Modeling for Half-Life.doc
never mentions the pain.
Into year 1998 and back again. Half-Life has unnecessarily complex and ineffective weapon model system. XDM eases that a lot by completely removing w_models. Why would you want TWO models in memory when one is a copy of another!? I made it so XDM needs only p_ model with two animations: "in hands" and "in world". But this requires a bit of re-positioning. And without proper tools (my case) this can be a bit tedious. Tuning your p_ model without proper tools is a terrible painful recompile-and-try again process. No, I won't buy 3DS. Not for a f-king hobby (which already took thousands of $USD.
Do you see all the Barneys? Of course you don't - Half of them is not even visible! Stressing XDM is also part of the daily routine. Not only do I always run mp with 31 bots (+1 me), but I also have to test how well does singleplayer mode handles overflows too. Well, it does. Sort of. "HEY STOP THAT!-"
I spend lots of time developing, but when do I play games? Do I ever? Well, kind of "yes". While the map is being compiled I do have some "spare" time, so I can enjoy the glorious Okami. (UwU) Surely I wouldn't waste 4-digit sum on a powerful machine for nothing, right? Awoo-o-o-o!!~
Now wash your paws and stay with us! 'coz more news are coming! Something BIG is already happening as I'm writing.
Stress-testing is stressing!
Yeah, but map compiling is relaxing. ) Unless it's very hot and computer adds to it. :-|
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Alive, kurilka!