Amateur Game Developer seeking to enter the games industry; having worked in the Source engine as a part of multiple mod teams for several years, I have moved on to working with the UDK and Unity engines.
They haven't wasted all their money on bad OSes
Looking mighty fine Izzy! Glad to see you're still at it!
I actually like this sunset more than the standard minecraft one...
The only thing I can say about the blood is that it seems to run really fast. Like, you make a hit and he's suddenly covered in streams. It's a pity; it makes it look more like a decal rather than anything procedural.
Agreed; this does feel too big. Also there seems to be something up with your UI icons for this one; they're huge (compare with the icons for the pistol, which are properly sized)
Field of blades time :D
Research is fun.
The problem is with map geometry, not the entities in it.
Is it a bird? Is it a plane? NO! It's a rabbit!
Excellent update as always.
GMN here - I did the modelling for the NH2 project. If you ever need anything, drop me a line!
You guys really need a sound artist. The mod is great, the visuals are wonderful, but hearing all those stock HL2 sounds really breaks the immersion :( - especially with the vehicles.
Thank you. And best of luck; you've certainly earned the opportunity!
That's what they've done...
The initial Dear Esther release? Free mod. Yes it's a little mediocre in visuals, but it was a proof-of-concept and critically acclaimed in spite of this.
This forms the foundations for the remake, which boosts the visuals beyond commercial level (it's on the Source engine after all, and it certainly beats out Ep2's already high visual standard), which will add to the immersion and experience praised of the original, still freely available mod, along with fixing all the hiccups and nitpicks thrown up in the original release.
So they should make a mod, then move on to make a game? Guess what, you're looking at it.
It was originally a mod, in case you hadn't noticed. It's simply graduated.
Natural Selection 2 also shows up here, no-one complains about that.
That's not exactly fun to watch being coded in though, is it?
"The team have definitely proven their talent. Obviously they want to get a reward for their hard work now. Charging money is the easiest way to achieve that reward."
You've just explained a perfectly valid reason for them to go commercial, and then you call it shameless. Undermine your own argument, much?
Valve granted them a license, I think that proves they have the skill to deserve the chance to go commercial.
Don't blame the creators for your own assumptions. It's not like there isn't a free version available. It's like the GMod9 / 11 situation: limited free version, paid-for extended version.
As for modding / commercial... you're aware most Indie game producers start out as modders, right? Once you get to commercial quality, it's only fair to go commercial. And Briscoe has long since proved this is of commercial quality.
Yeah, and the opinions of all the people who voted for it totally don't matter.
I own half of them already, but I supported this anyway. All praise the Humble Indie Bundle!
I know there's a few fixes to the material system (there was a thread about it in Interlopers when he was looking for a coder) to - for example - let detail textures be used with seamless scale, but that's about it.
Robert Briscoe + the guy who made Minerva (known to be on the Ep3 team now) = inevitable awesomeness.
Y-You should work for Valve...
...just out of curiosity, why does the molotov viewmodel still use the HEV suits?
He's actually having some bad computer trouble, as I've heard, but he has managed to jump onto the forum and scare the crap out of us every now and then.
I... totally forgot Spring games would be up for MotY! Voted. Good luck dude!
Yep. The mod uses Ep2-specific content.
Nightmare House 2 perhaps? :D
Actually, technically speaking, it always had a dynamic light *option* (and by that I mean, you could have a few dynamic lights - namely light_dynamic and later env_projectedtexture; the player's flashlight also counts), which improved over time. It's still primarily lightmap based though; even AS only uses the dynamic ones where they count.
So yes, Source may be a very good engine, but it's still showing it's age and this *is* still an improvement over it.
I agree! Whilst everything else is brilliant, wind feels a bit 'single tone' (ie no bluster or bursts, as you'd expect of actual wind), and fades in and out too abruptly.
This. With bonus points for all the ironic WWII parallels you keep slipping in.
Were it not for the description, I would swear that's an in-game screenshot...
Not to mention the question of how the zombie managed to get up there in the first place... have to be pretty spry for a dead guy.
If headcrabs could actually zombify citizens/rebels, that would be *awesome*
Regarding the mines, a replacement is again WIP... and I think the playermodel will probably render the weapon issue sorta moot anyway.
Off the top of my head...
2 models make the custom spinners in the laserblender map
Grapple Anchor (solid)
Holographic Grapple Anchor (also animated)
Deadly Grapple Anchor (the whirly death-blade thing)
Speed Boost indicator (animated)
Puzzle Ball (not actually used in any of the maps yet)
Too say nothing of the custom textures.
A player model is in progress and will appear in a later update.
I know the feeling >_<
Because bad grammar is worse than bad modelling.
You heard it here first, folks!
You realise attacking the critic doesn't answer their criticism...
The model indeed uses more polies than it needs to (really: from the looks of things, that model probably has a higher polycount than the Half-Life 2 Citizen models. Your engine is how old again?), the boots are VERY simplistic, there's no smoothing groups set up, poly distribution is dodgy (compare the polies on the arms to, say, his really pointy chin) and you really, *really* should take constructive criticism constructively. They're only trying to help you.
It's a case of them taking inspiration from 40K rather than the other way around. Look it up on Forgeworld, it's a real GW tank.
Uh... they're bringing the date *forwards*
Ie releasing *sooner* than they'd announced
To be fair, that *is* for ye olde 0.4. Most people are just sitting around for 0.6 now
It looks like a cross between a Big Daddy and a Space Marine...
Yay! PURE's on moddb!
I call April Fools!
I should probably mention that the wicki page on the Spring site is a little borked - for some reason I can't login there (I'm not banned, it's just Firefox being pendantic over something or other). So don't go to that looking for info.
In other news: I've updated the gallery with new pictures that I'd forgotten to add earlier (oops).
Stop looking at me like that!
Also, Spikedhelmet, who has his own WWII mod (also for Spring) to run, made pretty much the entirety of the Imperial Guard in one bored-or-drunk (you can never tell with him) modding spree. Not intending to complete the project (due to aforementioned WII mod) he has send me all the relevant files. So most Epic Legions modding is centered on getting them to work alongside the others. You know, the usual frakked up mess that arises from trying to mix the content made by two different modders - scale differences, duplicate weapons, the fact that none of his models have any team colouring and are about 2x more detailed in terms of polygons (rather unnecessary, really, but nice) and various attempts to optimise scripts (ye gods, walk scripts are *horrible!*)
I'm still here. Might move back to Spring
The problem with the fallen tiles is that they seem to be overlapping one another...