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That's the gameplay.. Haven't you played Penumbra?
You could knock creatures unconscious with a pipe, but that wasn't what made the game great.. at all!
Being scared of everything around you.. *that* is cool. :)
Looking very nice!
Btw, does that lead to Shelob's lair?
Nevermind.. it was probably still being authorized. :p
Video not found?
I've had winrar for a very long time now.. I don't have to update it.
Besides, no need to use winrar. If you need an absolute free alternative, use 7zip (There are many more.. Google is your friend).
I DID read it.. Well, only the changelog.. Why isn't the patch on moddb? :D
I know, but I think the mod team should just try incremental patches. :>
As much as I like all the new updates, I dislike the update system. :(
Downloading the whole mod again for a small fix is a bit too much, IMO.
Not to mention having to re-adjust the controls every single time.
No one ever said a zombie-apocalypse is easy.
It's all a bit too bright. It's been ages since I last players Mafia, but I'm pretty sure you can enable shadows?
I'll be hunting for a new PC. ;)
That's not in-game.. it can't be! No! No! Impossible!
Very, very nice.. As said somewhere here, it really looks like concept art; that good!
Míght be interesting. But please: Decide how to make it different gameplayer-wise before you start with customizing and so on.
You may want to think first if it's achievable. Source does not really support 'BIG multiplayer Zombie survival in a BIG city' as you have put it.
The plasma pistol is cool, but seriously overpowered. You can stop any wave of Tyrannids with it..
I'd lower the damage quite a bit, or decrease the firing rate a lot!
Fallout 3 on the source engine... It's not even an idea.
@Justin123991: Does that even matter? 3dsMax
Interesting.. very interesting. I remember the first release, I'll be happy to compare.
It never bores me to see you work on a map. :)
Would it be possible for you to film while you work on a real map (for the 2nd esenthel engine demo, for example).
We could have an idea how exactly you make those bigs maps then; since, well.. We like your style! :p
Most excellent! But it does not surprise me anymore, because I know just how wonderful this engine is. ;D
Btw, did you use LoDs on those trees? You must have, but I can't ever see them swap!
Looking most excellent. It's cool to track this engine with all these neat features being added.
I know you guys are still heavily developping this, but don't forget to make it look less bland: Make the ground texture different under the trees,..
You probably will, but I'd like to ask it anyway :D
First of all, very good-looking news update!
About the compass, there are two fair scenarios that I can think off.
1. Don't show any location info on the compass.
2. Show only the places you have discovered; else there's so much less fun in exploring things. Not to mention quest objecives.. If possible, I don't even want to see the quest-location on the map. That pretty much ruined the exploration aspect in Oblivion for me.
If I had to pick one, I would go for the first one. Or maybe even remove the compass entirely from the HUD.
That and Hans Zimmer (The last Samurai).. Absolutely beautiful. :D
That's very, very awesome!
I'll be playing with this whenever I can. :D
I thought exactly the same thing without reading your comment first O.o
Wow... first I thought: why is he flying with his camera all the time. we've seen this before, just show us how to make a road. Then you turned around and I noticed that's actually how you make your road. :D
A very good job on those roads, they look very good.
However, roads are not made to fit the terrain. It's completely the opposite: You lower/raise the terrain to get a road that is as flat as possible, or with smooth and as few slopes as possible. I wouldn't want to drive a car through the mountains on of your roads. :p
But meh meh. I forgot that I didn't have shivering isles! Aaargh
*will be buying after my exams*
OK, I'm just going to install Oblivion again.. I need to see this. :)