Founder and Lead programmer at OldTimes Software.
Thanks! We appreciate it.
Daikatana didn't have any motion-blur.
I'd appreciate it if you'd upload the source-code, though considering it's based on the Wolfenstein 3D engine I'd have thought it had to be readily available anyway considering the code was released under GPL license.
I'm late but happy new year to you too :)
Merry Christmas! (almost)
Should probably change the engine to "Quake engine" seeing as it's not custom-built at all and that might mislead some users.
**** da police.
Wow liking it a lot, very unique idea ;)
Brilliant stuff :P
Not exactly difficult to do to be quite honest.
Well the way you pointed out the gravity gun in the description made it seem like it was the final thing. If it's not then I recommend you change it so it's less misleading ;)
I hope most of the content in this video is temporary because I've noticed there are quite a lot of textures from Half-Life and the gravity gun looks like it was taken directly from Half-Life 2...
Great work! Will be sure to check this out ;)
I'd hardly call it the Quake engine anymore ;)
Some actual in-game shots would be nice...
Wonderful details here! I especially love that you can see the actual hand that has cleared the door window :)
Can't you do something a little more original?
I love you just for simply spending your time making a map for Prey. Thanks!
It would be even more awesome if the footage was actually recorded from a PSP ;)
I agree about changing the skybox to something a little higher quality. Compared to the level itself which looks incredible it just seems to stick out like a horrid smudge.
Oh wow fantastic lighting! Great job :)
I personally thought this review was pretty fair despite seeming harsh. I really feel like something is missing with Black Mesa... It's an amazing mod but I can't say I'd feel like paying for it.
How can you NOT have transparency working on the PC version? I'd be willing to look into that for you :)
WRONG! You can use a non-commercial license for nfringe.
Yes... I have to say really it does actually make a considerable difference and means that we don't have to done some weird tricks to make screenshots look nice and smooth, and another plus was that it was incredibly easy to implement. Right now the implementation is a bit more solid than it was when I originally took this image (it was pretty much just wedged in) but after some testing I'm somewhat concerned that there may be some issues on certain platforms (MSAA appears to fail on my laptop), though there are fallbacks in place now if this fails but if it does then there isn't much I can do other than suggest to try it on a more up-to-date platform. Perhaps when I have more time on my hands I'll look into a better way to implement support for MSAA but honestly I'm not an expert. It'd be helpful when I'm done setting up the new renderer I'm working on but until then...
That model looks great, nice work :P
What the hell is going on with the sky though?
That wall texture seems pretty damn odd...
Also not too sure about the blood around the screen, seems way too clear and distracts from the view quite a bit so it might be a good idea to add some transparency for that (I'm sure the PSP is perfectly capable of that).
There isn't a non-steam version.