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No, these are simply the collection of used assets. You'll only need the Source SDK for decompiling and reconstruction.
This is a pre-alpha game build built in only 10 weeks.
The Rex animations are in-fact place holder (as are the character animations).
There will be 6 main systems that power the dinosaurs along with independent variables that we can attach on top.
There is currently only 1 system in place, which is the 'World' system. This system allows the dinosaur (T-Rex in this case) to understand his environments, know where he can and cannot go, as well as familiar that other players are on the map. The world system is roughly 70% finished in this video.
Once the other systems are added you will see the true capabilities of each dinosaur.
Hope that helped clear a few things up ;)
Ah I understand what you mean now.
Did not know that - thank you.
It relates to both the company ('Play With Devs' event) as well as our older product - 'ORION: Source Multiplayer Beta'. Also, slightly on top of that we are still in somewhat of a merger here and bringing over ModDB users to this new and updated profile.
No, you won't die if you go too high.
There is a fuel limit as well as a peak height. On top of that you'll have to be on the look out for Pteranodons that will swipe you out of the skies.
With each bit of change, you're always going to have some sort of division in terms of community reaction.
However, that being said - releasing free DLC / packs that allow the player to sub in older versions of characters is something that is not entirely out of the picture or out of the question :)
That was a placeholder T-Rex. You will be seeing the game version of the T-Rex soon. It is MUCH more bad *** :)
On that note, those characters were also placeholders and have since been re-designed for the game as well. You will be seeing the new humans even sooner!
Hooked Gamers: So how exactly do you balance dinosaurs and humans? It must be difficult for the dinosaurs to catch up to and kill humans that have guns and jetpacks.
David Prassel: We've actually implemented systems that have pros and cons for each item in relation to the Dinosaur system.
For example, the T-Rex has horrible vision and a narrow line of sight. However, his sense of hearing is off the charts. Let's say that you are the 'Assault' class which comes bundled with our infamous Jetpack. You need to be smart about when to activate these around the T-Rex as if you do it at the wrong time it would mean certain death. Upon ignition of the jetpack, the combination of the blue flare and the high-pitch squeal of the jetpack will automatically alert a nearby T-Rex of your exact position and pretty much make you a locked target.
You'll notice in the EuroGamer Technology demonstration that they didn't jetpack until the very end. A lot of responses we get are "why didn't they just jetpack right away?". The answer is simply you won't want to if you are near a T-Rex - or unless you have no other option as it was in the trailer.
That seems to be the general consensus from what I've heard. Seems more like a quiet / underground platform. I am hoping this news post helps make other developers / companies aware.
There will be a significant amount of us participating.
The public update that is currently awaiting authorization will explain it more.
But no, it's simply an invite to come play the Source Beta with us for one last time before we go in seclusion for the next few months.
You know we can't talk about the future game series ;)
Plus our current and immediate attention is directly on our flagship series, 'ORION'.
Regarding the performance. What you see is 100% real-time and in-engine. I can't say much but I will say that it is running better than the Source Beta. It will get even better once we actually start optimizing the performance and replacing some scenes with more efficient static meshes.
Unreal Engine 3 tech.
The only reason it was posted on the Source Multiplayer Beta video page is because we are in the middle of the transition from ORION: Source Multiplayer Beta to ORION: Prelude. Once we make the full switch we will have this page link directly to the ORION: Prelude fan page (http://www.indiedb.com/games/orion-prelude)
HUD is completely placeholder.
It was taken directly from the Source Beta (along with the temporary / placeholder Player Models seen in this picture).
Remember, this is all very early pre-alpha stuff. Everything will be improving significantly over the next few months.
This was taken on the Unreal 3 Engine.
No longer Source-based!
We sure hope so! We appreciate the kind words - truly.
Prelude will be everything we've learned and (attempted) to perfect over the last decade. We are very excited about Prelude - and we hope the community will be just as excited if not more once we release tomorrows update.
We hope so too :P
Looking forward to seeing you guys there - maybe you'll get to be in some of the screens ;)
Yep - if you'd read the press release it states what we will be using.
