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I don't see the random generated guns balanced and implemented in survival as the game advertised back before it even went beta, that was one of the mayor vending points, alongside a lot of others that can't recall right now but I can assume aren't getting into the game.
So, what I feel you acomplished was to create an engine, or at least added a lot of features to an existing one making it almost a new one and shipped it with a tech demo, demostrating a bit of what you could achieve with it, but not real game was shipped, imho.
Now, I'm not sure how much modding is supported or will be supported for this "game" in the future, but for the sake of it's survival, I hope it is fully moddable.
Otherwise, I have a bad feeling for the future of this game (I hope I'm wrong) as if a game that didn't felt finish is labeled as it is by the devs, making those that invest money on a game in EA hoping it will improve will stop founding the title, and those who investigate the forums to see if it really deserve to buy it will decide in most cases it isn't worth if it isn't going to get any better, killing the support in no time, making the game dead.
Again I hope I'm wrong here, only time will tell us.
And please, if you lost faith on the project, just tell the truth, I prefeer that than the bullsh-t PR from big companies tend to use.
I'm following this game since it's "Free to play" times, so I hope this game get's to where it deserves, with or without the main devs developing it.
I'm really sad that some indie games die or never get to where they planned in the first place, be DarkOut lack of multiplayer, Plannetary Annihilation's lack of proper campaing, features and even off-line save DRM-free features (these last should come eventually, but not at release when they said they would).
All and all, only time will tell what the fate of this game (StarForge) will be.
Nice to see they finally made up their minds to make something totally standalone, but I would like, as most people here, some kind of Beta: Final, Sneak-Peksy version of the actual state of the mod before the port to UE4, would make us able to get an idea of how's the mod/game state is right now and give us something to tinker and have fun before the REAL beast comes out.
Anyway, good luck with the project and have fun with it :).
Just found it thanks to groupees and got it :P.
Anyway, I would humbly ask the devs what are the main differences from this game and banished, apart for the obvious graphic design.
Thanks in advance and good luck, it's always nice to see a constantly updated game :).
The game looks awesome, I hope someday a we can see a mp mod for this game, it trully deserves it.
I got a question about the game though, it is able to be run without steam running on background? If so, you got a new buyer :).
Anyway, have fun and good luck with the project.
Edit: It seems you are using 1€ = 1$ conversion, I would recommend to set the prices in each region accordingly, or at least a bit more fair, any currency converter can help, or pages like steamprices. Again, have fun a good luck :)
I just discovered the game and I must say I'm amazed by it.
I was going to ask if there is a way to pre-purchase it and if there was any aviable beta to test it, but those questions got solved some comments before this, so there is no use to re-ask it :).
If it is going to be drm-free and have a fair price rightly converted between currencies, then I will be sure to support you :).
Good luck with the project and hopefully I will be able to leave my first impressions about the game soon :).
Edit: I missunderstood a august post from 2013 to be this year, so where I can check for the beta? Thanks in advance :).
I have been following this game since I saw it's page on Steam, I already own the first, and played countless hours with it.
That said, as much as I want to help it's development, I'm afraid 20$ is not 20€, and paying more for the same game is something I don't feel it's fair, imho, so I will wait until it gets fair priced or for an steam sale, whichever comes first.
Thanks in advance and good luck with the project, if anyone is interested in know how fair priced are the games, I humbly use www.steamprices.com , not sure if there are other websites that do the same, if so use whichever you like :).
In a utopian world, I would choose money, but seeing how nowdays everything that money touch tends to get corrupted, I chosen the Physical Trophy.
But also seeing how mod teams nowdays can have their devs scattered across the Earth I would choose, (depeding on how the physical Trophy would be, if one for each dev or just one for the team) hardware instead.
Not to be rude, but to be honest the prize should be for the mod with the best content not the one with the best PR-Team, and a money reward would make it worse, imho.
