-Pentium Dual-Core E5200 @ 2,50 GHZ
-2 GB RAM DDR2
-Inno3D Geforce 6600 256 MB
-C# SFML game engine dev
how could be a scientist civilian?
FYI SOHL is a mod.
Impressive for the Goldsource engine!
And I thought this was a basic knowledge that everyone knew, but it's nice for new users who haven't fiddled with modding. This is great!
It's nice and everything, but it seems that you copy-pasted the text because it has no formatting and newlines.
The girl is a little weird, especially her tits.
Man, when I flew over a MissionDealer guy with a helicopter, I teleported to the guy with my helicopter and when I accepted the mission, it said that the mission failed. Then I wanted to get out with my helicopter but it's stuck in the buildings, then I blow up.
But it's a cool mod anyway.
Best game dev company ever, even if they are slowly working on games, the produce fine stuff that other devs would never approach with their publisher.
The texture he mentioned is related to the Goldsource engine, also the Source engine's decal textures are already colored in hammer.
And I agree with your recommedations.
It's johnsmith's texture pack, monkeyfarm(from youtube) uses that texture pack on his let's play and he has a tutorial for that too.
Are you kidding me? It should be a sport car like a ferrari or a lamborghini, + it has to be HIGH-RESOLUTION (just for the eye-candy, because it should be a nice reward)
I want those awesome looking glass materials!
New world generation algorithm?
Or just get an artist and make him/her make a new case image based on the game's look, not graphics.
Years went away so fast from GoldSrc :(
John Carmack and valve are proud of your work
Now I want this optimized for my ****** computer that is able to run UDK well, but not this
Well, he should rearrange the stuff on the UI, it seems cluttered and unprofessional, but nice for a first C# app
Oh god, looking at my old comments reminds me how I was an english noob, it seems that it improved in almost 2 years to the level where it is clearly understandable what I am saying...
rounded stairs can cause leaks because of their offvertices, also make your complex brushes into entities
and where's timelapse video, where he makes the game?
is it me, or it just needs trim on the wall near the ceiling?
the beam/truss/whatever on the wall goes into the blackmesa screen
all the light/lamp needs a DEPTH, it means that you need to move a bit more out of the metal walls the lamps, or move them into the wall a bit...
Also the difference between the bended wall and the wall with the door is too much, add something that kills the instant difference, like a support on the wall, or some blending between the two...
Also you need to put something into the walls to make it interesting.
Did I forgot something?
Did you use the half-life 2 beta borealis map as a reference?
I didn't know that trick, very much thanks!