That other concept was newer than this and better reflects the actual vehicle
It's the plasma rifle. We've shown the Source engine version (that never made it into the public build) before:
It's most definitely a mod still. It doesn't have the features that could make it a true standalone and nothing we would ever charge any one for. It is simply an open beta.
Extract it to your Steam/SteamApps/Sourcemods folder
Thanks Nozzy, can't wait to see you there!
It actually is in focus. I think the "movement" in the picture throws the effect off. During this moment I was "strafing" to the right which made the weapon sort of swivel towards the left a little bit (look at the iron sights). The effect actually makes it look not blurry where you are aiming but blurry everywhere around it for the most part.
You'll be able to better see what I am talking about with the release of Beta 1.2
Is there a reason or something you aren't comprehending about what we are doing? I've already explained it to you twice, 117:
Quoted from where you complained about this elsewhere:
It's a private beta to conduct further beta testing on a larger scale. Network stress, etc.
We're continually updating .dlls upon each test.
Beta 1.0 = FilePlanet & IGN xclusive Beta that launched on Dec 13th. It was a week long beta.
Beta 1.1 was the patch that came out after the week-long FilePlanet & IGN Beta. There was over 40 game fixes and tweaks featured in this patch, as well as additional content and maps. This was what everyone who downloaded the Public Beta received.
Beta 1.2 is nearing public release.
Each beta was to have 2 patches each. So- 1.0 (Beta), 1.1 (patch), 1.2 (patch). Next would be Beta 2.0. Then 2.1, 2.2 then 3.0 and so on."
This is to prevent crashes and bugs for a cleaner experience. Settle down already.
Yes there will be more elaborate flags in future releases.
One could hope :p
Yeah I don't like that.
I distinctly remember a part while playing on the snow level of me running through the canyon towards an enemy and shooting at him. I noticed two enemies on the cliffs above me but they were focusing on some of my other teammates.
What happens next? For some reason every single enemy stops firing at my teammates and starts firing at me.
He was talking about the shotgun the the player ahead of me is holding.
Yep, it is Geode :P
Very neat map :)
Scope textures - borrowed from neotokyo as placeholders. We will be implementing our custom ones shortly.
Full credit to NeoTokyo for the scopes featured in this video.
(you will see ours from the Sunday test).
Alien weapons might not actually make the first release.
It's a complete process, we just finished all of the human weapons.
What happened (long story short), when we ported from the Episode 1 engine to the Orange Box engine, it messed up alot of things, including all of the weapons. We had to go back, fix all the muzzle flashes, shell ejections, bones, attachments, textures, the entire weapon system (damage values, hitboxes, accuracy, bullet spread, etc), and then some!
So we just finished all of the human weapons. In the current beta, both teams (Human & Alien) both use the human weapon load outs. We are contemplating on releasing it like this to the public and then add the alien weapons shortly after just so the fans can start playing and wait for all the new content, fixes, and all that :p
Oh I forgot to mention, this was all taken on my laptop with an integrated video card on LOW settings... so that texture is in fact much better.
Holy crap, you replied 7 seconds after I posted the image.
I want to know how.
does it only do one roar animation for you guys?
I think the video was cut off during upload.. there should be 3 different animations...
they're not floating, its just been cropped to a point where you cannot see the hands.
We currently do not have it as a deployable weapon. Iron Sights give you an increase in accuracy and minimize recoil though.
Thats the old player model, you'll be seeing the new one in the newer shots.
We re-designed it because the very reason that one (above) resembled halo too much.
Alone in the dark, I think you mis-read what I wrote.
I said every game I listed was a World War 2 game. I never said I listed every single world war 2 game.
We missed you.
See you in next month's event??
It's still a "BETA" because the latest version of the game is Beta 1.2. Meaning there have been 3 releases - 1.0, 1.1 and 1.2.
The mod was not complete, had no jetpack particles, no alien weapons, one game mode, no dinosaurs, no vehicles. So it was and still very much is a BETA - probably more of a public Pre-Alpha than anything.
Only certain ones are.