That said, good luck to every team, and remember, "it's not the goal, but the path walked to get it, the real reward"
Not offense intentions at all, just that imho a community fix which objective is to be used as an standarized base for all future community releases usually limits the changes to the official stuff into balance adjustements and bugfixes, so it caught me by surprise to see new stuff added over vanilla content, which is usually limited to plugins/addons, that's all :).
About the original content being untouchable and perfect, well nothing is perfect in this life and didn't want to say that neither, just asked about it from a nostalgic point of view, nothing more, as when I asked Runestorm where I could find BW 1.5 and such as I missed some things that got changed on 2.0.
My experience on this mod has been mostly personal, having played just once on a public server when 2.0 was released and with a friend some time after against bots, so for me the vast customizations this mod had been always an awesome feature, as I could tinker the game to my own tastes, so I didn't have any idea of what could hurt or not the gaming community, and I trust you all are doing your best to keep it together, so keep enhacing the original game and, yet again good luck, you all deserve it :).
PD: Sorry for any grammar and orthographic errors, I'm almost slept on the keyboard, I hope everything is correct, thanks in advance.
I see, just like to have all the options possible and to keep the vanilla things as pure as they can, or be able to at least.
Don't take me wrong I love new stuff like the most, but being it a fix, I think things that change the gameplay from the vanilla theme that weren't an unintended bug (like the personal artillery shoots going down too fast) should be optional imho.
All is getting used to the changes, but an option to toggle the extras like that would be appreciated, maybe something like a toggleable option to enable old vanilla weapons could do the trick, if it isn't hard to do.
Anyway, thanks again for your time and answers, I will check what I can do and also enjoy the new enhacements while I discover them, have fun :).
Thanks for all the info, I will try as soon as I get in the mood for it. I will scavenge the info from the modders.txt from the fix, the official BW modding info with a bit of googling and see what I can do myself.
About the fix, are there plans on making the new mechanics for vanilla weapons toggleable? (like making the one barrel shotgun only have the normal shot and the melee, without the poison shot and true iron sights for some vanilla weapons, to name a couple)
Thanks in advance, and good luck again, I think I will go to the forums for any future suggestions/questions about the fix/WP, as it is much easier to ask there than in comments on moddb :P. Have fun :)
Well thanks for the answers :). It's shame that Ballistic Enhanced has been put on ice for whatever reasons there, I hope they get solved in the future.
About compiling non-compatible assets, I was certain about keeping it private for obvious reasons, but thanks for pointing it out again, it's always good to have some reminders sometimes, and could help others which didn't have it clear.
About experience coding, I have some little knowledge on c++ and java, but zero on UT modding, that's why I asked for any pointing in the good direction to the tools and for what to aim in the code to make it compatible.
Also don't worry about asking others to make it for me, I like to get my hands dirty in these cases, that's why I asked where I can get the info to do it in the first place :P.
Thanks for your time solving my questions and good luck in the future with any BW or non-BW projects.
First of all, congratz for the release of the fix, I can't wait to test it :).
Second I would ask if there are plans or been contacted with the authors of the CF Mutator and Herr Doctor WP for future compatibility with the fix and well, if there are any tutorial out there to make personally compatible versions of non-fix ready releases, like a link to how to compile and uncompile assets and what to look for to make the files BWfix ready until a proper official solution is made from the author themselves.
Thanks in advance and have fun, it's always great to see that BW community is still alive :).
I will be honest, when I saw the news picture I said "It can't be, an indie game finally taking the ropes and doing something like RDR for PC, that's what I ever missed since they released it for consoles! yay!".
Then I saw it's another GTA Like sandbox game for PC. Well don't get me wrong, I love to see more variety on the sandbox genre on PC, but we have also plenty of those, all with their own twist, be it the Saint's Row Saga, the wheelman, Watch_Dogs and, of course GTA itself.
