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Man they should officially include these fix's in the base game, I mean they've update battlefront 2 a few times, where's the Republic Commando love?
this would be really cool with the quake 2 VR mod, especially if you could make the hands invisible.
99% done, I hope that means soon, Iv'e wanted a postal 2 coop mod since it was first released, and now one exists but it crashes after loading :P thankyou for your work, I am so looking forward to finally playing it.
if this gets rid of the karma meter then how do you choose which path you go down? just curious, as I played postal 3 a long time ago and it was meh, but I always thought with a few minor tweaks it might actually be alright.
awww, well atleast you put your work out there, but like if you ever decide to pick it up again, i'd be happy to suport a patreon.
Holy ****, YEAAAHHH!
kind of a cool idea, I'll check it out when I get the chance.
so basically an instagib, classic staple of any good fps, from quake to unreal, glad to see it implemented :)
I suppose you have more experience with larger projects like this, all my ramblings are based almost solely on solo projects which I suppose don't need to take into account things like team management, and the one time I did work with a proper artist the project got delayed quit e a bit due to assets not being complete.
anyway thanks for talking with me seriously, I'm a huge fan, you're quite the inspiration :)
I just wanted to clarify I'm not trying to belittle your work or something, what you're doing is much more impressive a complete reimagining, I'm just talking about something that would be almost identical to the original game except a little better looking. as I said before like rewriting an existing essay, but on cleaner paper with a slightly better pen :P
the difference with HDTP is they are remaking assets, also they are stuck with vertex animation, which is frustratingly boring and unnecessarily time consuming.
Inventories like deus ex's are surprisingly simple to program, you legitimately just use array's, as for skills and augs you just add modifiers to existing variables e.g jump_height*aug_jump_level
I believe someone would of already reversed engineered the formulas somewhere online and if not they would be easy to find by sifting through the relevant code.
anyway I'm not saying it would be easy or fast, but I just personally think if a small team of people were able to LEGALLY use and modify the original assets, they could maybe complete a project like that within 2-3 years max
The legal issues is more what I was thinking, and when I said port I didn't mean like directly (hence quotation marks), I just meant reusing assets and modifying them to support some newer features as you went along (e.g skeletal animation, parallax maps, etc).
As for code since you wouldn't have to worry about balancing or how they would work/feel in the final game I believe reimplementation wouldn't be overly hard, more akin to basing an essay off an already existing essay, any competent programmer could do it if they were give enough time (i'd hazard a guess of a bit over a year of consistent work, maybe less with blueprints, I'm not sure though as I haven't made anything with a GUI based programming system literally since I was in school)
The Ue3 remake I did of the hells kitchen bar, was actually fairly easy even including having to make normal and specular maps for all the textures, so if they were allowed to repurpose existing assets (voices, textures, etc) I could imagine more of a "port" to UE4 being fairly straightforward
I'm super excited for Ascend and mechs are great and all, but I hope they don't turn into feature creep, I've given up on many projects after they got to complex because I couldn't stop adding things, also I hope there is an option for mech free matches, because that was one of my main complaints with titanfall, sometimes I just wanted to play as a pilot without being at a disadvantage, also offline play was needed.
Engine enhancements are making me board the hype train, be careful I can only take so much.
something tells that if that true reason MonarchX acting as though he had some claim to this mod was to come out, his "fans" would not be all that happy.
SSA in quake 2? HELLS TO THE YEAH! now all this needs is Rift support
It's a lot nicer, less obnoxious.
Usually I'd offer to help with programming, level editing, or modelling, but your skills put me to shame, you're like John Carmack or David Rosen level good, maybe I just need to spend more time on physics, gotta learn that sweet IK ;)
But, I might be travelling to europe in July and I have some really nice camera equipment, I could try and take pictures of walls and such for textures, I wouldn't be able to upload anything till I'm back but if you're interested let me know? I just think it might be a good way for you to get some royalty free textures that are legitimately photo realistic.
Oh god when you reffered to early access as EA I freaked out for a second.
Too bad you guys can't use a modern engine, because your work is so amazing it's what made me stop work on my own remake years ago Youtu.be
Me and a friend played for a while, here are some of the larger issues we found.
1)Unlimited jumping with shields,
2)shields break your fall,
3)zooming in whilst in 3rd person gives your character parkinson's,
So far it's a super fun game, if you add Lan in it will certainly become a regular at lans we host.
Awesome downloading now, hopefully I can test it out soon.
That's exciting, I hope you eventually add some kind of bots to the game, my main gripe with Titanfall was no offline play... not that you guys are making a game anything like Titanfall... :P
I just checked your progress on your website, god I'm excited!
I like that you've spent so much time on design, and not just jumped in.
For rewarding fast paced play, not sure how well it would work but maybe make the aim tolerance higher the faster you move, and completely off when still, this would allow precise shots when still or slow so you can hit the exact target you want and take optimal routes, and easy shots when moving at speeds at which you really wouldn't have time to think about optimal routes anyway with. Good job :)
so does this mean there may be a 1.1 release with new feautres, and it won't delay the 1.0 release? rad!
I keep meaning to try this out
Well technically it is a render... just saying, but yeah looks nice :)
After that demo you put up a while back, I'm quite excited.