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I am a hobbyist level designer from Ontario Canada, I have some experience in UDK, CE2, but mostly Source Engine's Hammer editor. I am currently unavailable to help with mods, but if you need any quick mapping solutions pm me. Looking for modellers to help me with my shoddy modelling skills, ie. offer tips and stuff.
The original photo is from Opacity.us , namely the Verden Psychiatric Hospital. I'm not posting to aggravate or incite that the artwork is stolen, but to say that Motts is an amazing photographer and it's a shame he's not credited properly in this image.
Opacity.us
Love it but the skybox seems a bit bright compared to the day lighting. Perhaps an overcast skybox would benefit the scene more?
I completely agree, the use of self-harm as shock value doesn't really bode well in this circumstance.
I'd like to enter the competition but I don't want pewdiepie playing my campaign. Is that feasible?
Youtube.com
(buried)
Simon vs Polisen
Just a guess.
The texturing and lighting is indeed phenomenal
I'm glad you've found a means of reaching an attainable goal, it's always important to pursue your passion in life, and it takes a lot of guts to call off something you've worked your *** off for. Coming from this site, I'm sure there are many who understand that feeling!
Like I said, I encountered it once, and given the fact that edicts haven't exactly changed this time around, this is the fix that worked for me.
Try setting it to a value higher than 2047
This happened to me in sven coop once. To fix it go to properties > set launch options > in the field put "-num_edicts 2047".
Should fix it for now.
It's in the apartment with the captioned pictures of corpses
*PTSD
Loving the mod so far, I've run into a fair share of jump scares, but what really gives me the creeps is the ambiance paired with probably one of the most sick and twisted events that transpire.
Haven't touched coop yet, mostly because I make a terrible host and only 1 server has appeared in the browser thus far, but I plan on playing with friends soon.
If you're finding the inventory clunky, you haven't taken advantage of the quick slot feature.
You can also combine items whilst pressing two quick slotted items at the same time. For example, 1 is Phone/light, 2 is Knife, 3 is Handgun. If I press 1+2 I'll hold the knife in my left hand and the phone in my right, same goes for 2+3 with the gun in the left hand.
I love this system, once you learn how to handle the kinks, it's great; it gives a greater sense of immersion imo.
Fantastic mod, was 100% worth the wait.
95% until uploaded. I still think 118+ pages in 4 hours is ridiculous.
Oh hey guys, how's it g-
I.cubeupload.com
The only reason why I can see why they wouldn't is that it would require a valve engine license, and if you've been following other source mod developers, you'll often come across how expensive it is to have a license. If it was backed by the Indie Fund, which might work, who knows. Then it would probably work out.
How's it going with the translators?
I'm guessing you already have the Swedish and English subtitles down pat.
I agree, for thumbnail shots at the highest possible definition, but for optimized shots of full-sized 1080p images .jpegs can get you by with the smallest filesize with very little to no loss of image quality.
Nice shot, and **** your image titles bro.
I honestly don't know what position you were in to abandon source and change over to CE3, but I don't think that's worth commenting on.
I just find this kind of footage disorienting for the time being. When it came to the teaser we were looking at some great level design paired with great atmospheric qualities. I can understand that this is an alpha but I just don't see what can be taken from this as a follower, it's just unwatchable.
I mean first it was a switch to ogre, and then practically no progress was heard from it until now, and now that you're jumping in to CE3 with both feet, it's kind of a drastic change. Not to sound harsh, I think it's always nice to get a news update on a mod that's been dead in the water for a long period of time, and I hope it all goes well for you in the end.
Congrats on First place!
"He claims the extra medication helps.."
CAN'T STOP TAKING THESE PILLS MAN!
Facepunch Broteam
The humor with a touch of macabre is very prevalent in this mod, it reminds me of the NOLF series. Voted :D
In that case I've voted, good luck!
Great work!
Loving it, voted best upcoming :)
This will be a remarkable technical feat and a fantastic game, I remember watching this game in it's early stages of pure skeletal meshes and displacement maps, now I want to preorder more than ever.
Better call a doctor, because this looks sick!
ZING
Nobody likes a rushed product, Lurk is not going to be a Duke, they don't have time constraints and they're releasing this for no money in return. I'm confident that they're working as hard as ever now that college is finished, and I can imagine they're all trying to pump out a final product before summer ends.
Holden already posted a goddamn novel explaining the irony of a deadline in a game modification fueled solely by motivation and I'm sure we don't need another post briefing the exact same thing.
P.S. Where can we make donations to the team?
I don't mind bloom in video games, however I don't like the way it's done in Stalker. It's just terrible, the texture quality takes a hit because of how poor it looks. The tonemap on the other hand is handled by the game rather well and I find that with the right tweaks, it can really enhance the scene. As it currently stands I have the bloom threshold set higher and the tonemapping set to a very high adaptation, to me it seems more of what LURK needed.