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That`s bad :/
I`m thinking about donating, but now sooner than around the end of April/ beginning on May. Also the currency sucks... 100PLN is like around 24euro too you, and that`s almost two whole days of my work here.
I`ll see what I can do!
Hold on friend.
Is that you new weapon pos for the DE?
Could use a new animation tho ;)
I would split the HUD into pieces that can be displayed only temporary to indicate a change, then fade away. That would free some space on the screen.
I`m also very eager to try and code those features <wink><wink> :P
You`re the man this engine needs :D
By new stuff i mean "compared to vanilla FC" ;)
I love how the project evolved over time. Hope that I wont get lost in all the new stuff ;)
That looks sick!
Can`t wait to see it in action ^^
There you go.
Now it`s officially dead :)
You can go now and stalk other mods that are actually going to be released, because the developers aren`t lazy, retarded idiots who can`t manage their own project and keep adding new stuff, so they`ll never be able to finish it.
Have a nice day ^^
The Barkeep has no pda upgrade for me... Can i get it somewhere else?
More working, less comment spamming :P
Did you paint them on the X and Y axis instead of Z? If not then that`s the problem.
I see the mod is going well :)
A must play for me!
Really looking forward to play this. Keep it up!
No, not really. For the last few months I`ve been watching anime[4.5k eps] and drawing manga. Also work takes the rest of the time. Wicher is away for school for 6 months anyway...
The second one is better.
A small tip also...if you`re posting animations, always try to loop every single one two or three times.
I would love to play this already :3
Normal maps on terrain are very random for out maps. It`s like sometimes they work, sometimes not.
The second map, which you can see above, is split into 4 pieces. In 2-3 of them adding a normal map causes a random detail texture to disappear from the terrain[ like a painted rock on the x axis ].
Also I`m afraid that the amount of stuff we put into the maps is a bit too much to handle for the old fart Cryengine. It`s better too keep things safe as they are.
And yes, let`s hope the rocks will be fixed ;) .
We care about performance too much to include that. Also it doesn`t look that good with the FC physics...
It`s also new, if that is what you wanted to ask ;) .
The map is just made for testing ect. Should have mentioned that in the description :/ .
About the mod obviously!
So be it! We`re working on the first two maps for the chapter and all the assets needed for it.
Can`t wait for the release ^^ ;P
To which "masses" are you referring too? ;P
Looks good[ maybe a bit to bright ].
The beta is on it`s way, isn`t it? ;D
The trees need some size variation. As for the burning truck, use "fire.camp_fire.a" instead of that crappy fire[ looks more like yellow smoke ].
Nice start, keep it going!
There`s no point at this stage since it`s not yet final and optimized! :P
Terrain: It`s because the engine renders the whole sector, not only visible triangles.
Also the polycount itself has rather low/medium influence of the FPS, shaders and physics do.
Water: Make sure your water tesselation variable is switched off. Also there`s no way to reduce the polycount as far as I know. Hardcoded probably.