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.
Nightmare House 2 perhaps? :D
xD I know, just making sure points were raised!
Looks like the flame is just an on-screen sprite rather than a particle effect; and yeah, it's not casting light. Also, when the power goes out, the self-illuminating light models / textures are still fully lit, which looks a little odd.
Still, an excellent technical demonstration nonetheless!
Strange but excellent.
Any chance of the Beard Song being released separately by the way?
Is there any way to upgrade to the Special Edition if you already bought the 'Standard' version?
Aye! Go us! We've got this far :D
Any ingame pictures?
Also, looking through your gallery it looks like at least one race uses harvesters ala CnC. I should probably warn you that, unless you make some mod-specific maps with lots of reclaimable stuff (which can grow back, in theory, with the next Spring release with all the LUA stuff in - but that's a way aways yet) your mod will have a lot of trouble.
By the way, we started closed beta testing around two month's ago - I've got to stop forgetting to update this page...
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.
...even the laws of physics hate Rochelle.
This. With bonus points for all the ironic WWII parallels you keep slipping in.
I'm sorry, but what's the point of making the AR2 invisible? You can clearly still see the guy's hand, so *he* isn't stealth either... the only thing I can see this achieving is making the gun really hard to find if someone drops it...
I admit, the Ikaruga NO REFUGE screen made me laugh.
Looks to be an interesting game; love the style!
You can find the files for the English subtitles in NH2/resource (closecaptaion_english.txt etc). I don't know how the subtitle system works exactly (there appears to be a second .dat file involved as well), but that's where it is. Look it up on the VDC if you're not sure what to do with it; that'll have the info you need.
Best of luck!
Gotta say, your art style is fantastic!
*does the awesome dance and bows*
(those wondering: I'm the NH2 modeller)
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.
Also, many thanks for letting us use this ambulance model in NH2. Seriously guys, you've saved us quite a bit of time ;)
Hell, maybe I'll make a metro or hospital map once NMRiH's out. Feel I should do *something* in thanks!
Oh, we'll stop alright. Once we're done and the download section has links. ;)
To be fair, those are melee attackers, not laser-death-beam attackers. So you've a good chance of spotting / detecting / hearing them before they can strike, whilst a ranged attacker will be shooting you in the back before you know what's going on.
Hopefully, when we say it's released, you'll assume that's propaganda as well and miss out, you pessimistic [insert the correct word for someone who assumes they're stating fact when they have absolutely nothing to back it up and are just assuming vigorously without a shred of evidence here] bastard.
If headcrabs could actually zombify citizens/rebels, that would be *awesome*
You should probably do those grooves in the texture rather than the model: that's a lot of polies for a small bit of detail on a VERY small weapon (this is for infantry, right?). Ingame, people won't notice the difference, and it'll make uving it easier.
With the exception of the one after this that's half textured, yes. Aforementioned half-textured one was based off a concept on DeviantArt
Yeah, I don't know what's with that either *adds karma*
Your support is appreciated!
Oh mah gawd!
The small, unpaid group of modders who are doing for the art rather than any monetary agreement, deadlines or commercial considerations and who also have a lot of other things to get done (like, say, their ACTUAL jobs) haven't released it yet because they want to get it done and finished properly, in spite of all the calls for release from people who don't realise modding can kinda take a while and all that work doesn't just pop spontaneously out of the ground haven't released their mod yet?
Oh mah gawd!
Anyone else spot the frickin' GONARCH in the Launch video? Pause it around 0.15 :D
Holy crap! I played the UT2K4 version of this! Awesome! Awesomely awesome!
I wonder if mods will be able to move onto the updated engine (ie unlike the L4D2 engine updates). And the game itself is fully moddable? Epic.
We've made it easier. Less like being kicked in the crotch, more like being kicked in the face.
You should have seen the initial prototype. The only thing keeping this from being a literal blender is the lack of gibs...
Dude, we're a mod team. We're making it for, more or less, the hell of it. We're not a commercial game, we have no obligation to you (and really: how many games have flopped because they were rushed out of the door?). We will release it when we're happy it's of the quality we are aspiring to, and not before.
We've not just got some complete version we're dangling off a stick here, there are things that genuinely *aren't complete* yet.
Have some patience. Short of some spontaneous bus accidents, you'll still be able to play it when it's out.
It's just you. Don't blame us for your unrealistic expectations.