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KorJax Dec 11 2011, 12:38pm replied:

And not to mention, as cool as Cryengine 3 is, and assuming MWLL could develop for it without stopping progress on the current mod, it will conflict with the new freemium Cryengine3 mechwarrior game coming out next year.

Conflict of interests are very bad things to have going on when your mod runs on a non-commercial liscense and is going against a commercially liscenced game with the same I.P.... in other words, we'd get a Cease and Desist faster than you can say "Bushwacker"

+2 votes   mod: MechWarrior: Living Legends
KorJax Jan 3 2011, 9:46pm replied:

It's safe to assume most people will be active on the Wars version since that's where most of the support for future versions is heading (and where most of the playerbase lies).

+3 votes   news: MechWarrior: Living Legends 0.4.0 Open Beta Released
KorJax Jan 3 2011, 9:44pm replied:

There are plenty of servers. If you have Crysis wars you must be updated to 1.5 to see them and have the latest version of MWLL installed (0.4.3, the autoupdater will install everything).

+1 vote   mod: MechWarrior: Living Legends
KorJax Dec 16 2010, 10:31pm says:

Kinda disappointing the MOTY votes end a month earlier than last year, making any december releases and updates invalid for voting, but ah well.

+2 votes   news: The end of the voting!
KorJax Nov 27 2010, 9:23pm replied:

Check in one of the Sticky threads on the General Discussion forum's at the offical website:

+1 vote   mod: MechWarrior: Living Legends
KorJax Nov 3 2010, 7:25pm replied:

Oh, I am curious though how you got water volumes to raise/lower? I'm sure it's pretty obvious but I was under the impression that area shapes couldn't be attached to move with any entitity or for that matter move at all.

+1 vote   mod: The Call of the Fireflies
KorJax Nov 3 2010, 7:23pm says:

Loved this mod, it's the kind of thing I've been wanting to make with Cryengine/Crysis since it came out. The puzzles were not too major challenging but provided interest and the gameplay was pretty varied. Everything was beautifully paced and introduced, and it's very clear to me that you have highly developed level design and artistic skills.

I only wish the "final area" of the game and the wind mechanic it introduced could have been explored further - it felt the area could have provided a good amount of deep gameplay to exploration, but the wind was used only as a narrative device (of sorts) in the end for a brief moment.

But on that note, one of the best SP mods I've played and I'm so glad someone did a mod style like this for Crysis - because I love exploring, and that game just begged for something like this to be made for it! :)

+2 votes   mod: The Call of the Fireflies
KorJax Sep 30 2010, 1:24pm replied:

Crysis wars is now offically running on the dev builds, and the next release of the mod coming up these next few of weeks should be for Crysis Wars :)

+2 votes   mod: MechWarrior: Living Legends
KorJax Sep 6 2010, 7:55pm replied:

Most likely not. The amount of effort to code in new AI would be astronomically high, well beyond the scope of the current beta, etc.

The Crysis AI simply does not work with our stuff, and it would involve a substantual amount of coding and hacks to get it to work. And that's not even taking into consideration mission/map design for single player, etc.

Of course there's always a chance for the impossible.

+2 votes   mod: MechWarrior: Living Legends
KorJax Sep 6 2010, 7:53pm replied:

If you have loose files hanging around in your crysis, mods, or gamedata directories then that can cause issues as the game will try to read those files.

I have gotten this issue with loose files hanging around my My Documents/Crysis/etc folders too, so make sure there isn't anything in there that shouldn't be.

+1 vote   mod: MechWarrior: Living Legends
KorJax Sep 6 2010, 7:51pm says:

The port to Crysis Wars should be soon. If not 0.4.0, it will most likely be the next one. Assuming key team members involved with the port don't die or get tied up.

+2 votes   news: MechWarrior: Living Legends Development Update - September 2010
KorJax Feb 22 2010, 8:16pm replied:

You never had to subscribe to download from fileplanet you know. The subscription is only needed if you want to download from their private severs (their public ones anyone can download from).

+1 vote   news: MechWarrior: Living Legends - Newsflash February 2010
KorJax Feb 6 2010, 3:37pm replied:

We've released a couple of tutorial videos on the basics of the game (which you can view in the mod profile). Stop by our forums too, you can find sticky threads on stuff like a keyboard map, pro tips, a list of what all the weapons mean if you are new to battletech, among other things. :)

Hopefully the mod will become easier to understand for newcomers to Mechwarrior as it moves out of it's beta release and a few loose bolts are tightened in places.

+3 votes   feature: Players Choice - Mod of the Year
KorJax Feb 6 2010, 11:09am says:

Congrats to all winners! Thanks all for voting for MWLL, I honestly didn't expect us to beat R&D, it's a huge honor!!!

+2 votes   feature: Players Choice - Mod of the Year
KorJax Feb 1 2010, 1:41pm says:

I'm really really shocked that Research and Development, one of the most polished and well made HL2 mod's I've ever played, didn't even get nominated. I'd almost say it's better than the legendary MINERVA.

Not saying I don't disagree with the winner since apparently TNM is really good, but some of these nominees shouldn't even be on here compared to R&D. The Ball? REALLY? Even though it's not a mod anymore and was already released a year ago for UT3? Seriously? Having it be re-released as the same thing except under the UDK and not UT3 doesn't count in my eyes as a "new mod".

