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Thanks so much! Cheers.
Thank you so much for your consideration. I'm so relieved! I'm looking forward to trying all the entries as well. I hope you enjoy playing Trepang2 :)
I submitted around 1000 UTC assuming the deadline was 1200 UTC, since UTC is usually used with 24 hour clocks without AM or PM only to notice the "AM" after. If they meant 12:00AM as in 0000 UTC, then I think it was a bit unclear. There's also the discrepancy with the timer counting down to 1900 UTC. I hope they take these things into consideration, and consider allowing the mods that came in past 0000 UTC. It would be unfair to disqualify so many mods due to confusion over the time it's due.
EDIT:I meant to say not only mods, but games, and art entries as well. Little bit sleep deprived :/
How did you get your lightmaps to look so good? Mine have seams all over :(
Haha same here, best of luck!
5 days? That's seriously impressive! I might try this on my friend's vive.
Just posted some screenshots. I'll be posting a video soon and a demo for the #MAKEITSUPERHOT contest in a few hours, stay tuned!
Thanks :) F.E.A.R. is one of my all time favourite games, so yes I did take a lot of inspiration from it.
Yeah dynamic point lights are pretty fast but dynamic shadows are very demanding in ue4, especially if they overlap :(
But yeah haha I know what you mean about making a unity FPS. I remember having to use triggers to hide far away rooms lol. Unity just doesn't have much out of the box for making an FPS. But I do miss probuilder though.
Looking good, I'm jealous of the number of dynamic lights you can use in unity :P (unreal doesn't like them so much)
I wouldn't mind giving away the mod's code to the community, but unfortunately I lost it when my old PC died. It wouldn't be useful now anyways since it's not compatible with source 2013 anyways
Thanks, that means a lot :)
There's no content taken directly from Triage, but I did the SMG animations in both games, so it might look a bit similar. These animations were done pretty quickly though so they're just placeholder for now.
Thanks! The AI is still very basic at this point - they only know how to attack and take cover (though they do it quite well, despite a few minor bugs). I can't wait to show off the more complex behaviors once I get them done :D
That's correct, it is Unreal Engine 4.
I don't think it should be glowing like that... Did you use $selfillum by accident?
I'm sorry to say the mod is no longer under development :(
I've been working on something lately. Not a sequel, but I think you guys will like it.
This is amazing! Thank you so much for getting it to work and fixing so many of those bugs! It must've been a lot of work to reverse engineer our messy scripts and mapping. It looks like you re-compiled the binaries from scratch? It's not quite the same but at least it runs now. Thanks so much!
Hi everyone, sorry for the lack of updates, I've been very busy. Updates have broken the mod, the textures and models from episode two are not loading properly anymore (hence the pink checkerboards and error models).
I'm away from my home PC right now so I can't work on it at the moment, and I can't guarantee that I will know the solution to it. However I will investigate and see if I can at least find a temporary fix or at least the cause of the problem soon (hopefully before the end of this month)
Does your team have an animator? I really really hope you don't use the default Chivalry animations - they're great but they wouldn't make sense for Japanese weapons.
Interesting review, thanks for your time. We are going to release a fix for the issues most reviewers have found and we hope you'll give us a second chance on part 2!
A mod of a mod! Nice work :)
It will work, but there will be some missing models/textures without episode one :(
There are voices for all characters
The radio is currently glitched up, if you use it before it flashes green it doesn't work. An update will be coming soon though.
Hi there and thanks for the feedback.
It was really more of a balance issue than something for the sake of realism. We decided on slowing down the strafing (and general movement speed) after a lot of testing.
We found that the original HL2 strafing speed was too fast and allowed players to just strafe into cover when they were out in the open. Now with the slower strafing, players usually stay closer to cover or would turn and sprint to cover instead.
Triage's AI will automatically seek cover when they're hit or bullets land near them, allowing the player to "suppress" them with fire. With the original strafing speed testers would just stand in the open, and when low on health they'd strafe into cover while spraying and suppressing the enemy with fire. You can still do this in triage but you have to be very close to cover or your magazine will run empty (since it takes much longer to get there).
This has been fixed and a patch/update will be coming soon. For now the only solution is to not touch the radio until it begins flashing green, otherwise it becomes unusable. Sorry that there is no real fix now, but it will be updated soon!
Thank you! :) Will definitely keep your input in mind.
You did a great job with your voice acting, sorry we didn't have more roles for you :(