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Thanks again required then. :)
As it happens this week I am unburdened by the chaotic forces of my employer and intend to put in a good shift on TiS3. If it goes well enough there may even be an update.
No promises though.
Thanks for being so patient everyone, it really is just real world demands that are holding this back at the moment. Oh to have a simple 9-5 again. :(
Will keep you posted of any major progress but atm it's just some redecorating here and there when I get the time.
All the best,
Just checking but do you have HL2 installed?
With my new installation of Steam, HL2 and Win 7; I have been able to run the mod without any issues.
Happy Mythmas to you all.
Work continues but only sparodically due to the need to earn money to eat and fight off tentacled foes.
Good to see you back and continuing the project.
It would be true to say that you will see some hot lead flying in this chapter but it is not a run and gun mod.
All I'm saying at the moment is that Valve have imposed SDK 2013. I am reviewing my options and will release some news before too long.
Darn, there is a 1000 character limit, That should keep my ramblings down :)
As for version control, this is something I would not know how to take care of and would leave it in your hands.
As the project is using the 2006 sdk, I am unable to make use of the Valve shader tool. I have stuck with the 2006 sdk because not everyone bothered with EP2 and I would lose some of the audience by upping the engine to sdk 2009.
As for the menu, again the changes are not expected to be dramatic. So icons, fonts and anything to make it look a lot less HL2. We can get into that later though.
So I hope this has not been too much of a sensory overload and look forward to your thoughts.
Thanks for getting back to me about this. Let me answer a few questions first as you cannot be expected to know the dev history of this project.
The team and the project: Thanks to a string of updates the source sdk has spent long periods broken and many HL2 mods have gone to the wall because of this. As this is my baby I have stuck with it but as you can imagine team members have moved on and about half of them now have positions in proper game companies. Since the last repaired sdk, I have continued to work on the project on my own as the bulk of the work had been completed. I am now in the final phase of tidying things up and making sure the story hangs together properly. This in itself is still a big piece of work and as my regular 9-5 seems more like 6-6 I am tight on time and energy. Currently my focus is on writing the script before I try to find some voice talents. As well as looking out for muscicians and coders.
So that's enough about my trials and tribulations, lets talk scripting and shaders.
At the moment I am only looking for a single shader. As the story is set in the 1920's, I would like the style to be sepia for the first few maps. Not too demanding eh. Now there is an article on moddb about this particular shader but it is beyond my comprehension.
As well as...
I have to confess to a lack of progress in the last month, sadly the real world job is pretty demanding at the moment. Hopefully things will slacken off soon so the inspiration can flow again.
Thanks to all for your kind comments.
As to Chapter 3, the final map is in progress but I am sadly a little bogged down with the real world workload and progress has been slow.
Hopefully later this year, barring engine updates and unforeseen cosmological events.
The Redux is a revamped and remapped version that also combines the TIS 1 and TIS 2 mods.
Hey, thanks for doing this. You make it seem really spooky.
I hope you get around to completing your video 'scarethrough'. :)
Was that parts 1 & 2? Now you know about part 3. :)
Where do the displacements end and the models begin?
A flash-light replacement?
Thanks for the kind words and continued support.
SDK is up and running again and I will try to get my butt in gear to provide some sort of update asap.
Indeed there is and I had hoped to post something about a month ago but the arrival of the comet:
must have prompted Valve to update the SDK.
In short I was hoping to say that work on the final map had been completed but about half way through the mapping, there was this mysterious update and now the SDK is broke again. At least on my Dev PC, as the SDK seems to work OK on my aged single core Pentium 'R' laptop.
I have been trying many things to fix my woes and I am down to a few options.
Use a laptop that can take 5 hours to compile a map.
Frustrated or what!
It's a storyline that was inspired by a discussion that went "what if you had a ......... in the basement."
Unless you were thinking of this?
Thanks for the kind comments, always good to know it has the right effect. Part three is getting there and I will put out some more news soon.
Shadow over Innsmouth was done in "Dark Corners of the Earth" and I never expect to be able to top that game experience. If you haven't played it, I highly recommend it.
Thanks for the feedback.
From what you say about your screen resolution, I'm guessing it's widescreen and sadly as I don't own one, I never considered the implications. Perhaps I should have a warning that my mod produces widescreen insanity. lol So to forewarn you, part three has a lot of screen overlays planned but I will see if I can get some widescreen assistance.
And today we will study what is meant by the phrase 'Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn'.
Ah, I seem to have been less than clear. It is a model (tripodtorch.mdl) but it was modelled in Hammer using displacement brushes and then converted into a model using a program called 'Propper'
It's a simple way to make basic models.
Should have brought some waders!
Are they performing some sort of ritual up there?
I knew I shouldn't have pressed that star shaped button!
Turn all your displacement ideas into models with propper. I love it!