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Lolz, that's just anecdotal.. Sometimes i wonder if pirates even know what they are uploading, yesterday i came across some blog with links to UDK torrent and official training videos :).
What's wrong with builder brush? I find unreal's BSP editing approach very productive. The whole concept of working with solid masses, adding, subtracting is completely nondestructive. You can subtract/add bunch of geometry and than undo that couple months later :). Brilliant! It's indispensable for prototyping, besides if you don't like it, you don't have to use it, BSP is just for building base geometry. You didn't think you can actually model in editor, did you?
are you in beta on this or something?
oh .. then it actually might happen huh..? OMG I guess i have no idea what i'm talking about xD
(pitchblack00 is briefing in a cartoon bag)
Well i think Valve has most of it's profits from games they make and not pure licensing, besides they can't compete technology-wise. They never were technology centric company and it's too late for that now.
Woot?? Not free.. not to everybody anyway! Careful with those with those headlines some people might get to excited... like me xD.
To be serious, I read about it on crymod earlier and they are only releasing their engine to educational institutions. Plus there's no way in hell they will allow commercial usage.
As to my personal perspective on this, i'd say not to compare Crytek to Epic, Epic is an older company with older engine. After few interesting titles they fell into deep stagnation on gaming fronts. They had to take off restrictions from UnrealEngine 3 to balance up profits, because they didn't find any other way to advertise it(And i'm sure it will pay off). Cryengine 3 is whole another matter, it's fresh out of development. Why would they want to give it away when they practically have a blank check? However even Crytek can become susceptible to loss of publicity if they won't ship any ground breaking titles soon.
reminds me my job hunting experience :)..BTW does raptor succeed?
Oops, sry, EDIT: Turns out in UnrealEd you can both scale uv's and tile them. For tiling you just use numbers from readme file and for scaling you reverse them, like i wrote above.
BTW scale is reversed to texture tiling, i.e. UV scale(tiling) = 1/[scale for texture]. So 256 texture would have tiling of 2, for 128 would be 1, for 64 it's 1/2 and for 32 it's 1/4. Honestly i didn't know how to use those textures before, but now see their value, those textures help visualize relationship between world space coordinates and texture coordinates. Consequently it maps texture space to editor grid, so if some texture doesn't align or stretched you can make deliberate corrections on geometry or texture coordinates(works both ways). So use those, good stuff, good stuff indeed.
I was just remembering that slim look of hammer dev's after looking at that pale purple checker. Thank you for making those! It's funny some ppl use orange-grey textures as final materials, i guess it's just a very successful color scheme(make a note XD)..
Looks great, except it's not well built for single player mode, ie: too many directions to go, everybody seems to shoot at player for no reason.
I don't see a point of another hello world tutorial, there are thousands of them on internet. I advise you to talk more about structure of modern game code, rather than general programming introduction. Like how do you get camera working, models showing up, animations playing, some intro into shaders and don't try to cover each and every topic completely but point to learning resources instead.
Love this mode, especially the look of it. Game play has some bugs here and there, but you completed the most important thing that no other third party mod has - you archived a distinct art style. Also that airplane looks awesome! Are you planing on making it controllable?
Another thing, i think i accidentally clicked on "Join this group" link. I was just curious what it does ;). Could you please not take it seriously ;). Not that i wouldn't want to join, but I'm mostly useless ;)
You need "" only if you have spaces in path string.
I can't decide too what engine to use... CE2 Looks great and they have awesome community. The only thing seems suspicious to me, is that i have never seen a total conversion mode made for CE2. The core gameplay and genre is always the same as in original Crysis. And another thing, are you aware that there's no level streaming in Cryengine? That means you can't have your world consisting out of many maps like in Oblivion.
The mod looks great, the only suggestions i have is to improve overall game feel.
It's just not interesting to kill enemies, they don't react in any way when you hit them.
Other issue, is that it's not possible to distinguish between friends and foes, until they trying to kill you ;). Silhouettes and colors should read easily.
Next issue is weapons, they don't recoil or produce any spectacular effects - it's like a reward for shooting it, which you should give to players to make them WANT shooting it more ;).
Also I've noticed it's a bit tedious to move inside a ship's interior, mouse doesn't feel "right", i don't know what i mean :), but just in comparison to normal UT3 it's more difficult to aim and dodge. The best thing i could do is stand still and shoot at enemies straight ahead, unlike UT3's style: dodging bullets, jumping around, shooting as you dodge, if you stop you die ;). Here player's pawn is barely dragging it's own feet over ground, try making it more dynamic it really makes all the difference.
Last, but very annoying issue is trooper's walking animation, they all walk faster than they move, looks like they are skating on ice ;)