I found R&D to be much more engaging and enjoyable of an experience than the ball ever was anyways :\ R&D was something I remembered and fondly enjoyed while playing it, the ball I stopped playing after two hours and forgot about it. It's so much lesser of an experience.

I don't want to say it's bad or anything, but I don't see why the moddb staff worships it.

+6 votes   feature: Editors Choice - Best Singleplayer Mod
KorJax Jan 31 2010, 12:46pm replied:

Crim is still on the team yes :)

Although currently visiting Austraila, so he's not able to pay our website bills ( is currently down due to bandwidth quotas for the month) :P

It should be up tomorrow though once feburary starts.

+2 votes   feature: Editors Choice - Best Multiplayer Mod
KorJax Jan 31 2010, 12:43pm replied:

Most of the crashes should be fixed since the latest hotfix patches we've released this month.

If you haven't patched since you first tried it on day 1 release try playing the mod again - there's a few crashes here and there but for the majority, many players can now play for much longer periods of time without crashing.

Thanks for all your support guys! :)

+2 votes   feature: Editors Choice - Best Multiplayer Mod
KorJax Jan 30 2010, 12:17am says:

I'm surprised by this result but think about it guys.

Seriously, that's a pretty kick *** looking game running on the HALF LIFE 1 ENGINE from over 10 years ago. I mean, how did they even do the stuff they did?

Plus, good PR hype makes for good upcoming candidate. PR hype beyond just "lol graphics cocktease".

So it makes sense why the mod won the Editor's Choice to me, seems very deserved :)

Even though I'm definatly not a fan of naurto or this kind of gameplay personally anymore.

+3 votes   feature: Editors Choice - Best Upcoming Mod
KorJax Jan 22 2010, 5:47pm says:

Wow how did I miss this? Brilliant work SirBaron and the X32I team, that trailer was fantastic!

Eagerly anticipating the release :)

Oh and the voice work was very good too.

+1 vote   news: Long awaited Trailer finally online January Update
KorJax Jan 20 2010, 12:42pm replied:

Heavy Gauss as of latest patch though does have a drop off after 300m (that video was done before latest patch).

Also heavy recoil isn't something that really "happens" with heavy tank/mech platforms as they are large enough, heavy enough, and designed in a way that it wouldn't affect the aim (this is true for many IRL tanks too). Especially taking into consideration that a gauss rifle IRL would have no recoil at all: it's a weapon that works via superheated plasma and magnetic propulsion. Recoil happens when you shoot using explosives (like in a traditional gun/cannon).

Being that MWLL has a strong focus on tank-mech "sim-like" combat, the only unit in the game who operates like a traditional FPS are the Battle Armor.

+2 votes   news: Open Beta Patch 0.1.0
KorJax Jan 6 2010, 1:32pm says:

Thanks for voting us into the top 100! Don't forget to vote again for the top 5!

+2 votes   mod: MechWarrior: Living Legends
KorJax Jan 6 2010, 1:30pm says:

Congrats on top 100! I hope you guys make it! :D

+1 vote   mod: X32I - Redemption
KorJax Jan 2 2010, 5:35pm replied:

There's a hotfix you know.

And you should play the mod on a clean crysis install - if you don't the punk buster will cause problems. And don't forget to clear your shader cache located in my documents/crysis/shaders before you play to allow the game to regenerate the shaders for MWLL (the latter is the #1 cause of crashing with players).

+2 votes   feature: ModDB Video Spotlight - December 2009
KorJax Dec 28 2009, 5:21pm says:

Here's a crash tip:

Try typing s_maxchannels 128 in the console.

You'll have to type "con_restricted 0" in the console first in order to use console commands.

This might alievate crashes and will probibly help with the sound drop out issue too.

+1 vote   mod: MechWarrior: Living Legends
KorJax Dec 27 2009, 11:36am says:

Apparently the ModDB download is corrupted (for the moment) guys. I suggest grabbing a torrent link or heading to and finding an alternate mirror for the time being :)

+1 vote   download: MWLL Beta V1.0
KorJax Dec 17 2009, 12:05pm replied:

The video is very old and outdated - it was made when we first had battlemechs walking.

It's much more updated now for (most) of the mechs. The shadowcat for example looks much more weightier in it's walking animations.

The one thing to take into consideration though is that there are no fake cockpits in MWLL- this means the over-the-top swaying mechs did in MW4 (which they could do because their cockpits were faked) isn't possible because it would be a massive pain in the *** to control and sit in with the mech bouncing like mad. So it's going to be more toned down than what MW4 had shown with it's 3rd person animations.

+1 vote   mod: MechWarrior: Living Legends
KorJax Aug 16 2009, 11:14pm says:

Nice update. Didn't realize your team was so large, are all of them involved in working on the mod a lot week by week?

+5 votes   news: Petrograd - August Update
KorJax Aug 2 2009, 6:19pm says:

Don't worry, this is definatly something that looks better in motion. I thought the same looking at the pic but in motion it's more natural looking, like a burst of flames.

+1 vote   media: New Particle Effects - Mech JJs & Aerospace
KorJax Jul 21 2009, 12:09am says:

Excellent mod, I agree. Simply put it's the best SP mod I've played since MINERVA, and there's not even any real combat!

The creative puzzle design is just great, the attention to detail is fantastic too.

+1 vote   news: RPS digs R&D
KorJax Jul 20 2009, 5:23pm says:

Yeah, problem is though with HDR enabled this screen gets a little hard to read with the bloom :P

Other than that, sweetness :)

+1 vote   media: Research and Development
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