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.
I actually like this sunset more than the standard minecraft one...
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)
Research is fun.
The problem is with map geometry, not the entities in it.
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...
*Starts looking / taking some screenies*
I may have forgotten to update this
CZTA is being moved back to the old TA engine. For a little beta test type thing, see this thread: Tauniverse.com
Spot the scientist in this screenie :P
Why does it say that a download is available?
Server not found error