With the impending collapse of the Citadel, two members of the Resistance are tasked with evacuating any citizens remaining. Little do they know that their mission sees them gaining critical information that puts the early fate of White Forest in their hands.
You've done some awesome things ;) Impressive work.
lulls @slow-motion explosions :D
looking at the video, is it too hard to make the impact of bullets at an angle?
the explosion is in slow motion to make it easier to see whats happening?(but will be at normal speed when playing)
depending on how big the stream of water is, the ripples are too big, they need to be smaller the further they go from the point of origin.
/whine whine whine
This looks freaking awesome!
and the sound should be more like the ripples indicate, like a big stream of water. but that might not be the aim for the video :)
Nice photoshop, eh?
Best use of photoshop I've ever seen. You sir, deserve an award.
(buried)
@QuarterLife: Not funny and complete nonsense.
You really don't get the irony, do you?
poor quarter's karma, he's on the dev team and was making a joke :D
I took a fall for the team! :D
Looks like they dont know that you help code the whole mod rofl.
Great work. The explosions are pretty funny. Particle effects have been done to death though. It's like every source mod comes with a bad case of dandruff these days.
niceeeeee work
To put it bluntly, holy ******* ****!
I don't like the way the screen gets all wobbly due to explosions. At best it's unnoticeable, at worst it's distracting. The muzzle flash also seems way too bright & all the flickering it creates makes it kind of painful to look at.
I know these things need to be somewhat exaggerated to be obvious in a tech demo, but I hope it's not like this in the game itself.
war, weapons, & combat are not meant to be pretty. Its perfect as i is & very very close to reality which is why its absolute perfection in my opinion.
wow so you have been firing guns at zombies in a dark alley/tunnel?
(sarcasm)
(I don't know if this is reality but I also think this doesn't look bad. In a good movie the reality will be exaggerated because otherwise it looks too normal, and you wouldn't notice those things if they didn't make it more visible)
Better than Valve, and it's their own engine!
Just need to add streloks realistic sound pack to those default weapons n it would be in my opinion absolute perfection if it isn't already that xD
2:36. the explosion occurs way back in that corner, now what the hell is that??
Looks to be a mentally retarded Zombine.
combine soldier zombie (zombine) with nade just spawned. At the same time the player used his nade, the zombine's nade exploded (just before the opening so you just couldn't see him.), after that another zombie came thru the opening.
the flames don't look like fire, they look like scaled down petrol explosions.
Indeed.. I don't like em. They don't really look like flames for me.. :S
explosion looks slowmo, I think you should rather go with a raw-power alike sprite instead of this slow long-distance nuke look you have.
explosions probabli look slowmo because they are in slowmo!?!?!?
Godlike.
You make the good ol' Source engine look like new!
i dunno about fire (we don't see much) but other then that amazing work.
<3 slowmo ;p
niceeee ;)
What machine are u working on?
Video was recorded on my PC. Specs for it are listed on my Steam Community page.
Steamcommunity.com
OMG nice, I hope it will work equally well (full details aax4) on weaker machines like core2duo/GF9600/HD3870/HD5850m/GTS360m ;p etc.
@LPFreak: we are glad that you think.
I think he's using a computer...
Beautiful particle effects as always :D
Exellent work. I especially enjoy the sunshafts. However, the falling water, though it has THE BEST GODDAMN LIGHT REFRACTION I'VE EVER SEEN, is missing a lot of depth and is indistingushably transparent. You need some ambient occlusion, or colors, or something, for that water. That, and the fire is MUCH too orange and opaque.
Godrays in Source is pretty impressive. Definitely a first in the modding scene. Congrats on the epic shader work!
Credit where credit is due: Biohazard did it first in Extreme Dinosaurs.
We're not using his implementation, but he did do it first.
Explosions and fire particles looks very strange and unrealistic for me.
Godrays are realy cool. Impact particles looks awesome. Water at 2.00 looks nice, but or its too clean and.. I dont know how to describe this)
the only word for this: awesome
Valve wishes they could have more people like 1/4 working for them. Grade A work, very well done bringing up the intense meter, I've never liked how muzzle flashes never produced enough light. Only complaints I have are, 1.that the fire looks a bit to orange and it's 'size:height' ratio seems to be a little to much in favor of height, you should make it spread across the ground, and not in a big ball, the 'smoke being lit up by the light from the fire' thing looks really good though. And 2.The splashing isn't as 3D looking as i think it should be, and the ripples should spread out across the entire surface of the water, i also hope your adding something for when the player is entering the water, from where, and how fast. Overall, amazing work, unlike anything I've ever seen come from Valve.
@Frozen442, only reason the explosions look unrealistic to you is because your used to the quick boring ones seen in HL2, CS:S, DoD, or TF2
We've added some movement particles and general splash effects for jumping into to the water, and out.
Getting the exact speed and velocity/angle at which the player jumps into the water is possible, but can get expensive real quick. The downside to that would also be that splashes would eventually require effects split into separate systems. Again not too cheap as spawning in 3-4 systems at once and then killing them off isn't all that great.
We'd like for npc's to also be able to create splashes so we went with a much cheaper method.
Currently we have two systems for basic weights. Small and medium, we're going to go on and do large soon. So while the systems are always the same, we end up having much cheaper systems, and therefore can afford more systems per frame overall.
Next to that we have general ripple and splash systems for movement through water. Npcs, and the player create these, as well as ragdolls floating swiftly through the water.
guys how you made tyndal effects with shadows ? :D
I'm sorry guys, but I really HATE those water sprites.
Just AMAZING!