We are looking to change this in the earlier half of 2011. Check out www.spiralgamestudios.com for more information and updates about that.
Be there - or be square!
We took down a few servers a couple of months ago. There are currently only 3 that are up now.
They are up 24/7. However, sometimes they need to be restarted as the cachce builds up. If you notice the game chugging when you join one of the servers, just come to the Spiral Community and let us know and we will restart it.
However, there are usually no players (as the product is no longer supported) and we are focusing on Prelude - so the best chance to actually "Play" the Source Multiplayer Beta is during the 'Play With Devs' gaming events.
Hope that helped ;)
All that matters is that we get enough in order to keep doing this for a living ;)
For ORION: Prelude - the dinosaurs are NPC-based.
Not quite sure what you mean. If you mean from the sales of the game, quite a few people as a matter of fact:
Spiral Game Studios, the publisher, the angel investors, the other investors, the companies who own the platforms we release on, etc.
We are aiming for a late 2011 release for all 3 platforms. There is still a chance that the PC version might release first. Details regarding pricing, release dates and any other information in that regard will be revealed as more time passes.
Right now we are publisher-free for Prelude. We are, however, currently in talks with quite a few publishers and finding the best fit. We will announce the publisher for Prelude as more details about that come to fruition.
We haven't released the official requirements (minimum / recommended).
However, if you look at Unreal Tournament 3 or games like Left 4 Dead 2 - it's in the same ball park. The game is running incredibly well.
While the visuals are better (already) at this point, we still have many months of development to get it on par with where we want.
I can't tell if this is a positive or negative comment.. :P
There are 5 different pines in use there. Think of it as:
01 | 02 | 03 | 04 | 05
01 being the healthiest, fullest tree. 05 being dead as a door nail with no pine needles.
It just depends on how you use them. The most detailed of the bunch (the healthiest) is still under 600 triangles. This allows for some very dense forests, which we prefer over going over and out with detail per-tree.
No sir - however, registration for the Beta is open.
Visit ( Orionprelude.com ) to sign up for it.
Beta goes live sometime (date not yet released) in 2011.
You should be good to go. I manually activated roughly 300 forum accounts two days ago :x
If it isn't, let me know - and I'll see what I can do :)
I do not even want to tell you how long I spent on each variable. The system was intense and overwhelming but COMPLETELY worth it. Takes tons of testing but you can rest assured I won't sleep until I get it right with Prelude either. And I'll say this - it'll be even better :)
And just overall sandbox elements.
Yes, we are going to go CRAZY with server options. We were really influenced with games with tons of server customization like the original Counter-Strike and Perfect Dark from Nintendo 64.
You will be able to disable abilities, give everyone jetpacks, disable dinosaurs, have right handed weapons, have left handed weapons, etc.
Isn't that the point of development? For things to improve over time :)
Yikes! Please don't SPAM our forums. In fact today was pretty crazy - might have to hire some moderators!
And yes, having a difficult name will make it less likely - as it's a manual process - meaning I have to type your names in :)
Check the comparison of the character models at the bottom of the most recent news post. Shows the level of upgrade you can expect from all current placeholder content.
Wow, yeah I just noticed. Someone posted that on our boards. First post - front page. Talk about humbling!
Also, on that note. Make sure to pick up this month's (January 2011 - Issue #209) PC Gamer. We are on page 15.
Make sure to check your 'SPAM' folder.
If it's not there - just let me know the email address you registered under and I'll see if I can manually activate it for you.
What email service are you registering under?
I'll see if I can manually activate it for you.
"the only connection left to Halo will be that it is a FPS-- hard to diverge from that connection :)"
I SHALL FIND A WAY! :P
I know what you mean. We used a circle-space for the Source Multiplayer Beta.
Much of what you see here is VERY early. We just wanted to say happy holidays ;)
No doubt they will!
We look forward to talking - and we appreciate your support :)
It is true - the Kick Starter promotion ends in roughly 5 hours. It was a huge 30 day event. While the KickStarter rewards were specific to the Kick Starter promotion - our normal donation system will be going back online (uses PayPal) once Kick Starter ends.
