD
Its probably just a few "yay saysers" really. I wouldnt pay any attention to it.
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.
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.
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.
Not the lowest. But its the ones Ryo uses. So i cant say what settings they are exactly.
And well Ryo doesnt force AA on.
He said more or less.
Meaning the number jumps round depending on how many bugs we report/fix and so on.
Its less than 90% if thats enough for you.
We are still lacking Gokus higher forms in the game, Trunks higher forms, a lot of animations and other characters. As far as game code is going we have the melee system mostly in, but it still needs fine tuning, updates on the recovery system, updates on the movement system and so on.
It should work just fine if the card supports DX10.
Im not familliar with intel chips though :s
We have a very basic combat system that consists of "hold one button and fly in to someone to hit him with a punch, a throw animation or a combo animation"
Thats about the extent of the combat itself. The main question in ESF is more along the lines of "how will i outfly my opponent to get in that one hit that gives me an HPO advantage". And with the freedom of movement that can lead to some really interesting tactics.
One could say ESF is one of the worst DBZ games by its content, since it isnt a straight up fighting game. And at the sime time one of the closest DBZ experiences for the player, since so little is left to luck. AS you play, as you practice you yourself make huge leaps in skill going from not even touching the opponent to being pretty much untuchable even in a situation where there are 2 opponents going at you.
So it kinda depends. If you want a game thats close top DBZ itself and nothing else, then you may not really like ESF. BUt if you like the feeling of seeing progression as you practice yourself (and trust me it shows in this game, a small advantage in skill is what separates loosing horrible and owning the other guy) then youll probably love this game.
By my count ESF has had round 13 full releases + a bunch of open beta releases, that i did not count, since 2001
No It is for Half Life 1. ESF will not work with Half Life 2 or Half Life Source, just plain old Half Life 1 from 1998.
Nah just the lighting of the map. Orange light + blue skin = grayish ^^
Nope. Its all the power of Open GL.
And mind you that its the Open GL version thats part of the HL1 engine. Because we dont have access to the source, we cant update to a newer version.
We did that.
It ended badly ^^
We even went though the trouble of including a full change log of features, bug fixes and updates with every release along with making sure we cleared all major crash bugs out from the releases.
We were meat with complaints and nothing more.
Im wondering if we should even continue having a POTW seeing as dalte is just throwing out random pics and videos every now and then :s
Hes a member of the forums, so he knows. He was being sarcastic ^^;
The first release was in 2001 though ^^
Well. Pretty much everything in the game runs on Open GL. From the map system, to various shaders and even our particle system.
If we wanted to add Direct X support we would have to rewrite about 70% of the code.
I guess the only major difference for the players is that ATI is a bitch when it comes to Open GL drivers.
Open GL only.
Neither animation nor physics. Its a particle effect.
And destructible entities are part of HL itself. This is just that ported over to our map format (A.K.A recreated for the use on our maps and with the XML system)
You do realize that the projects are not linked to the point of 1 team 2 mods right >.>
Its 2 teams 2 mods, with some members on both sides helping each other out.
And some members working for both sides.
Its just animations for running near the ground/walls ^^;
Or maybe its a planet about to die ^^
Also i fixed the image name ^^
Weird thing though. You cant really see the lava here :s
I hope you guys know that when the map is finished you will not be able to fly where Raven flew in that video.
The mapper determines the fighting area and no one can leave it. But as far as possibilities go. that video kinda shows it off XD
Remember, its the mapper that decides how far into the background you can fly ;)
I'd guess throw ;)
How so. Our new map system supports normal mapping textures along with the ability to have our polygon count up round 100k contrary to half lifes default 2k limit (800 as recomended for Half Life Multiplayer when it came out)
Meh sky titled it wrokgly.
The main point is that we are using different methods including Z-Brush to create our terrain now. The mystery map was a secondary objective.
Which makes me ask.
Public submited stuff get update anouncements on modwatch?
WTF. Who even uploaded this?
Cant help it. Missing animations XD
The video itself is only 50 seconds long you know ^^
Trouth be told you cant really call that HL1 mapping anymore ^^
But more will be known at a later date XD
I cant seem to remember a sword beeing used by Trunks in GT though ^^
No i just mean that the Fireza modl in that picture is the same as the one released with the Open Beta Final. No changes to the model itself were made.
Its the same mode as in the open beta.
I finished the first map for BTL.
Check out the downloads part for teh movie