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It's not easy to make an estimate when nobodys getting paid.
Think Deus Ex style, but in open environments. You can't go back to other levels but you're free to take on the current one at your pace.
The game has nothing to do with Russia, only the ex-Soviet Union.
Mostly it's because indie CryEngine stuff is difficult for new people due to lack of documentation and programming skill; it's taken me around 4 months but I can accomplish EVERYTHING I need now in the CryEngine, unlike source where I had to use hacky work arounds.
I will be releasing the Alien Swarm build source code soon.
My thoughts: Essentially it came down to two things.
First of all, the Source Engine is incompatible with this type of game we're creating (Open-world RPG). The maximum map size is around 700m and BSP just does not work with destructible environments. Although we tried to make it as good as possible (the dynamic lighting video) unfortunately we couldn't get past some of the hard-coded engine limitations.
Secondly the origin of the mod. Essentially it was (for me at least) a stepping stone to get into game development. A great portfolio piece - if you will. This was a years ago before UDK/Unity/CryEngine started appearing so it was the only real option to make a career in Game Development unless you wanted to go to university / make a retro game so art production isn't too extreme of a cost.
Now that the home developer can actually compete with retail titles it only makes sense to take a shot at it ourselves, changing direction. Spending all this free time on creating something, without reward is somewhat fruitless.
Remember we've always been really involved with the community and you can expect the exact same thing as before. Also without the strings of a major publisher controlling us we have complete creative freedom! Hope people aren't too angry.
The shadow colour is whatever you compiled the map with (standard light env)
Yeah that's on the HL2 engine. I'll upload a video now documenting some stuff we've done on the ASW engine.
Unfortunatley ASW has no custom shader support.
jesus christ. alien swarm engine != alien swarm mod. we're using the Skeleton SDK on Alien Swarm Engine, instead of Skeleton on Source 2007. (THEREFORE ITS EXACTLY THE SAME WAS WHAT WE WERE USING BEFORE)
That's why it appears when you need it
it works really well, and you get used to it very quick. i can aim and hit something from the hip with almost pinpoint accuracy now
there's no health regen, it's just showing how it works
I think it's the CSS glock sound?
Soviet Union fell 20 years ago anyways
yep, I love just walking around with no hud. so things like ammo count will only appear when you reload. Health will only show up when you're taking damage (dissapear after 10 seconds of no damage).
of course I'll make some keybind to display all info
If you find an item in SP, it'll be in coop.
check forum, thats where the new forum is
It's just the default CSS model included with the SDK :/
Yeah but he didn't really do anything
Yeah, silencers don't give away your position, the bullet impact will alert them though (make them look around)
There's also an unsuprresed variant
Did anyone read the description?
There's a good chance we have a G3. We just need to wait till uni finishes
there's more coming
This is cool, but we haven't got the animators to do so
Pokemon blue version HUD