I desire you the best, to accomplish this game, and to make it unique, just that the news picture was missleading for me and that made me be a bit sad, nothing more.
Good luck and have fun, thanks for your time for reading this :).
Nice progress since I tested the Free 2 Play version, good work on this :).
So far, I miss Ragdolls from dead bodies (from 7.5 fresh beta), it was a real pain in the arse with the small non-hostile npc, but never had a problem with the worm-like hostiles going ragdoll mode, as they seem to brake themselves thanks to it's body, which was really good.
I also noticed that now, when you drop something, it has a probability to spawn on the floor something totally different from what you dropped.
Another thing that I would like is a way to loot faster, as each time I get something from a box, both menus reset, making it slower to get everything.
I would also like that the inventory had memory, so I don't have to scroll always down to where I want, and also memorized what tabs I have colapsed and what not, It's annoying to have to scroll though 57 BPs that I already have to see my other items.
Other thing I wouldn't say no are some buttoms to Collapse all/compress all tabs, and a show only items in inventory buttom too. Finally an option to hide all already reseached bps on inventory would be really useful to fast check if you got anything new to research.
Being able to select a group of items with ctrl + click and shift + click like in any os explorer would become handy too.
That's all I can remind so far, I understand it's a beta, but still I think by now the inventory should be as straighfoward and intuitive as possible, and all these things could contribute to that, imho.
Thanks for your time, good luck, and see you in the game :)
Not much time lately, but I would love to be invited, from Spain (EU).
Edit: Forgot to say that I'm following the mod since it's beginnings, loved some things back then, like the explosive arrow (not sure if it still there), also liked that you had to charge the bow to adjust distance, a long way since then, back then I had hope for another now dead western hl2 mod).
Have fun, and thanks for reading this :).
Yet it doesn't fix the worst flaw (imho) CryEngine itself has: No multiplayer AIs, be it NPCs or Simulated PC. I deserve this mod the best, but it still missing what I really miss on vanilla wars.
Have fun :)
Ok, for those that had the same problem as me (and everyone who downloads this very same pack should have as it is an error inside it): Get the "Static Meshes" folder's files (should just be 1) and move it to "StaticMeshes" UT's folder (Notice the space in the folder inside the pack, which is causing the error)
Or you can just rename the folder inside the .rar file and delete the space in "Static Meshes" so it becomes "StaticMeshes" and it should go to the right place when you uncompress it.
I hope this helps :).
I just checked and comments from ModDB and IndieDB are shared, a really smart idea knowing that most of us use ModDB mostly for everything.
Said that here is an small gift that I already posted on the greenlight page of the game, to make the wait for those eaging to get their hands into the game a bit shorter:
The guy who plays it seems to have more interest in exploring than in building stuff, but thanks to the comments and the chat between the devs and the streamers you should get a good idea of what to expect from the release.
See you all tomorrow (for me at least here in Europe), have fun and good luck with everything :)
It's funny to see that some mod for the Gldsrc Engine releases their code before than the engine itself... Valve should learn from this.
Thanks, you really gained my appreciation.
Have fun and good luck with NS2 future and your future projects :).
Well thanks to everyone who made this mod awesome. I hope at least we can get the last version of this, even if it a development one.
Thanks for the time used to make this great mod, and I hope it will get the attention it deserves.
Good luck, and have fun :).
Nice show, but I really miss some masterpieces of moding aswell as good know ones from the old days, like Firearms (Half-Life), Sven Co-Op (Half-life), Infiltration (UT99) and well I could continue listing, but I think everyone with age and knowledge know it.
Besides of that, is good to see an small footage of modding history :).
It's awesome to see that this mod is still in development. To be honest, I would get ready for when the GoldSrc Engine gets updated and made free(Not open source, but people will not have to buy half-life to use its mods) by the Sven-Coop team, it may open new ways of optimization and customization.
Again, good luck with the project, and have fun :)
Gratz for the steam release, you really deserve it ^^.
