hi, i'm VaTTeRGeR, currently mapping and modelling for the source-engine and MoW.
I'm sure that eventually a high quality implementation of the EP3 storyline will rise from the cesspool of quickly made ep3 mods, it's like making a game with an inbuilt rocket powered hype-train: It just needs the right quality and HL-fans plus whoever gets carried along with them will pile up around it.
And I'm sitting here, waiting for it to happen :)
1 - FG42 with some low magnification scope >:)
2 - I had a lot of fun in L4D2, but i'm still waiting for the ultimate zombie game to appear. If STALKER SoC had classic zombies in it that would definitely be my choice (cut from the game, but some files are still there i think).
3 - Zombie Master 1.2.1! Holy sh*t, these are some good memories, i wonder why nobody has picked this whole concept up again, it's a brilliant mix of fps and rts. Having a human control the zombies rts-style makes them so much more engaging without having to give the zombies super powers.
My guess is that these are models and texture maps made for ingame usage, but rendered in 3ds/maya/blender/whatever, it will not look exactly the same ingame that's for sure.
The gun models look really good! I like the textures overall!
BUT you forgot something...
What about the wear&tear;? The grip/handle/magazine/stock/etc show no signs of usage whatsoever. Are these factory new or from the zone, i can't tell? >:)
The G36C is the cleanest of the three, the AKs are a bit better in that regard, but they show the same symptoms, the wooden parts look shiny and perfect, almost too perfect imho.
Don't take this the wrong way, this is literally the only thing i could complain about, these models are perfect, just a bit too perfect ;)
Awesome scene, reminds me of Stalker!
The light is bleeding through the corner on the left and right wall though :(
I guess you used func_detail on the broken doorframe, this does not split the wall where it touches it, so light can sometimes bleed through.
You could either split the wall brush or increase lightmap resolution to fix that. That part looks really ugly and unprofessional right now.
Really nice mapping, it has that black mesa vibe.
The screenshots are kinda low res though and the anti-aliasing and anisotropic-filtering settings seem to be all the way down while you took them, i would really like to see this in full glory :) definitely tracking this!
"We're not giving out the dedicated server binaries, but run everything ourselves" is what they are doing.
No significant technical reasons there, if it was about going the easy way, they would have just released the server files and let users set it up themselves, no worries about having to come around with large servers, administration and maintenance.
So yeah, it's kind of an EA move.
(But their choice to make none the less)
Nah man, better now than on release day.
I'm not surprised about the reaction here though, as i see it, the STALKER fanbase is compromised of people who like customization and mods, they are all about shaping their experience with this game series to what they find exiting, be it atmosphere, realism, gameplay and what not.
Being limited to locked, managed, always public servers is the polar opposite of what made the STALKER series so appealing in the first place.
All that is needed for a good coop STALKER experience is adding support for 2 to 4 players via dedicated server and fixing the bugs that arise with that addition plus maybe adding a less robotic AI for human enemies, that's it, everything else has already been done before by one of the many mods out there.
But maybe RoH will be all of this and all the bickering was for nothing.
Looking good! Will it have a melee attack?
Yeah, Call of Duty has never been a simulator type game, but the first two titles at least didn't completely **** the bed in that regard.
While nothing in Call of Duty 1/UO is sim like, there was also nothing that got blindly ripped out of context for the nice looks.
It doesn't really matter though like you said, nobody who is still willing to shell out 60$ for this series cares about stuff like that.
37mm stuka cannon firing like it's a light machinegun, did they really just slap in the stuka model that looked coolest without ever spending two minutes looking up the specs ... wtf man
I can feel it already, this is going to be another generic cutscene shooty tooty fest, with wwii slapped back on to shake off the infinite spacefare stigma.
Let's wait till there's some gameplay footage...
Really nice overall!
The houses in the background add a lot to this setting.
Though, the sandstone cubes on the door frame are almost too bright and clean compared to the wall and the green scaffold is clipping through the rain pipe.
News: Shows how player exclusively plays as police-officer and attacks criminals.
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Wow, this is really worth playing if you haven't!
This mod captures the essence of Hl2 in just 15MByte and cranks it up a notch with awesome map design and the feeling of an interactive and well planned environment, that not only looks and feels convincing but also works with vertical movement for a change.
Only thing i can really bitch about are 2 badly lit pipe props and a bitchy ladder that worked only after the 10th try, everything else makes more of an HL2:EP3 impression...
The major bottleneck is probably your cpu, i get good to average framerates on an Q9650+gtx960 system. There are portions where my fps dips quite a bit though, even if it's just some more npcs, underhell can be overly cpu heavy in some areas.
Nope, no change. I'm playing on gzdoom 2.30. This is the point where the bug occurs: Youtu.be I'm not able to go through either corridor.
Great Job! I think i found a map-bug though: Imgur.com
You cannot pass this corridor and the one 90 degrees to the left (although it's empty). Also the lamps hang in the air...
Nice layout, nice brushwork, good atmosphere! I like the floor and the overall design, the red light creeping around the corner is great!
The dynamic shadow on that cogwheel is a nice touch.
The break in the wall is a bit too perfect to be believable.
(the rest of the wall is completely undamaged after such a large amount of bricks has been ripped out? Also no bricks/rubble laying on the ground?)
The brushes holding the pipes are a bit rectangular and fat, they could also break the flow by getting the player stuck when he runs against them.
You really got the ceiling and walls nicely detailed but the pillars stand out like a sore thumb.
You could easily make them more interesting/convincing by adding a 1 or 2 unit bevel to the edges.
Looks good! the brush table and decor above it could use some smoothing tho:
The modelling and light-placement in your mod is really nice! Good luck!
It works, nice!
Yes, i downloaded the newest stable release from the website yesterday (release-20161019), the default games do work.
You're right, i thought it was some mac specific thing. The game throws the same error though. Also downloaded all the files for dune/red alert/tiberian dawn beforehand.
Can't begin a game without crashing with this error:
Exception of type `System.InvalidOperationException`: Unit `boxes04` does not have a sequence named `idle`
(On windows you need to unpack the wwi.oramod file and place its content in a new folder called wwi inside the mods folder...)
arrows work well if you add a trail or make them bigger/slower, AoE2 made the arrows slow enough so that they are visible for at least a few frames and also made then just big enough to be nicely visible without breaking immersion: Youtu.be It's a matter of tweaking it until it looks right (on all resolutions!)
Reminds me of AoE2 :)
Awesome art you have!
Will locking the aim make the cursor stay on a position, follow an entity or keep the rotation? Locking on a position seems quite reasonable but the other options could provide additional gameplay options.