This member has provided no bio about themself...

Comment History  (0 - 30 of 320)
JLea
JLea Jan 11 2013, 12:11am replied:

It's not easy to make an estimate when nobodys getting paid.

+1 vote   game: Ivan's Secrets
JLea
JLea Jan 11 2013, 12:11am replied:

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.

+3 votes   game: Ivan's Secrets
JLea
JLea Jul 5 2012, 7:16am replied:

The game has nothing to do with Russia, only the ex-Soviet Union.

+2 votes   game: Ivan's Secrets
JLea
JLea May 16 2012, 11:43pm replied:

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.

+2 votes   game: Ivan's Secrets
JLea
JLea May 16 2012, 11:41pm replied:

Dead?

+2 votes   game: Ivan's Secrets
JLea
JLea Mar 4 2012, 9:12pm says:

I will be releasing the Alien Swarm build source code soon.

+5 votes   game: Ivan's Secrets
JLea
JLea Jan 14 2012, 11:07pm says:

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.

+1 vote   game: Ivan's Secrets
JLea
JLea Dec 3 2011, 9:06pm replied:

The shadow colour is whatever you compiled the map with (standard light env)

+1 vote   media: Source Engine Global Lighting (Day/Night)
JLea
JLea Dec 1 2011, 12:23am replied:

Yeah that's on the HL2 engine. I'll upload a video now documenting some stuff we've done on the ASW engine.

+3 votes   game: Ivan's Secrets
JLea
JLea Dec 1 2011, 12:22am replied:

Unfortunatley ASW has no custom shader support.

+1 vote   game: Ivan's Secrets
JLea
JLea Oct 13 2011, 10:29pm says:

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)

+8 votes   game: Ivan's Secrets
JLea
JLea Jul 11 2011, 11:59pm replied:

That's why it appears when you need it

+1 vote   media: HUD In-Action Concept Animation
JLea
JLea Jul 7 2011, 6:39am replied:

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

+1 vote   media: HUD In-Action Concept Animation
JLea
JLea Jul 7 2011, 6:38am replied:

there's no health regen, it's just showing how it works

+2 votes   media: HUD In-Action Concept Animation
JLea
JLea Jun 19 2011, 8:23am replied:

I think it's the CSS glock sound?

+1 vote   media: Camera movement/blur during reload
JLea
JLea Jun 17 2011, 9:37am replied:

Soviet Union fell 20 years ago anyways

+12 votes   media: New HUD
JLea
JLea Jun 17 2011, 6:35am replied:

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

+6 votes   media: New HUD
JLea
JLea Jun 15 2011, 10:36pm replied:

If you find an item in SP, it'll be in coop.

+2 votes   game: Ivan's Secrets
JLea
JLea Jun 15 2011, 11:34am says:

Moddb.com

check forum, thats where the new forum is

+1 vote   game: Ivan's Secrets
JLea
JLea Jun 14 2011, 1:31pm replied:

It's just the default CSS model included with the SDK :/

+10 votes   media: More legs.
JLea
JLea Jun 14 2011, 1:30pm replied:

No

+9 votes   media: More legs.
JLea
JLea Jun 14 2011, 10:56am replied:

Yeah but he didn't really do anything

+1 vote   game: Ivan's Secrets
JLea
JLea Jun 14 2011, 6:12am replied:

What enemies

+3 votes   media: Caves
JLea
JLea Jun 13 2011, 11:39pm replied:

Yeah, silencers don't give away your position, the bullet impact will alert them though (make them look around)

+6 votes   media: MP5
JLea
JLea Jun 13 2011, 11:38pm replied:

There's also an unsuprresed variant

+5 votes   media: MP5
JLea
JLea Jun 13 2011, 11:37pm says:

Did anyone read the description?

+1 vote   media: HUD(maybe)
JLea
JLea Jun 13 2011, 11:35pm replied:

There's a good chance we have a G3. We just need to wait till uni finishes

+2 votes   game: Ivan's Secrets
JLea
JLea Jun 13 2011, 11:29am replied:

there's more coming

+1 vote   game: Ivan's Secrets
JLea
JLea Jun 13 2011, 11:28am replied:

This is cool, but we haven't got the animators to do so

+2 votes   media: HUD(maybe)
JLea
JLea Jun 13 2011, 11:28am says:

Pokemon blue version HUD

+3 votes   media: HUD(maybe)
JLea
JLea Jun 12 2011, 12:06pm replied:

No, but you can still find armour + Stuff in levels. Remember that inventory is persistent between MP + SP, so if you find some nice armour in SP you can bring it over. Consequently, those healthpacks you found in the desert are going to be used up in bangkok

+7 votes   media: Character customization v0.00000001a
JLea
JLea Feb 14 2011, 10:05am replied:

It also means I'm motivated and have a set release date.

+2 votes   article: Day 5 Update
JLea
JLea Aug 11 2010, 8:00am says:

this would be awesome if we could go into first person

+1 vote   article: Dogfight bots and new aircrafts
JLea
JLea Jul 18 2010, 5:08am replied:

Looks like it was made in hammer

+1 vote   article: Kontroll - WIP Gameplay Video !
JLea
JLea Mar 19 2010, 2:33am replied:

why would that be better, that would just require them to get a coder and recode the tf2 class system, voices etc.

+1 vote   article: The Great Class Dash Released!
JLea
JLea Jan 11 2010, 8:05pm says:

Looks like a render in 3dsmax

+3 votes   media: breakwater-lighthouse area WIP 02
JLea
JLea Dec 20 2009, 1:57am says:

Thanks for mentioning my animation work GUYS

+3 votes   article: Battlegrounds 2 Update: December 2009
JLea
JLea Dec 2 2009, 10:26pm says:

This mod was a great inspriation for our mod, Ivan's Secrets. Would like to thank the paranoia team for being a good rolemodel in the modding communitiy :P

+3 votes   article: Two year anniversary!
JLea
JLea Nov 26 2009, 12:33am replied:

ohh you press escape!

0 votes   article: Microbrush 2 Released!
JLea
JLea Nov 26 2009, 12:29am says:

how the **** am i supposed to look around

0 votes   article: Microbrush 2 Released!
JLea
JLea Oct 27 2009, 9:55pm replied:

Fingerless gloves = OMG CSTRIKE

+1 vote   media: Hand Rig
JLea
JLea Jul 5 2009, 1:11am says:

This is great, can I ask how you got those different smoke impact effects.

I made a few particle systems for it myself, but when I use "cl_new_impact_effects" in console, it just freezes up :(

+1 vote   article: July 2009 Update
Level
Avatar
Avatar
Offline Since
Mar 4, 2013
Country
Australia Australia
Gender
Male
Member Watch
Track this member
Comment Statistics
Posts per day
0.1
Members
11
Games
108
Mods
55
Articles
45
Media
127
Downloads
2
Groups
2