Since 2004 I've taught myself, and others, in just about every discipline the Source engine offers.
The amount of time needed was quite small, and even then most of it went on designing the new particle effects.
Nevertheless, locating and fixing the problems did require quite a lot of in-depth knowledge of how the engine works.
That was it, thanks! The folder was hidden so I'd not noticed it. There is still one minor problem though: everything is listed twice in the new menu.
I'm using the Kentie launcher, might that upset things? Kentie.net
Yes, they are all there. Am I supposed to be doing anything with the dexsmlutility EXEs?
I've downloaded and installed the mod loader, including editing deusex.ini so that it reads "DefaultGame=DeusExML.MLGameInfo", but there is still no new menu item. I'm using the Steam version of the game.
Looks like another test chamber.
Yes, I can see now that only owning CR would be a problem. But don't worry: you can still launch the mod manually by following the instructions in the readme. :-)
(Ground Control also had very sparse maps and fog of war BTW, and most units were quite nippy too. With slower troops and dense, cover-filled maps shorter weapon ranges becomes a real benefit in design terms.)
The errors probably mean that the server hasn't updated yet.
I heard that they are considering releasing the tools. The first game had mods, so why not this one?
All other elements of Faceposer work fine, and of course one day auto lip synch will be fixed. I've not had any problems with cubemaps on W7.
I never understood why Valve disabled it in the first place.
It looks okay in the thumb, but check the whole image. The rocks in the mid-ground have textures that would make HL1 blush, and you can count the individual polygons on the mountain in the background.
This is a nice demo for their art department, but not so much for their graphics tech!
Totally. If you just glanced at the thumbnail you might not even notice the hut!
There's an importer already out at Folk.uio.no - I'll keep working on mine, though. That one has some limitations.
I'm working on one myself at the moment. Got static meshes working, and once I fix a bug with textures I'll make a release.
God know if I'll ever figure out how to do the matrix transforms needed to import skeletons correctly. :/
It requires Episode Two.
Brilliant animation. Could you not have kept the crate and building models separate, though? As I understand it, right now you're animating the model inside the box before it can actually be seen. :S
I don't like the effect in-context either. /Maybe/ it would work if the bump map texture was dynamic, changing as the character animated, but it isn't. They end up looking instead like someone's poured glue into their washing machine. ;-)
The character bump maps are way over the top (but the sand one looks great). Subtlety is how you do it: Moddb.com
Not any more! :)
Go here: Moddb.com
No patch required. :-)
Excellent work. My only criticism is that the tone mapping is wrong when you turn the nightvision *off* in a bright area: the iris would have contracted to counter the overexposure of the NV, so the tonemapping should go from dark to normal, not bright to normal as it does now.
Unfortunately not. The ModDB servers have been offline since MOTY and Filefront is closing its doors on the 30th. :(
DirectX 1.1, really? :p
This game is the hardest substance known to man.
Welcome to players' choice!
Valve's distributed compile tool was released with the OB...no need to sweat it out making your own. :)
Wow. That's an artist at work!
This comment has been posted in a private group.
Yeah. The geometry is fantastic but the lighting is terrible - totally flat!
Only Red Orchestra.
That thing to the left of the Citadel looks like it's much closer to the player's eye..?
The lighting on the gun makes it look really out of place for some reason.
Great work! There might have been a wee little bit too much vent crawling though. ;-)
Indeed I won't be playing it. I'm here to inform other people that they shouldn't be either.
Also, the fact that there isn't much content doesn't excuse how horrible the design is.
Beta? This isn't even alpha material.
Yikes, this is horrid. All players have the same model (the old CS:S T), face the wrong way and have no animations. The interface is completely inadequate and in combination with the nearly identically-textured map halves leaves you hopelessly lost 95% of the time. Even when you do find scientists, the only way to know whose team they're on is by trying to pick them up!
I can't imagine why anyone would release this publicly. There's barely a game to be played here.
Amazing? It's a linear keycard-search corridor shooter with braindead enemies. Not worth downloading.
I can't see either of those doing much to help mods. As far as I can see, they're just download clients/store fronts.
The presentation is about games that started on PC, like the Orange Box. (I say Orange Box because that product is the subject and context of the presentation, not specifically Source.)
Of course there are examples of what you're talking about, plenty of them, but you're exaggerating that fact into an enormous generalisation.
I take it you haven't played any of the Orange Box games.
While we're here, I may as well point out the new Source website:
The whole point of this mod existing is that it DOES work under DX9. ;-)
No, but it's turned into a commercial project or something.
I had Intense! transfer Minerva to you.
This is a bit off-topic, but I'd like to suggest an Updates tweak. If I'm watching a mod, its game and its game's engine I'll receive three separate updates whenever the mod team posts something. It'd make much more sense to filter the update from any upstream objects likes games and engines, so I only get one notification and it's in the most specific of my watched categories.
