XD
Ah, is our old plans to redo the sniper classes bearing fruit?
yes kat, because animators grow on trees.
Moddb.com
good work getting this done Tjoppen.
bravo! that must of taken some voodoo to make that work :D
Keep up the good work.
lol, bears in chairs in there too XD
"The people I see using inverted are usually very inexperienced."
pffffft, sif jump on the 'inverted is for nubs' bandwagon, there's been 3 pages of that already.
I use inverted, I also don't use WASD, not even in WoW.
So, the colours are client side?
this is too random NOT to watch :P
nice work on the spy :) I love how the napalm nades scatter flames :D
I notice it's happening alot to pages I look at, all the ' becomes ?
The only change to the combat was when I got sick of being pushed whenever I got hit, I went in and found the fine that applies a physics push according to damage and just removed the bastard :D As a result the bodies fall a little more realistically and combat is a little more coherent(you will find that people who go for easy chest shots will die more now people can counterattack).
damage based physics is fine when the weapons do 10-30 damage a hit, trust me, we already scaled down the push ALOT since 0.4 where bodies would go 5 metres from a headshot!
You can thank Jackhammer, one of our long time players and forum mods for making the new HUD :) Another community member supplied some old wavs for the american voices. Don't worry, those will change eventially, he is doing new ones. Hopefully better sound quality ones, with more variations for each command.
I'm hoping we see a pyro class video or something :) You guys have had my asolute attention since I watched the scout nailgun climbing a wall :D
Ah! THe return of the almighty trick jump!
Seriously, I can't ******* wait! Keep it up
No, we currently have no plans for anti-personel cannons. We have tried them in the HL1 version and some custom maps have made ones too, in all cases we found that the cannon would always cause someone on your team to sit there and shoot it at everything, killing his whole team on the way xD
In regards to the sword slashing 'later', the weapons hit instantly, we tried adding a delay to go with the animation, but it made the game much more difficult, we removed that and went back to instant hit. The difference is the reach of the weapon(they have a certain range, minuteman and loyalist having the worst, infantry having the best) the damage, and to a lesser extent, the speed.
keep it up guys, this is looking better and better
I was glad to hear it wasn't something I did that caused the wall bug, was just weird hitboxes :)
Anyone who gave up on this because of it, give it another try.
I love what you are doing with Source, keep it up :D
I'm glad you guys are getting a new SDK update, pity it's 6 months too late for me to care about it :p The map is looking good, nice work on the caves :D
lol, our dollar doesn't suck that bad. it's 13 bucks and 70 cents.
Yeah, an aprils fool joke, a fine therory. There's one fatal flaw to your logic though. It's the 14th.
Well, grats Garry. Continue to be a shining example for all us modders :)
But without the crashes! And nukey is working on it <3
Huzzah for localisation! That must of been a pain in the arse to translate and replace all that text!
UAC was the company that owned the labs that got invaded by hell in Doom 3, yes. They were doing it for Doom 3, but everyone knows that no one plays that anymore ;)
After working on many mods for the Halflife 1 & 2 engines I can say this. Not even the biggest mod team can match the sheer resources a big budget team can muster.
For example, in BG2 we are using really old voice commands done buy some british guy who used to play 3 years ago. Now we want new voices we can't find anyone as good. If we had a publisher behind us we would have about 6 voice actors working on creating a large collection of lines for us to use. Unfortunately, our core team consists of 3 university students(all living in completely seperate countries). We only have web hosting because the founder still pays for it(Thanks Ben! <3).
A mod team simply doesn't have the numbers, the sheer ******* numbers of a real team. Have you ever watched a big budget game's credits? It's not just the programmers and artists, there is A LOT of people behind the scenes, testers being the biggest one. Combine the team of talented, fully qualified people working with a vast sum of cash provided by either their previous successes or a large publisher and you will see mod teams simply can't compete.
No matter how big the changes, we just can't polish a game enough before it becomes too old. Hell, we can barely learn to use the engine fully before the next big one comes out!
Some of them already work in the industry ;)
But yes, congratulations!
I replied, but I noticed your comment is a week or so old. So I thought I'd post it here too.
"oh, and in regards to installing without the NSIS installer
download the svn repository of the mod, it's completely up to date, and as far as I can tell, completely compatable. If not, send me a PM and I'll upload the client and server .dll files, you can use them, that will fix it."
oh, and in regards to installing without the NSIS installer
download the svn repository of the mod, it's completely up to date, and as far as I can tell, completely compatable. If not, send me a PM and I'll upload the client and server .dll files, you can use them, that will fix it.
Lord_Draco
Jason joined
This member has provided no bio about themself...