Nope. It's taking looong... but it's not dead.
Nope. It's taking looong... but it's not dead.
@Sysop: Well yes. It went to that point. But I have to say that he at least did improve my code a bit. If he returns he's welcome. In any case, yes I need to adjust the offset, I'm aware of that. it'll be the next thing I'll do
To be honest, I dont think I'll reupload it. Besides, it is barely playable. I'll think about it if I'll be able to at least play it - keeps crashing, a lot, even more than before thanks to Source's updates. I'm considering the hypothesis to do a remake on GoldSource, I have far better experience and no worries at all with that engine.
Well, you should :) things are progressing well. The new standards that we want to set will improve GoldSrc based stuff a LOT
Uhm, very cool gameplay video. I'm sure it'll be a lot of fun :) interesting monsters. Their fast and twisted movements were the reason AoM was so incredibly scary to me. My only complain... this in-game video shows how horrible model lighting is. Dont know what your plans are, but... can you change that? Its just a suggestion actually but if you could, it would improve A LOT the atmosphere. I got distracted more than once looking at the disappearing lighting in the wrong places.
looks friendly XD
Why? Its the opposite. Its fun as long as you have motivation
I know, it lacks good textures for the chest. As I said, very WIP. Also his chain is missing, and I'm aware of that. I'm trying to make it move dynamically with the hook.
Thank you for sharing things with me XD I had to modify it a bit, but it works fine.
Well that depends on the image you want to add and the effect you want to get. They didnt do that but I'm going to to that XD The fact that paranoia hadnt that feature doesnt mean it is not coded in. They simply didnt use projected textures in the "right" way. Right for me ofc
Nope. Textures are from my house and that of my girlfriend :) and some other places I've been
pfff.... point was, I already adjusted its orientation, so you should stop complaining, this is just for showing its effect, nothing more
Its standard Paranoia 1.3 stuff
And so? Its totally adjustable even in real time... then....
Se, viva italia sta cippa! Ce ne fosse uno che m'aiutasse... so tutti presuntuosi quelli che hanno risposto alle mie richieste di aiuto altro che XD comunque grazie del complimento
No way man. I dont want to touch Source anymore, unless for creating lightmaps to import as textures into GoldSource. I'd rather recreate HL2 on GoldSrc than using Source for... well anything XD I'm a huge UDK supporter though
I know, I need to remove dynamic lighting from standard HL before doing that. With elights I can, otherwise I cant, it just looks awful
I know. You know what? Experimenting a bit with CG shaders I figured out how to add the water effect on screen. Problem is, its absolutely buggy and will render everywhere. I'm trying my best to achieve that though. Maybe in a new update :)
EhilĂ ! Bello trovare un altro italiano :) non male direi. Se avessi un modeller per farmi i personaggi del mio mod sarebbe meglio, ma d'altronde mi sa che se non li pago non vengono... nessuno sembra interessato
Already tried Source. I failed. It failed. Why would I lose my sanity and spend twice the development time (which is still damn long) for some better graphics? Its useless.
Another shooter? AGAIN? I couldnt care less, Capcom's usual **** to make more money on a dead franchise. Or should I say, zombie franchise? XD
Every mod runs with WON, huh? Try doing it with The Whisper then. I dare you XD you'll see - if it ever works - how crappy it'll be.
Absolutely YES I do need help for modelling XD Doing all this stuff alone makes developing process really slow
Of course not. Steam version only, and also OpenGL mode only. Better have a good video card too, if you ask me.
Dont know about the plates, maybe. there's so much to do... and yes its all dynamic lighting. In the end 80% of the game will feature dynamic lighting only, along with elights
You should use particles instead, and they wave too. Theres no need for such a waste of poly
RavenITA
Marco joined
Goldsource mapper since 1999. Source mapper since 2005. I did a bit of everything in those 10 years, but mapping is my best quality