So if a mod that I'm not watching posted an update it would appear in the game's box, and if a mod for a game I'm not watching had an update posted, it would appear in the engine's box.
Any real mirrors yet?
Why not use colour correction?
Sounds like a good idea, and achievable too. Good luck. :)
No, I know how they feel because the team have made forum posts about it. :p
That did not disappoint. :) Loving the trail effect on the stars.
I can attest to the optimisations. I donwloaded 1.9.2 a couple of days ago and the performance and lag issues are a thing of the past - even when running over, crouching under, or generally calculating collisions with the blocks. Sterling work.
Only problem is that you guys really need to fix the grenade + grav gun RPG!
Excellent job with clouds. :)
Yeah, I'm quite suprised they are beating MS right now.
I'd completely forgotten about this. Sterling work. :)
That's some damn impressive technology, but the planet seems way too small and the atmosphere way too thin. Will they be like that in the final game?
Really? I thought the lighting was great!
I agree, episodic is great! ;)
If you don't win, fear not. Darwinia will be available worldwide on Steam from December 14th! :D
All in 3.0, all in 3.0. :)
Whoops, posted this on the news article:
The mod unlocked existing content that was hidden by Rockstar from the ratings board and later lied about. That is the only issue here. Nobody has accused the modders of anything.
The key file when installing is gameinfo.txt. It should be found at this location:
If it isn't there, it won't show up and you won't be able to run the game.
My box0rz are officially rox0red. :D
Quake works on Linux too. Doesn't make any difference to Source.
I'm so disappointed that the video narrator didn't pronounce the "AaaaaAAaaaAAAaaAAAAaAAAAA!!!" :P
I can't quite believe how much fun that looks like. I hear "lowgrav" and immediately the shutters start to come down, but you've completely smashed through them. :)
No idea, sorry. There's no harm in trying though - comment back if it works.
Does it work with Steam?
Fantastic video. Congratulations everyone! :D
This is from 2004...hardly representative of where Source is today.
I hadn't considered 512x512 props at all, that's a very wise move. To light them properly run VRAD with -staticproplighting, but that would create four or even eight (!) lighting samples for each flower. Not sure what impact that would have.
The best solution is probably to use your own build of VBSP with the detail lump's size limit increased or removed. That does mean contending with their fadeout distance though...one way or another, having millions of buttercups is going to be painful. :-P
Detail props would shadow correctly, and render faster to boot...
The sand is way too clean to be next to a river. It only gets that clean when there's a tide to wash everything away. With that taken care of and nicer detail props, this scene will rock. :)
The trees make this really work. You should work natural elements into all areas, the other interior shots in this batch are boring without them.
I found everything I needed before getting the crowbar. Wandering around knowing what needed doing but without having any way to interact with the world was very frustrating.
Doesn't this mean that all the instances will have identical lighting?
Perforce. No faffing around with the command line here!
Americans are poor and Irish. Thus, no hats.
I agree that the soundscapes need work. There shouldn't be whistling wind inside buildings, and where is the metal scrabbling in the first section meant to be coming from? Everything I could see was made of concrete and plaster. :)
"Too complex for consoles". Four words that make my heart swell. Assuming the news is true, /thank you/ Eidos.
It's not UE3. It's the same tech that was behind Tomb Raider: Legend.
It looks like a bunch of boxes with bump mapping to me. :-/
How many gamers committed enough to own 4GB of RAM don't have Steam installed? The survey isn't optional any more.
4GB of RAM? That's 89% of gamers out of the frame right there. Store.steampowered.com
Get an admin to turn this profile into a game then, so people know. :-)
Hang on. What was even the point of this poll? Our location is detected from our IPs and posted in our profiles - the site could have automatically generated totally accurate results within ten minutes.
I don't see an option for "well-structured and signposted text".
If you're creating a lot of displacements, Nem's Terrain Generator is a better option than Hammer. Nemesis.thewavelength.net
The fact remains that Source lag compensates and Unreal does not.
I don't really understand your second and third paragraphs.
If I'm making multiplayer, I want lag compensation. If I'm making singleplayer, I want an existing story to plug into. So no, not me.
Definitely going to give it a whirl though: if nothing else, it's good practice for potential industry work. :-)
You don't need any OB games to play it.
Edit: oh yeah, the mod uses some Ep2 content. You don't /usually/ need any OB games, then. ;-)
Stealth release! :o Where did this come from?
Any Wikis we make *must* be linked into things like VDC and UnrealWiki. Not doing everything possible to reduce the duplication of those two sites' content alone would be a government-like mistake!
Normal, because I am.
Name me some mods that had dedicated personell for each of those roles. It's just not worth splitting them in two.
"More than one".