Just one question, will there be any kind of multiplayer? If I remember well a kind of co-op Multiplayer was planned long ago, but not sure what happened with that.
Sorry if I you already said something about this subject, but I would really love to play this game with others in the same world.
Thanks you for your time, and I hope you the best for your game, good luck and have fun ^^.
(Second part of the replied message, sorry for the inconvenience :/)
To be honest, as I finished already the game once in vanilla, what I aim now to play is a kind of freemode that let me be free and not encapsulated into a mission, being able to learn how to make chemicals and prepare healthy food from npcs and/or with books, be able to camp, maybe form a group, being able to help individual npcs so they befriend you and give you better deals.
I suppose most of this "sandbox" ideas doesn't fit well in what misery goals are in near future, but aren't so far from what it already achieved, and could add what is left to create a true surviving experience in the zone. Just a few key maps more and it could be awesome, for example, an abandoned lab (maybe the Pripyat lab could be re-used for this) which you can secure and capture, for yourself or any faction, and let chemists work there for an small fee on their profits, make your own drugs or other kind of things there, that stuff.
Maybe I just dream to put the best of the TES series into a great survival game, but I think if it done right it could create one of the most awesome things ever achieved in video-games, again, imho.
So good luck with the project, I can't wait what the team can achieve in the future, thanks for your dedication and best whishes.
Last but not least, I have an strange bug: When I use the lantern with "o", the guy grabs it like any other detector, thus making the lantern point weirdly at me. Any way to fix it? Thanks in advance ^^.
Well, the mod is really for hardcore players, that's for sure. I really miss a kind of "freerun" gamemode in which you start as "nobody" and gain some reputation, do some jobs that could be somehow randomly generated (rescuing an stalker besieged by badints, and vice versa, and those kind of things) procceduraly generated stashes, like spawning a non-important npc that hides anywhere part of his loot, for example.
Also a way to cultivate mushrooms, or any other kind of stuff, to make yourself drugs or just plain food would be great, as I had to relay on others npcs killing pseudo-animals to actually be able to get some money, as some of them are really tough even for the starting rifle of the sniper class. Being able to recycle the used ammo with the right equiment would be also really aprecciated in my humble opinion.
Well, the mod is really for hardcore players, that's for sure. I really miss a kind of "freerun" gamemode in which you start as "nobody" and gain some reputation, do some jobs that could be somehow randomly generated (rescuing an stalker besieged by badits, and vice versa, and those kind of things) procceduraly generated stashes, like spawning a non-important npc that hides anywhere part of his loot, for example.
(End of first part, second will be added as reply, as the message initially had more than 2000 chars :/ )
It could be a main cvar like sv_powerupcontrol, with the values 0, 1, and 2.
0 would use the default mod config times; 1 would let the server admin choose the values (time, ammount of health restored, etc) of the powerups; and 2 would use the parameters that the map designer assigned to the powerups, be it globally or locally (for example, the mapper wants to optimize powerups so the one that is secrectly placed could give the finder a real advantage for the risk involved in getting it, or just to create a great gunfight in a special area). Of course, the values for each thing are totally up to the one who implements it.
About the cvars for each powerup, could be that anything besides -1 or 0 would set the time/health that each powerup, 0 would use the map defined value for that powerup type and -1 would use the mod default values for that powerup type (again this is up to the one who implements it).
Now talking about weapons, I hope the Mac-10 comes back to stay this time (I really missed it since 2.0, and while the UMP was useful, the feel of "badass Uzi" that had the Mac-10 was unrivaled in my humble opinion). I haven't played the current version so I don't know if it is already back, if so I hope it stays forever this time ^^.
Nothing more to add, I just hope this mod rocks and give a lot of people loads of fun in 9mm or .45 cases xD.
Good luck with the proyect, you really deserve it ^^, Best wishes, a TS Lover.
