Mapping, Programming, and Texture work, thats what I love doing.
Yeah we replied to you a day or two ago bro.
The bigger issue here is HOW DO YOU NOT own HL2. Missing out.
It's too dark to really make anything out.
For a cryengine 2 game this looks pretty bland and terrible.
Unfortunately I am not releasing the code mostly because I don't have all of it. 1/4 hasn't updated the src for a while now and I don't think he'll be doing that anytime soon.
I have no idea how the ati filter looked on c17 though because I am on a Nvidia card.
Yo dawg. I believe 1/4 Life made a ati filter, but I am pretty sure he did not release it. last I've heard bio made one for the deferred build, but that's about it.
Well I suppose it's not extremely terrible. Compared to anything of late though, it is. ASW just offers better perf in almost every area of rendering. That coupled with much better multicore rendering is what really separates those engines apart.
It's about 2-3 hours long
Almost guise, almost
Looking good bro!
Sorry :(. I'll rub your eyeballs baby.
Thanks Robert <3
No worries dawg.
Yeah it's going to be a pipe. We're going to add that in near the end of dev though, since it's not super important right now.
Yeah we are no longer porting to ASW. For some reason i thought we made an announcement about that a long time ago, maybe it didn't get included into an update like we planned or something...
Anyways. Right now with the deferred most of what was going to happen here in 2007 is now on asw. The downside being no hl2 content, but we have a plan about fixing that if enough people are interested. SO far we've figured out how to properly mount GCF's, so we'll start with that.
Yeah don't worry, it'll all be there in vmf form. A lot of the content we've ended up cutting was mostly due to pacing and flow. We wanted to create a fairly long single player, but it gets harder and harder to control flow and progression that way without either rearranging gameplay in a current area, or generally adding an additional map/area to help seperate progression points.
Aka we visualize progression as points on a graph, and it should never suddenly rise and/or decline on the graph aggressively. This has led us to the content that's being cut. It was just an issue of "make more maps and spend time in dev, or just cut this one area so progression doesn't have this huge spike in difficulty/more area to fill up with interesting progression".
Ideally each area should be unique (set piece) anyways, and the player should always be able to remember what happened in each map. So we also look out in terms of making maps fill like "filler" by accident.
No. Well, not with c17 at least.
We gave that some thought at one point, but unfortinately we don't have a dedicated guy on modeling and scuplting that. Aside also needing to rig it etc.
Having a crazy *** year
Trailer said 2012. Though not sure how you can be ON the 2012. But it sure will be released IN 2012!
Lol. U S A Wins again!
Oh yeah, of course.
Neither. We use iPiSoft.
That's actually quite a good list of ideas.
I personally hadn't thought more aobut the intro itself, though I think it's a good idea to have something more unique and daunting for him, such as what you mentioned with the ground rising up, then crumbling away.