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Not bad. Its no Black Mesa trailer, but definitely is well edited. Good job. Look forward to play the mod.
Agreed. Its position denotes logic. Why would they position numbers like that? There is no point to it. Look at most HUDs in games. they all are logically placed.
Then I come to my opinion that this isn't that much of a HUD change. I would of hoped for something a little bit more substantial than a color and font change. It doesn't reckon a news post.
Wow! This looks great.
Wow, that flow chart is absolutely true! Artists always seem to fail to keep a steady flow of enthusiasm. They always bust it all out in the beginning, then slack off not long after. hehe
Mirrors edge used a different rendering system which isn't in the Unreal 3 Engine.
But I agree, U3E has such a distinctive look. One being that it doesn't render/cook ambient occlusion or the bouncing of light correctly. Which is hard to do in an engine. Crysis can do it in realtime, and the Source engine can do it by cooking it into the level.
I wouldn't complain. It was absolutely retarded to not port it to the PC anyways. Illegal? If it was, I wouldn't care.
Don't know why. I got the vibe from Realms of the Haunting in this. Minus the adventure/rpg aspect.
Excellent work. Though those blueish shadows made by the palm trees look unfitting. Maybe make the shadows redder? Not the type of map where you would want complimentary colors.
Edit: Yeah, its actually just plain black/gray shadows. lol Looks like blue with all that red/orange in the scene.
Must download them! Must! My make them Zune/iPod playable! >_<
Who said you are forced to work with someone on the other side of the world? Its called, interacting with people in the real world. Then again, its hard to do if you are socially inept.
No one said it was for source.
Exactly! We use our own proprietary project management software and a bit of a thing called "REAL WORLD INTERACTION". lol
Does this comment system ever work properly?
Stupid Comment System
They used the free one. This is almost the same modifications made like the HL2 wii mod. Its all capable. Just needs a lot of programming know how.
Really? Because in reality we shouldn't be basing on what we got with L4D currently, we should be basing it off of what valve has done on previous games. Look at CSS and TF2. They have receive plenty of updates and DLC. Its called a Track Record. There are reasons why such things exist.
In a Steam News post.
This doesn't make sense. Its an article, and I don't know what the hell it is for.
Definitely seals the deal for the visual direction. Creates a bit more synergy between the cel-shading and the lighting.
This mod was released. Why hasn't it been updated?
Sounds like it to me. Sort of brings the reality of Animals over Humans concept we here too much from PETA in our world, making our scapegoat that is Jurassic Park a thing of the past. :(
Though a community may see it as a mod, it doesn't mean it could be a mod. It can only be considered a mod if it can be done as a mod. That said. None of the things done in L4D2 can be done in a mod.
Anyways, in reply to your post. L4D2 is a fully game. There is enough changes to the Core engine that would make it a new game. Deny it or not. All the changes by definition would make it a Game and not a Mod.
I'm pretty sure EP3 will see the surface in September. No fight here AlCool.
Which episode did/was Turtle Rock Studios suppose to work on? Or was that Half-Life 3?
In the end, Valve isn't working on L4D2.
Reasons for you to complain. Valve does the following in which you stated in to me. "TO brad:
Developers are supposed to think like their community, and understand how their game will effect their community. If they make a large portion of their community dislike their decisions, then they are deciding wrong. Your acting as if a game developer has never been wrong before."
Valve is most noticeable at noticing and thinking like the community.
Because by few, you mean a complete version enhancement to the AI Director, better AI (AI isn't easy to code), New Monsters (Monsters aren't easy to code either. If you notice, these monsters don't follow a simple AI path), New Weapons( I agree with you with it wasn't that hard to code in. It really isn't that different from other Melee weapons on other Source games, yet I never stated weapons in my cause), Complete Campaigns (No matter what you say, mapping campaigns for Singleplayer and MP use deserve money, especially since they are made just for the newly implemented gameplay features created by AI Director 2).
You still have Skeletal templates, mapping examples, example utilities and such. Most engines come with them.
Going by your information, all games are pretty much TC's. Oh, do you know what a TC is? Going by graphical information, its doing everything from scratch. Engines still have the based information. Most engines at least have weapon templates and such just to get a developer started.
It still doesn't change the fact that L4D2 has changed enough from L4D to be a sequel. THAT IS THE POINT.
And most of the changes cannot be seen in just a video or short playthrough of L4D2.
I love your posts buddy. They sound just like your scrambling for something to say, yet my post still stand. They are nothing more than games for the engine just a different surface.
Except all your comparisons relate to graphical components. Obviously its not "I" that don't understand what Engine means. Its you.