We will offer other incentives in the future and are always happy to talk one on one and work directly with you to gauge some package and reward ideas.
If you would like to talk, feel free to email personally at:
Sounds like a good time to me, no? :P
Free DLC, Multiple Modes of Co-Op, Mechs, Dinosaurs, Faster-paced gameplay, and better graphics than Halo for $14.99 - shouldn't be too painful for most people.
The actual "environment" is exactly the same - as is the animations.
This was simply a re-shoot in a manner that we were more comfortable with. We weren't to happy with the overall quality / presentation of the original one and took it upon ourselves to clean it up and release a more "proper" version of it and have this one circle around the net instead ;)
I should probably clear this up a bit. This is simply a partnership in the sense that they are aiding us with lining up additional investors, global relations around the world, as well as providing us (the company) with free tools and software.
No ownership, not a publishing deal - don't worry about that - I'll be holding on to The ORION game series VERY tightly ;)
This is a bit different as those are simply visual layers that poorly allow the 3D experience.
We are using the tools, technology and private technology alongside NVIDIA to develop the PC version of Prelude with 3D from the ground up.
Also, 'ORION: Prelude' is not using the Source engine - it is using UE3.
We are posting updates on both the ORION: Source Multiplayer Beta page AND the ORION: Prelude page because we consider this to be the "Transition Period". Within the next month or two we will ONLY be posting all ORION: Prelude updates on it's personal page, located at:
Back in the day a fan made lockout for us and wanted us to use it. We ended up dropping it obviously due to the halo out-lash.
No comment on the future, however ;)
You're getting it and more with ORION: Prelude.
More game modes?
Win all around.
Not to mention we just announced all DLC for ORION: Prelude will be FREE on all platforms!
Only took 10 years ;)
I've only seen the original movie. Not my style. Not the way I like my Sci Fi delivered.
Once we start talking about things like Primer, District 9, and so forth - then we are talking about impressive Sci Fi.
Never seen Stargate.
The new re-design for the helmet for the Human (assault) class was heavily influenced and inspired by the likes of Boba Fett and Optimus Prime
We will be revealing what this image means on Wednesday, August 11th, 2010.
Mystery days still isn't over, we still have Tuesday.
Zombies have been out for a while.
It's the vampire phase right now, who didn't tell you?
The .exe's themselves are fine. The data sizes on the ModDB links were fine as well, not sure how they were corrupt. Will be fixed by Noon.
I've stated the uploads to the moddb are corrupt - please use a different mirror while I re-upload to ModDB.
We will have 1 or 2 London ones I believe.
We are looking for additional people to host servers - so if you know anyone, tell them!
Sort of actually, yes :P
It was to work like this:
5 Betas, two patches per beta.
What this means:
Beta 1.0 = FilePlanet / IGN Closed Beta (week long exclusive)
Beta 1.1 = that same beta, but with 40 game fixes and 2 new maps (however, this beta also featured that horrendous crash bug)
Beta 1.2 = 60 game play fixes and tweaks, 4 brand new maps, new grenade model, updated flag model, brand new special effects, completely updated weapons system & mechanics and tons more
Beta 2.0 = Alien weapons added, Jetpack effects, new game mode, 5 new maps, etc etc
etc etc. Each beta had two planned patches because we figured that was enough to clean up any mistakes or bugs that would arise - we would get most with the first patch, and whatever was left we would boot out with the second patch.
This is of course changing (the release pattern) and you guys are going to be hearing some awesome new details about that in the next few weeks!
You better be coming this Sunday :)
We're nearly done with the build - will be making new install files, upgrade patch, and server files shortly and sending out.
Get ready for the Release Party tomorrow via our SteamGroup:
Hey guys, just got back to my PC!
Thanks for the kind words.
And yes, this first public beta will be a Core / Foundation of the game.
We will be spending most of 2010 adding new content. We have 3 planned Content Updates. The first (smaller one - two game modes (DM & Team DM) as well as 4 maps is planned to release shortly after the first beta (this year).
