This is such good news we need to celebrate somehow!
I feel the same about the red, it's really bloody looking right now.
I think the logo on the front could be a little better too. Maybe chipping away at it a little, making it blend a little more with the wood behind it, looks really fresh and new right now on an old looking keg.
Very nice otherwise.
Yeah, although I'm back to the more high poly stuff now haha.
I would say for such a small team you don't need a fully fledged, 500 page design doc, although you do need some way of recording development, tasks and deadlines as well the in game content you are going to create.
Using something like google docs or a wiki would make more sense than uploading a heavy .doc file to an ftp or svn. With a google file or wiki your team can access it from anywhere with an internet connection and edit their own sections without any fuss. Allowing this kind of open access can become confusing if people start changing things without notification, but as this is a small project it would be perfect for you to implement as you can just chat amongst yourselves about what you think would be a cool idea to try out.
It would act as a referance for the team and essentially become a giant "To Do" list to keep everyone on track.
Thanks for writing this article, I enjoyed reading it!
It was fun and there were some really interesting ideas in there that could have been elaborated on. The silenced pistol was cool and so was sneeking past the soldiers. We didn't get to see much of the combine or army go at it which would have been cool.
All in all, it's good but we just need more!
EDIT : The escape sequence was kind of irritating at the end. I had to sit in the shuttle and just weather the striders fire without having any way of defending myself. Perhaps giving the player the ability to grab shielding or throw something back at the strider would be useful?
Thank you for such a great mod. This is the most fun I've had inside HL2 for a while! I hope to see more from you in the future and maybe a return of Mr Whirly!
Is there any kind of word limit we have to adhere to?
I was thinking, could we have a bi-weekly challenge thread for all of us to try? I need to build up my portfolio this year, and having some kind of challenge would give me a competitive edge and drive to make something.
I'm sorry, but I've already handed in that assignment.
I am using 3DS Max 9, I set up a basic three point lighting system using taget spots to get some kind of effect I wanted. Here is a pic of what I have done;
I'd like it if you could give me some more advice on how to make this better. The assignment tasked me with making it look like a painting but I don't think I achieved this.
Does anyone know the release date for 3DBuzz's next Unreal Tech book? The last one for UT04 was in-valuable.
Hi, I need some help with lighting and rendering a still scene I have modelled and textured. Does anyone know any good resources?
Gah, wish I had time for the mapping competition. Silly University work is in the way I'm afraid :(
I've often re-installed UT04 just to play this mod. Good memories.
You'll probably want to change the game this comes under, right now it's listed under Unreal 3 instead of GOTY.
I'll download this and have a few friends play to tell you whats what.
Out of the list, Powerpuff mod.
I chose other.
My favourite has to be either the flak cannon or the good old shotgun.
Dysoptia is one of my favourite mods.
If I were decent enough in source mapping I'd like to try my hand at making one for it.
A space hanger would be somewhere to dock intergalactic vessels. Think of a port or even an oil rig or something similar.
I think if you do try to make something unique then you have to try damn hard to refine into something fun.
I see the point your making, maybe if people did try to make something unique it would inspire others to build from it, like some sort of catalyst. But I don't really like that kind of method, there is already enough post modernism around.
I don't see most mods as statements or things that are created in the name of a cause. Mods are things that people create because they think it would be cool to have in the game. I don't think mods, or any game in general, should strive and try it's hardest to be unique. I think something like that will just naturally come.
This Mutator week should be a lot of fun.
I've only really used the unreal level editor and not looked into the scripting side of things so this should be really beneficial.
I'll just quickly link to some of the things I have been reading in prepertion to this week;
This is pretty good for explaining how the code is structured. Talks about object orientated coding.
The unreal wiki is always good.
And I just picked up this book today from the library so I don't know if it is much good yet;
I've only read 2 and a half chapters. Nothing much about coding yet, just stuff about the editor.
Awesome. I can't wait until you get an automatic feed sorted, I'll end up forgetting to listen otherwise.
Ok. Well I will burn through some unreal 3 tutorials this weekend so I'll be in shape for it.
Gah, the book isn't in the library. I'll have to order it next week.
I'll just dive into the tutorials. I've got the special edition videos as well.
When would this scheme be taking place anyway?
I'll try and check it out in the library.
I've experience with Actionscript 2.0 which has procedural and object orientated programmng, but another book won't harm.
This sounds awesome.
Would the previous programming experience have to be in unrealscript or can it be with any language?
If not, where can I get the fundamentals for the unreal language?
I am genuinely excited about this. It's like Christmas has come early or something.
Here's hoping you win something at MOTY!
Very impressive stuff. I don't know how you did it, but I can comfortably say your work paid off.
This looks insanely good for a Half Life 1 mod.
Can someone who is going take a camera and snap a couple of photos? It would be nice to have a little travel log to read of the days events.