The next Archipelago Maxus. From these there brawny shores aheaves doth aplenty of thine h-odes. Take seat - please thineself with a countenance of good wise prolapse. Pleasure thee better regions with a good worldly frolicking of an passage or two. Visage the planes of formular composure, to be most mimicking, that a trifling fancy may pass whence might another be discarded. Verily, thou may try me a pulchritudinous overbearer, but disparage not until confirmed those lilts of consideration most lagging with the 'right here', temporally speaking. It would be becoming.

Comment History
jetv435
jetv435 - - 10 comments @ Residual Decay

So at some point our ModDB will have to be updated to reflect the status of this mod, but I'll drop in here for the time being.

So yeah, progress on Episode 1 is coming along well. The bulk of production (largely mapping) is heavily underway, and once we have enough near-complete content to show off, we will.

Proph also got his new computer sometime last year it seems, so now he has a viable workstation to use for mapping and so on. The amount of internal content we're pushing out has certainly increased, and this may be why. Hopefully we can show stuff off relatively soon, but that's out of my hands. Because we're not forcing content out and hitting big set deadlines, production is very comfortable, and the quality of what we're making is the better for it.

Whether or not some of this content will be communicated publicly soon or kept internal for a time is up to Proph, but man is this a satisfying project to work on.

Good karma+1 vote
jetv435
jetv435 - - 10 comments @ Excessive Unreal 2

Still alive. As far as I know, Waffnuffly is essentially going to finish helping one of his partners-in-crime complete some substantial non-campaign mapping, and make alterations to campaign maps based on new functionality and optimizations. And from what I've come to understand completely remove dependencies on OldSkool, a potentially long-term task. He might wait until that last step is done before releasing another beta.

But yeah, it's definitely still alive.

Good karma+1 vote
jetv435
jetv435 - - 10 comments @ UT Community SDK

Well, regardless of the delay in release, I'm glad I checked into this page again. The next release has me quite intrigued. These added improvements keep getting better and better, so keep up the fantastic work, Shadow!

Good karma+2 votes
jetv435
jetv435 - - 10 comments @ Deus Ex Unreal Revolution

Seconded. I've personally been playing Human Revolution with the hilights and stuff off, but doing the complete opposite in the original Deus Ex is a funny idea as well, and we already have a demonstration as it is.

Good karma+5 votes
jetv435
jetv435 - - 10 comments @ Residual Decay

At some point. "When it's ready."

I really don't want to speak for Proph. I was/am the secondary modeler for RD and the other projects Red Nemesis has in production (currently I'm technically the only active modeler on the team). Nothing public on RD at the moment, but we're working as much as we can with the resources we possess(I know I'm working on RN-concerned stuff at the moment, so we're doing something). Proph, to note, could use a new computer to replace his old one that got fried, and eventually there may be something considerable enough to show off. I'm sure there are also other positions on the team he's also interested in filling if people decide to step up (although it seems I'll eventually start taking the skinning and animation jobs as we move along). I'm really in the dark myself as to the whole scheme of things, but I can state that we're still pushing our resources to produce the more important stuff for RN's projects, such as mapping and modeling. Simply put, we're doing stuff. All of the things I know about are, as far as I'm concerned, exciting, and the intention of working on and completing these projects and other RN-related stuff is strong, but the duration of production is still the only major (yet nonobligatory) indefinite factor we have on the table. Second to that are the sparsity of team members, which also effects development time. But that's about all I have to tell.

Good karma+2 votes
jetv435
jetv435 - - 10 comments @ Dead Space Pulse Rifle Remix

ENJOY READING THE WALL OF TEXT, INFIDELS!

Good karma+1 vote
jetv435
jetv435 - - 10 comments @ Skaarj mining equipment

BAGGER 288!!

Good karma+1 vote
jetv435
jetv435 - - 10 comments @ GRRRRRR!

Good karma+1 vote
jetv435
jetv435 - - 10 comments @ UT Community SDK

Sorry about the slow response. Anyway, at the moment, it's generally a huge map which, at the moment, it either uses EXU2 code or updated counterparts, and is based in the same general universe as EXU2's campaign. The art style is the same, generally, and I have permission from the mother mod's author, Waffnuffly, so I'm clear when it comes to that. I'm generally focusing on complex integration (some newer effects like a 3D skybox and such), but I'm interested in the enhancements that the UT SDK can potentially provide to beef it up while still being safe for what I want for this map. My goals are to make a smooth, functional, cave pre-dominant map, with heavy attention to gameplay along with a potentially involved backstory, but at the moment it's more about making it look good and developing a flow in the map's design while dealing with BSP problems and some other inconveniences. I'd certainly be willing to test the SDK, if you were interested in that. Otherwise, I'm certainly enthusiastic for when this comes out and I can get my hands on some of these updates and features for the old game.

Good karma+1 vote
jetv435
jetv435 - - 10 comments @ UT Community SDK

This looks really great. One thing that I'm curious about is the beta testing (I'm actually working on a small project, but I don't really know whether my particular project could use this technology or not). None the less, you're making great progress, so good job.

Good karma+1 vote