We plan to release all of the Alien (Altair) content shortly after the first release and hopefully in the first content update.
The 2nd Content Update is planned to release around May of 2010. This update will include 1 new game mode (Vital) as well as 7 new maps. 5 of them will be for VItal. 2 for CTF / DM / Team DM. This will also include two new classes, several new weapons, the premeir of our drivable vehicles and more!
This update will also include plenty of visual touch ups (Something that WON'T be in the first release). This includes shield depletion effects, jetpack effects, custom explosions and particles, all of the HL2 related content REMOVED and REPLACED with all custom content.
The 3rd content update which we haven't talked about yet, is planned for the Fall of 2010. At this point, in Fall 2010, I can say "this is the game I've envisioned in completed form".
So take that as you will regarding the first release and what to expect.
We just got tw programmers and things are on track. Jack is also back. This might also help push future releases out sooner!
We were using 2048x2048 for a while, but the file size just became out of this world, as we have about 30-40 level textures per level.
So yes, these are down to 1024x1024 again, but it still looks great!
Thanks for the kind words everyone!
HellSpike, its as simple as this.
You are no longer the author of this rifle. You are one of them, yes. And years ago, both when you joined the forums and signed up and received developer access, and through a verbal agreement between you and my self, any work made for the game was for the game. Period. Authors of the work will be fully credited, and here's the authors of the FNC-30.
dec_is_ruler - recompiling, decompiling, full weapon edits, muzzle flashes, other bones and attachments
Gabe - animator
ET: Model reconstruction
And various other authors that brought down the poly count and removed that otherwise confrontation and questionable modeled statement inside the model.
So. You're options - Either contact all of those developers and have every single one of them tell me they don't want that weapon included. Or take me to court and otherwise have your name in the credits.
This is the last I'll be responding to you, as I have very little respect for you, and I do not wish to see you on this page again.
A.) You're models were built far too sloppy and couldn't be used.
B.) We had to re-design most guns and re-model them.
You may contact Dec and Peder (as well as Werd (texture artist) for more information.
When you play it, you'll notice a completely different game. It's more like Call of Duty (gameplay) than anything (Mixed with a bit of Tribes).
The only thing that's really 'Halo-ish' anymore is the 'world'. This is mostly because we are both outdoor games.
We have things such as sprint, jetpacks, iron sight views, movement-based accuracy, selectable weapon fire modes, 3 distinct classes.
We'll try and focus on this via our game play trailer that we will release in the next couple of weeks.
Please note that some of the features, such as those coop modes, dinosaurs and the other set of weapons are being added regularly AFTER the first release.
We will be updating the game on a regular basis keeping it fresh with new content.
This will include the additions of new weapons, maps, game modes, and even game features.
However, yes, it is either 16 or 17 weapons that are in on the first release among a bunch of other awesome foundation features!
Can't wait to frag!
this is a walk animation, there is nothing related to prey for this animation.
We will for a run.. this is tied to the "walk" cycle.
The run will be more sporadic in terms of movement regarding the body shift.. this is a 'controlled' tactical walk, very little movement as their main focus is on whats ahead of them.
Our composer Ben. He's created an entire sound track to date.
at one point we looked into doing it.. I got frustrated at how it was turning out and didnt try since then.. but I love Republic Commando (that game in there pictures) and I love the "in-helment HUD" element so releasing that in a future content is not out of the question but also not confirmed.
It was a custom sound track made for our game, its a 'remix' of this other song. I'll upload it when I get to the office, I'm on my way to work right now.
ThatTrunkMonkey- those are just some old weapons we had for the game before we went ahead and re-designed all the weapons due to community feedback.
We've since scrapped all modern weapons (m4a1's, mp5's) and so forth and redesigned new futuristic weapons for the humans.
We're actually using those older models in our other game currently not announced though, so they wont be fully wasted =)
Warthog is a vehicle in Incoming and Incoming Source.
Credit goes to bungie, obviously.
We have outfitted the vehicle with a unique weapon, twin .50 cals.
It was in the first Incoming, named the Talon.. and its back for Incoming Source called the Gladiator.