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Comment History
ZackAkai
ZackAkai - - 12 comments @ Black Mesa: Blue Shift

I'm experiencing game-breaking issues as well - that's no reason to be a prick about it, my guy. People are giving their time and energy away for free to make this for you and I to enjoy. The least you can do is pull the crowbar out of your ***, give them the BOTD, and assume that any bugs are entirely unintentional.

Good karma+1 vote
ZackAkai
ZackAkai - - 12 comments @ Black Mesa: Blue Shift

I want to like this mod and all the hard work you guys are putting in *so* much, but dear lord it's crash-happy in its current state. Shortly after being given the crowbar in Chapter 3 (Duty Calls), the game simply shuts itself off, no input required. I tried restarting the game then loading a save, only for it to crash to desktop again. Then I started a new game from Chapter 3, and sure enough, it crashed at the same point. Now it crashes to desktop as soon as I hit "Load Game" or "New Game" from the main menu. Can't even start a new game. Anyone else experiencing a similar problem?

Good karma+1 vote
ZackAkai
ZackAkai - - 12 comments @ New Textures

The arms are still a WIP ;) Alex knows more about it than I do, hopefully I can get him in here to answer some questions.

Good karma+1 vote
ZackAkai
ZackAkai - - 12 comments @ HUD Goal Navigation + Engine Switch Talk pt. 2

It's probably going to be decided by how Alex feels about the movement and how much he can do to fix that slidey sort of running. If we're not satisfied that the build would be as good or better on Unreal, we're going to try and work out a more fleshed out, probably story-driven game on Source.

But for now we're going to polish off a Source build and hopefully have it to you guys before too long. Stay posted!

By the way guys, to those of you running lower-end systems, I wouldn't worry too much about not being able to run an Unreal-based Tension. Unless you're *right* on the edge of even being able to run Source, chances are you can run Unreal as well. It's a far better optimized engine and the way maps are built in Unreal allows for superior optimization in that regard as well. You may have to set the graphics down, but you'll probably be able to run it.

Good karma+1 vote
ZackAkai
ZackAkai - - 12 comments @ In Peremptorys' Shadow

Wow, it would be nice to play a horror game that actually qualifies as horror instead of action with monsters (other than Amnesia and old-school Silent Hill, of course). Dead Space =/= scary.

Tracking, it looks great! Nice mapping work as well.

Good karma+3 votes
ZackAkai
ZackAkai - - 12 comments @ HUD - Goal Navigation System

Reducing the number of vents a bit might help gameflow, but I've also got to agree with what Alex said - nothing but grappling gets old pretty quickly.

Our current ideas for more finalized maps includes a lot of multiple paths, though, hopefully you'll have a choice more often than not ;)

Good karma+2 votes
ZackAkai
ZackAkai - - 12 comments @ HUD - Goal Navigation System

Ha, don't worry too much about that. If anything it will be easier, I'm going to use a combination of spraypainted arrow textures, more finalized lighting, and more careful map design in order to ensure that the player will never have to stop and figure out where to go. ;)

Keep in mind that these are merely demo maps, intended to show off features like the HUD and to give me a chance to figure out what works and what doesn't work for Tension gameplay. The final maps will be even better to play.

Good karma+1 vote
ZackAkai
ZackAkai - - 12 comments @ SMOD 40/a FIXED

HEEEELLLLLLL YEAH! I must've played through HL2 about ten times, and nine of those ten times were with various versions of SMOD. But ever since Valve "fixed" it a year ago, I've been without it. Thanks for getting it working again! :D

Good karma+3 votes
ZackAkai
ZackAkai - - 12 comments @ Resistance & Liberation

Nonetheless, you should be able to get around people on a narrow stairway (even if you had to squeeze by them). Realistic or not, it's simply too much of a hastle for someone to be trying to get through a cramped area, only to find six people blocking the way. Then the person going one way doesn't want to give, and neither does the person going the other way, and the game becomes unplayable.

Besides, when two players even touch, everything starts to jump around like hell, making the whole experience less enjoyable. Unless the team is willing to include some sort of mechanic where two players would slowley and smoothly squeeze past each other (which could work), better to just nix friendly collision detection altogether.

Regardless of what is done about it, *something* needs to be done about it. It's just too much of a game issue to have stacks of people not being about to get past each other.

Good karma+2 votes
ZackAkai
ZackAkai - - 12 comments @ Resistance & Liberation

PLEASE remove (or drastically reduce) collision detection between friendly players! There are times when it makes the game nearly unplayable. Trying to move past other players on stairways and in trenches is impossible, and makes the game extremely jumpy. Just earlier another player and I spawned inside each other and had to kill ourselves with the console. PLEASE include this in 1.3!

Good karma+1 vote
ZackAkai
ZackAkai - - 12 comments @ Resistance & Liberation

Just a few suggestions:

- Add the ability to intterupt reloading or similar actions, in case the player needs to quickly sprint away from a grenade or something.

- Reloading shouldn't slow you down quite so much, but should probably take slightly longer.

- Refine whatever the jumping/vaulting ability is (it doesn't seem to work properly).

- Reduce (or remove) collision detection with friendly players.

Other than that, I love this! It's buggy as hell and still needs a lot of work, but is nonetheless fun to play. Can't wait until full release. ;)

Good karma+1 vote
ZackAkai
ZackAkai - - 12 comments @ Strider Mountain

When I try to start a new game, I click on the first chapter, and then it just goes back to the main screen. Help?

Good karma0 votes