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It's for UT - not UDK. We have few software extensions but no bloom (IMO this effect is way overused). Base built for Residual Decay and Dead Cell (atm no chance of porting TCO to use it's features) will use postprocess chain (atm ~22 postprocess effects), full dxt5 compression (along with 8bit alpha) and tons of other features (and extended UnrealED). Check UnrealSP.org forums for details.
Nope - not dead. It'll be dead once we announce it on main page. ATM it's alive - progressing very slowly due to my many other commitments, full time job and my diploma work.
Yes rifle will have idle anims - forgot to add that at that version.
Yes we to plan to release it - can't tell the date as it depends on many things. But we want to release beta by then end of the year (probably public).
Finally uploaded something I should have upload long time ago :). Next to follow is a patch. I know it's been too long, but I'm terribly busy working on Residual Decay, The Chosen One and Dead Cell.
Only TCO and RD work together (means that me and Kaka are working also on RD). On the time of release of TCO - it won't be compatible with RD. But we do plan to make redo whole code later on (very far future) using RD as a base (and it's new mod support). And because the simple fact that RD will be compatible with Unreal 1 v. 227 - TCO also will. But all this new, cool, features will fallow after main TCO release. As for Residual Decay it'll feature complete shader API along with editor and tons of new awesome features :). Very early video of post-process effects can be found here: Youtube.com
PS. No - TCO will NOT feature shaders, this is reserved for RD. No more new features ATM. If you have any questions just ask :).
Nope it's not a rip-off gameplay/guns/player movement - everything is completely different (at least I think so, I've played KF only few hours).
Yeah - I have to make an update soon :). I remember I've made some fixes, I had to add feature to enable/disable motion blur (for Mac users) etc. All other things are finished.
There is such tool (used by DieHard for Unreal Retexturing Project) but it's not (and will not be) available to anyone (due to potential abuse by other is it would leak). You can contact with him though at OldUnreal.com forums maybe he'll find a time to compile whole package for ya. Tool he uses 'inserts' .dds textures in place of standard ones (it uses DXT1 compression).
Yeah - we're close on getting all anims done :). In meantime I'm working on Residual Decay and Dead Cell (hope last one will be available this year also).
I was hoping for good SP rather then multi (there are tons of multiplayer mods but only a few good singleplayer mods) but it's good to see progress. Best of luck in creating good mod.
Good job on part1, but I have found few annoying things:
- pickup system is hard to use (I have to press use key few time before I pickup anything)
- hand with weapon looks unnatural
Mod is not dead - we're still working (very slow though).
I'm posting just to let everyone know - we have our animator back :). It's awesome news since we can focus on last remaining pawns/weapons.
Due to overload of work we have plan to release small patch 2.1b (new map and few small additions) and then overhaul whole thing add more stuff, fix existing and release new major version.
Feel free to post more bugs - I'll add it to my ToDo list.
The island feels so empty. Maybe you'd consider some kind of wind sounds, animals, anything. It's huge island - it's strange that as you walk you can't hear more ambient sounds.
I found a way around :). In Launch Options I've typed:
-engine ep1 -32bit
and then in Dear Esther/Media/StartupVids.txt I've deleted everything. After this Dear Esther runs fine on Win 7 x64 :).
Can you use HL2 engine or EP1 engine? It's just when I switched to Win 7 x64 only mods with Source SDK doesn't work :(.
@zacman: Nowhere - it's in development stage.
@AlCool: I didn't have time to debug it, but I think I'll play with it somewhere next week. Patch 2.2 has many additions so far and (I hope) will have new maps with it.
post whole log (or send it via PM) can't tell much now. But none of DM maps are part of Blue Moon Rising (you can't even select one). Play BMR like it's meant to be (you should have link or bat file in BlueMoonRising directory - if not create in BMR dir bat file and paste this: ..\system\UT2004.exe -mod=BlueMoonRising).
Nope :) I can add mutator (or option) to play it with 2k4 weapons.
Truly epic :)
Don't worry we're working on 2.2. It'll take some time as two specializations at my studies takes some time. When patch will be released it'll contain few more maps.
With release of version 2.2 I'll upload both patch 2.0 => 2.2 and patched version.
So if I understood you correctly clients on listen server can't use sprint? I'll investigate it tomorrow then :).
As a server or clinet ??
OK, no problem.
I'll have a little bit more time so I'm going to work more on BMR. I can't say when new patch will came but it'll contain new maps :).
Awesome work. Story sounds very cool, can't wait to play it.
Exams and projects at university are taking a lot of time (most of December, whole January and first half of February). I'll try to make little fixes this week. Even if not everything we want will be included in new patch, there's nothing against making second :).
Patch is in the way. We know about all mentioned bugs and most of them are already fixed. It's takes a little bit longer then I thought but I'm also a coder in two more mods and I have exams at university (due to semester coming to an end).
We're fixing everything. Right now there's sprint button, auto sprint is turned off by default, but you can activate it just by pressing a button :), and of course new weapon. Fixed (better) zombies are on the way.
Keep up good job.