All I want to do is rig models 24/7 in blender. Ah it would be a dream come true. I'd have so much fun!
Except you don't have to have the sub for the entire time you are developing, you can sub for a month and the continue to use that version of the engine. If they release an engine update that you want you can just sub get the update and then unsub again, they even say so on their forums.
Plus your math is off, if you sold that many games at that price you would have made $86,175 after full sub and royalties (not counting extras like distribution costs.)
Just that Solitude refuses to die.
What you guys have got so far looks neat, one thing I would suggest looking into is rendering the text with the psps native font, it will look so much crisper.
If you miss me kiss me!
Haha :) That is awesome.
Another Arky huh, Our numbers grow stronger, soon we will have the power to do stuff but still lack the motivation and thus do nothing differently from now. Huzzar!
Looks awesome :D
Oh cool a Michael Jackson anime.
Lighting needs work ;)
Its been popular for way way longer than a month It just seems a new mass of people have stumbled onto this, and ofc that means it only came into existence when they discovered it.
Oh Hai ^^ and np thanks for the add.
The lightning needs more variation, right now it's pretty close to just being full-bright. You have HLBSP so why not make use of those colored light maps? Also lights aren't pure white, giving them a slight hint of yellow is the essayist thing you can do to make your level feel more atmospheric. The textures seems to clash a bit as well.
Personal opinions and such, your mileage will most defiantly vary I'm sure ^^.
I can definitely feel the Moon Base Alpha inspirations in this. :D
Because a tool that uses floppy disks is much more cool than one that uses SD cards ;).
That lemon better be for a lemon cake!
Other wise I might think your saying I'm sour :<
Oh and to add to that a psp build is still quite possible to release. Not by me or the other members of the team of course, but by anyone.
Getting a basic version up an runing on the psp is quite doable. The assests for the pc version are the same ones the psp ver was goning to use. The QC code makes use of features that the pc version had that psp engine didn't but I ifdef most of those making a psp build compile quite easy (note I may have missed a few toward the end as things got more hectic and more work was droped on me *excuses*)
Most of the engine work I done on the PSP engine was glorified UI stuff, like the menus, server browser(still online and working it seems too :o), hud, Native psp fonts.
Now that was just my bit, before that others like Downsider, xlink, crowbar added other features but I believe other PSP quake engines offer these features now as well.
So all in all its quite doable with what was released with the pc build, its was just the degree of polish that held back the PSP build.
Problems in the team, people just seemed to leave with out much announcement. At that point their was still quite alot of work left to be done and about 2 people to do it all. We also felt we couldn't release what we had because the polish and quality just wasn't up to what we felt people where expecting or deserved. Still I really wanted to get at least something out there, hence the big push to release the PC Alpha. The PSP alpha was to come later hopefully after we got some more help from the pc build, escencly I had to code things twice once for the pc engine and then again for the psp, add on too that the restrictions of the psp as a platform. I manged to release three patches for the PC Alpha after that I called it quits myself.
Welp that's it from my point of view.
Or maybe just maybe they where having a bit of fun?
Crytek weren't under GPL restrictions, just saying.
Cleaning up the source is admirable tho.
Back of everone else, just back off.
I got this one, get your own :P
Well you could use a simple light blocking brush to create a simple shadow ;)
Same here, I remember watching this a long time ago but I forgot the name. Remember it from the picture instantly tho.
Thanks for linking me to the name :)
Yay Miku :3
Yup that it is :) Please excuse the horrid camera movement and the misaligned textures, I ran out of time :/ .
Fire in the hole, Fi fi fi fire in the hole!
Terrorist win, FIRE IN THE HO, FIRE Fire in the hole.
Looking good but the cut of the arm seems too clean (bar the blood :P).
But anyway that makes the show atleast 75% awesome then :P (Can't comment on Hidamari Sketch as I havent seen it).
Huh, That would be a render, this tut is to show one way to get the model into Quakes .mdl format.
Well seeing as the "pain" part is in caps I thought it would bring emphisis to it and people would realise it was a joke (as in its spelt wrong on purpose, in case you didnt realise that).
It seems that shot miles over you head then.
I never said you didn't ;)
It doesn't matter why they want the code, if they ask for it you must give it.
Looking forward to this :)
Read the rest of what I said, I said its too high poly for some thing that flashes across your screen and takes up a small percentage of screen space on the ground.
Too high poly and hi res for something that's just gonna flash across you screen when thrown and take up a tiny amount of the screen when on the floor.
With that said it is a nice texture.
Looks like the barrels are hollow? If so having them caped would be better poly wise.
LordHavoc said that anything he writes is going into DP for general use unless a NDA blocks it or its a crude hack he doesn't like, so the important parts will be open source and this game will be able to take advantage of the new features and optimizations that are made. Thats why I chose it as an example project. Any way I don't want to derail this article any more and I didn't mean to bloat the comments this much.
I should have linked to that as well but I was trying to show that the engine is being used in a commercial game as well.
Theres nothing wrong with the Darkplaces engine in fact its really good. Check out Nexuiz.com its using Darkplaces. Plus its open source so that could have been what swayed them to it.
Congrats on getting some nice media coverage.
Looks nice, best of luck and tracking.
How about no, sorry but if you want to know its there to read.
Guns are important as they add to the player immersion, but we cant go all out on the just because there arnt that many (ar,smg,pistol, plasma pistol, plasma rifle, shotgun, needler, rocket launcher, energy sword that's most of the weapons and there are quite a few there).
We dont know how many people will be on screen in one area at the same time or with what view model. That is why we have to strike a balance, to make sure its playable under a wide range of conditions.
So we cant go all out on the polys, as for not making them look low poly, that's hard because we don't have normal mapping and even if we did it work take up an insane amount of the ram (we have about 24 megs left after the xmb takes its slice).
The other thing to take into consideration is the size of the psps screen, try to imagine the scenes scaled down on to that, now a small map prop is not gonna have a huge screen presence so it is well worth sacrificeing some detail on it to achieve a faster draw time.
Thanks for your feedback and I hope I explained our point of view clearly.
@ monsterbasher1233: Nice comment, even better if you check the time it was posted and the time of your first post ;)
Great fun, so many ball puns :)
Yea, Mirrors Edge is great as it is. Dont get me wrong this mod looks good but I cant say that his is how Mirrors Edge should have been.
I like it. Im still testing it all out (great fun).
Nice work, im liking the look of this engine. Also its nice to see a game that features dragons, and playing as a dragon is great. So keep up the great work :) . Needless to say im tracking.
Mine doesn't crash but I get terribly slow speed like 9 kb/s. even from the other mirror for epic site.Its like being back on dial up.
I plan to leave my pc on all night to get it.
If you still cant get it download by tomorrow pm and I will .rar it and upload to send space for you if you want.
I'm certainly liking the summary of this mod, sounds good so Im going to track.
Good job on the cinematic physics, I briefly messed around with it and it will be great to see it in a mod.
Best of luck.