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Happy Bday!!!! <3
Awesome job guys! MeC2 ftw!
Bah, and I wanted to be first! yay we're live! :P
The full version has much more stuff; maps, badguys and weapons :)
dude! join Isotx forums in cnc holland section! lachuuu
nice mod! and the Turks (+ greeks!) are our pals in NATO, just please make sure the Islamists don't take over ur country Turks :( they'll turn it into a medieval shitpool
anyways, good mod guys
and don't go around breaking young girlz hearts!
haha awesome, gonna try this one
This is awesome! :D
Tnx for the great review! :) btw, the poison-traps not only poison enemies that walk over them, but also slow them down ;)
Nice!!! Looking forward to this one :D
guys, this lost patch is not a fully functional mod, it's a collection of INI scripts, art, audio, etc for modders to use :)
yup, in addition you can turn off the christmas content in the options menu (system->display then turn "christmas content" to off).
Are you connected to the internet when you run the game? Make sure Windows Firewall isn't blocking the game, as the copy protection upon first launch will want to do some checks.
If that doesn't work, wait a bit longer to make sure it isn't just stalling for a first-time run (although games load here in under 4 seconds).
If that doesn't work try turning off shaders, and if that doesn't work send an email to email@example.com
Hope this helps :D
hey dude, try updating your video-driver, that seems to work for 99% of the people :D let me know if it works!
you have other mods installed? (multi-mod installs create that problem).
MeC1 got in a bunch of mags :P
Nope :) It's standalone so you don't need anything :D
you mean where are the players? or? since there's a couple official servers you can play on :D
XReal would have been great, but we're using Quake3, we heavily modified it ourselves though, since using XReal is illegal (unless you want to fully opensource it).
@Smurf; eh, considering I build most of MeC1 by myself :P I'd say there's a majority shared teammember in that case ;) Though the MeC2 team indeed is DS, with Isotx being publisher.
We added a bunch of stuff; bloom, shaders, but mostly we tried to max-out the Q3 engine as it allows the game to run on more different comps and allows us to put in a ton of enemies :P
System specs will be a bit higher than original Q3 due to the mass loads of NPC's, and other than that depends on which engine features you turn on/off (though we've textured it so that playing without shaders has baked lighting into the skin so it doesn't look meh).
Hope this helps :D
hey stuffio, do I know you from somewhere?
oeps! indeed you're right! thanks for correcting my mistake :)
Those are UN troops, not IDF ;)
yup, indeed. It's great PR and the MeC2 guys deserve it!
I've noticed many people think we're remaking the IG:TO gameplay, but that's not the case. The gameplay is actually significantly different. I'll try and update the overview page on the website to make things more clear soon :)
Well, it's hard to copyprotect anything when you have to give away the source. Basically this means somebody can easily recompile the source without copy protection and bingo you're game is free to play for everybody.
Of course this is only if ppl care enough to do so, but it's not a very safe starting position if you know what I mean.
Nope; most of the engine modifications found online are opensource, or use opensourced libraries hence we can't really use those and sell the game.
So we've been rebuilding all that stuff from scratch on a vanilla Quake3 engine.
Hey guys :D Thanks for the feedback :) We'll be releasing ingame shots asap!
As for Iron Grip: The Oppression, we're not going to discontinue it! In fact we're also not far off from a new release. It took so long because we decided to do a complete rewrite of the code, which was a bit messy, and on top of that are implementing a bunch of new features, smoother UI and controls.
hehe Kai-Li could you have put links to World of Padman anymore into that post :P
Anyways, I think people should distinguish different kinds of modders: modders that make mods for others, and modders that make mods for themselves.
What I mean is, that for instance I used to make tons of small mods which I'd never put on the internet, simply cause I'd play them in school, they often had ripped graphical and audio stuff, but it was all about the fun, making exactly what me and my friends or in school we'd like to play.
Usually this was wacky fun stuff, which wouldn't last longer than a couple of weeks/months, but is was wacky-fun that would never make it past an initial Alpha 0.4, lol
Then there's the guys that make mods for the "world" to either train their game design abilities, try and get into the game business, or like to share their mods with others and develop a community.
Whatever the exact reason is, it also often (not always) determines the reaction of that person towards criticism, whether its mindless ranting or serious reviews.
An example would be:
A modder who puts his work online just for fun and really doesn't care would respond to a mindless "this sucks" comment with a counter-insult or ignore it and simply continue to build the game that he "wants" (Same deal with a serious review). A modder who has a "bigger plan" with his/her mod will take politics into account as well as incorporate the feedback, and often feels a bit more offended because he categorizes the time he spend on making it differently.
Its like playing casual soccer, or pro-soccer, the difference is, when the stakes are "high" or you have something to win/lose/want, and its not about just "having fun" then your reaction and expectations towards it change as well.
Anyways, thats my opinion about this :P Good Article btw,
look at that guys little weener, did the people back then all have suck small bratwursten?
The Majestic was the main Rahmos command Airship.
It was destroyed 25years ago.
More info can be found on our website :)