PD: I supposed it would be implied, but I will write it to leave not intended confussions: Use these ideas however you want, just to see any of them implemented the way you guys feel is enought for me.
Damn it looks like TS but enhaced with the source engine has to offer, it's great to see a mod that does justice to his GldSrc Brother and continues where the first left it off.
That said, I hope it retakes the "matrix" effect on Slow-Pause, as I really liked them more than the John Woo ones, to be honest.
If that's not possible, I hope at least there is an option to choose what kind of effect you want, so people can choose the one they like the most. Not sure if this is feasible on the coder points of view, be it technically impossible or just would waste too much time to code, but well, asking for it never hurts I suppose (and hope).
And talking about game effects, I remember how many times I hope to be able to use slow-pause as long as I wanted back then, as 3 seconds (2 if I remember well in 3.0) was just not enought for me. I know it was for balancing the gameplay, but I just wanted to use a command like the one for slow-motion that let me be on slow-pause as long as I want.
To be honest, I just though something that could be really flexibe and could satisfy everyone (if they are still being pickeable power-ups, if not they could be adapted to the system in use, I hope):
(Replying with the second part of the text, it was too long for a single comment :/)
About hte Key problem, just requested one on desura and it worked... Odd but at least it is fixed, hopefully this helps anyone with the same problem.
For those who don't knwo it, you request them here ^^:
Have fun ^^.
Not sure if I should post this here, but I bought the game in the build a greenlight bundle from groupees, and the cd-key provided doesn't work for the game for some odd reason (in-game that is, desura detected it perfectly and it is already in my games list)
Anyone know what I can do?
By the way, the game seems to be good and I feel that this one is some of those which gets better as time passes, can't wait for a mutator that allows total mutilation (Blade: Edge of Darkness anyone? :P).
Your modding talent precced you and it was great, hopefully you manage to get the same feeling on gaming industry, I desire you the best (at least right now I feel like you did it, I hope I'm not wrong ^^u)
Nothing more, nothing less, I hope I can fix this and play with others soon, anyway, good luck with the times to come ^^.
Well if I want to experience almost all campaing of HL1 as today, I would choose Black Mesa as right now is playable totally free of charge.
This said I suppose the HL1 content will require having hl1 files, as garry's mod need the other games content to use things made with them.
And, in my personal experience, I always ended playing more custom maps in Sven Coop than the main HL1 campaing (toonrun anyone? :P) so even if it doesn't have the main campaing it will not suffer a great impact (even if it was the goal for what the mod was first created)
Let's wait for official responses so they clarify all this ^^.
Edit: Saw what they said about the campaing just now, don't know how I passed it (I suppose I'm so joyful if the engine is usable for free that I skipped the rest ^^u)
It's nice to see mods supporting tunngle, nice way to set up easy matches, keep up with that.
Alongside this, will be there any kind of bot support? I really miss those in any cryengine based mod and would be awesome for testing maps and such before the REAL thing, I hope you know what I mean ^^.
Nothing more nothing less, good luck with the project, I really like it. Have fun andsee you in the game ^^.
I have the same 2 map errors. Can't use gamefront, as it doesn't find the file after strating the download (but it seems others can download normally, so may be my ISP or whatever thing in the middle :/) so I'm hand-tied now.
Someone with the non-corrupt file could reupload it or use a torrent? Thanks in advance ^^.
So you will be able to construct or rebuild a spaceship? Or this will only occur at the start of the game?
To be honest, you should organize and fullfil this page with screenshots of each pack and describing it, if not, it just look like a dead mod which almost nobody will check and most possible report...
Hopefully this will help you, and good luck with that ^^.
New update for MSC after all this time, nice ^^.
Anyone gets the corrupted file with tryingto download from Moddb? I mean, when trying to execute the file in order to install the mod into Spring. I tried the full version and it has an error with a .dll... I hope someone can help, I want to test this mod ^^.
Moddb Download is broken, only filefront work