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You know, most other people don't actually implement their April Fools pranks... wait, except Blizzard.
Q2DM1 for The Sims.
Wow, the new version is very.... what's the word?
Transformers Quake 2 was never foxed, so that should be fine - dunno about the rest of the stuff.
Love the AA-AT skinjob. Very professional. Need a mapper to make some nice Star Wars maps.
The space physics look very remniscient of Star Control - realist frictionless coasting, but a maximum speed that makes it handle like a jet when under thrust. Very cool.
Get a better PC to do the screenshots on - playing without the realtime shadows and reflective water doesn't do the Spring engine justice.
Some solid opensource titles on that list - Nexuiz, Cube, and Spring are all free opensource games - although Cube is the only one with the distinction of being made entirely from scratch - Nexuiz is a glorified Quake mod, and Spring uses Total Annihilation content.
RTS fans: get Spring. You won't regret it - unless you have a previous engagement with the rest of your life. The "Absolute Annihilation" mod is highly recommended.
Nice to see people using the opensource engines... particularly the ones made purely by OSS teams that were never retail (like Irrlicht and Crystal Space). Any plans to OS your final product?
I noticed you got as many comments for "Baywatch Source" as you did for "OpenArena" despite the Baywatch Source thing being recent and a complete gag.
Is this an odd statement about the patrons of this site?
Hmm - that robot reminds me a lot of the more obscure later Robotech stuff from Sentinels and the Invid Invasion stories. Any artistic relation?
Darn. I saw the title and read "Bricks of War" and was hoping it was some neato puzzle-action mod, or some sort of crateDM-style game. Another realism mod. Oh, well.
Why not just make a map for Serious Sam 2nd Encounter? That game includes both frogs and a chainsaw. There, done.
Quake 3 is by far the best game for this sort of project - Q3 is the GPL game with the best first-class support for it's mods (they're in the menu, get their own keybindings, etc.) and there is tons upon tons of incredible free content out there in the form of maps, weapons, and playermodels. Most of the work was done years ago, and I find that authors aren't overprotective of 4 year old content.
Really, if you can get 3rd-party-content put together and don't fall into the trap of Not Invented Here, then Open Arena could easily populat the roster of models, maps, and weapons quickly. All that would remain would be sounds, music, texturemaps, and smaller engine features.
Nice to see a historic combat game that is doing something different - I think we've all seen quite enough WW2 videogames. Penny Arcade said it best - Omaha Beach is the new Hoth.
as long as I get to shoot 9000 Kleer Skeletons in one fight again, I'm all for it.
Lots of fellow Canadians here. Long live Soviet Canuckistan!
Considering the combat and assembly shots, this looks lot like the Armored Core series. Any relation/inspiration?
Imho, the AC line of games are by far the best giant robot games on any platform.
N 'fin T.
I assume you're basing the material on Siembeda's Palladium RPG.
I'm pretty happy with the bots in AQ2: LTKTBM (a very good AQ2 standalone bundle that is seriously hurt by having too long a name).
N 'fin T
Just played it a bit online and off - nice mod. Good, solid replacement for Quake 2. The weaponmodels are gorgeous. The whole "Mars Attacks" theme is adorable, but I can see it being a turn-off for a lot of players. Still, its a solid, goregeous replacement for Quake II.
Still, I found some irksome problems. First, many of the maps are way, way too dark in places - sometimes I'm lost as to how to leave a room. The other problem is that most multiplayer servers are stuck on one map - its hard to see how to set up a map cycle and stuff. Some help guides right up front would be nice.
Ohh.... wait.... ooooh, I just read the documentation and found that "F" is for flashlight. Unfortunately, that's not in the keybinding screen (damn Quake 2 standard keys). Plus, for those of us who're fond of the Q2-style inventory for weaponswitching, the Q2 inventory doesn't seem to work.
Wow - that's a sweet mod. So this is a standalone - that's what I love about Q2. You should try and get it publicized in the Linux community - any opensource free download game will go really, really far there. Like get it on to Happy Penguin, for example.
:( - well, I understand you're decision. I'll try the mod out as soon as I can get onto my brother's computer (I gave Doom 3 a pass myself when I found out it was a survival horror mod).
And as for CPMA, I understand its a "ProMode" mod that re-implements the movement bugs of Quake 1 into Quake 3. I never like FPS games that involve complex movement tricks to go fast like stair-launching and strafe-jumping. It makes the action meaninglessly hectic and creates a nasty learning curve. Plus, it means that players need to learn a massive amount of inane trivia in order to navigate the map properly. Doom, by comparison, was smooth and simple - while players moved fast, it was in a fluid, slippery manner that meant you just had to lead your targets more.
Will this game have Doom's incredibly-slippery-and-fast physics? I've been playing Legacy a lot, and it strikes me how fast Doom is with autorun, and how poor the player's traction is. The only other games I can think that handle anything like that involve hover vehicles. Personally, I love that feature, and hope you guys maintain it. It also makes the "walk" key useful, as moving slowly with low inertia is cruicial in surviving catwalk-oriented levels.
I wonder - how complete is the Tremulous media? When Q3 becomes an opensource project (as Id has promised will happen sometime this year), could Tremulous become a good basis for a media replacement project, similar to FreeDoom and OpenQuartz? The graphics are beautiful and live up to the original (unlike the somewhat weaker FreeDoom and Quartz mods).
no link for beta 2 on site.
Dont try this on a hard mode. Its just nasty - the monsters just take a pounding. In the alley where you have to fight and endless invasion of skeletons, I ended up just jump/running past them into the next room.
Yes, indoody I am. Not like its a common handle. Why?
... thought about an Ouya port? 4-player split-screen would be nice there.
This happens because of two reasons:
1) Gundams do have some odd stances and motion that Smoth tried to capture.
2) Spring does not support importing animations. Animations must be hand-coded in a scripting-language. This means that instead of doing your animations in a 3D graphics program, you're writing rotations and translations in a text-file. Often modelers will work around this by posing the model and then jotting down the coordinates, but that's hardly an optimal workflow... and sometimes, it shows.
The big problem with a 4gb requirement is that 3gb is the limit for 32-bit OS's, so you're putting a massive userbase right out there.