Greetings everyone!
So almost a year has passed since our last news post and certainly we owe you an explanation. But as that would be to boring and long to read we move on over to the news :)
What you will see it the fruit of collaboration between several member this year. We finished the explorer, drivable, and new weapons, usable, like the machete and SPAS12 which has been redone. We also advanced a lot with NPC, our character models, Nedry and Hammond are still in progress but have advanced much more and are included in the game.
New fauna has been added, birds, insects, crocodiles, and, of course, many new dinosaurs, animated, and hostiles.
We are also working on a whole new AI for dinosaurs, so the most clever of them will patiently hide so he can ambush you when you feel safe. All levels have been greatly improved, with better lights, better design to enhance your experience. Optimizations have naturally also been done to, in fact they take up a lot of the mappers time as each individual object has to be addressed and given the properties to give the smallest amount of mark on the performance while still looking good.
One of our dearest member is releasing the MESA (Maya Exporter for Source Absolute), which is a script that improves the valve's one used to export models and animation from Autodesk Maya to Valve's source² for the newer versions of Maya. This contribution should help a lot of people in the modding community with an incredible workflow of one effective click import to source. It's still being enhanced, but it's already a great tool for all modders working on Maya. Some of our members in JL make use of it already of course.
We mainly need a coder/programer to help on AI, and unique features of Jurassic Life that need improvements (inventory, climate change...). We could use an helping hand from yet another modeler so if you are interested contact us via the forum. Make sure you do have the skills we request. Good modeling knowledge and knowledge of Zbrush or Mudbox for example. Rigging and animation skills for Source is a large plus. Knowledge of exporting to Source is preferred. We could also use the help of someone who knows well the choreography tool.
Open request about Source engine error: Maybe someone in the community can help us out with a problem we encountered recently. When using the flashlight that casts dynamic shadows we get a crash in one of the levels in a certain area. When setting shadow settings to medium the bug is gone. Seems related to flashlight in other words. “To many vertex for a dynamic vertex buffer (number value)>(number value) Tell a programmer to up VERTEX_BUFFER_SIZE“ is the error. It could actually be hardware related as only 1 of us gets it it seems (still needs verification).
Credits : Nicolas “Redeyes” Kirsch, Robert “taurus” Olender, Julien "izZz" Desnos, Nicolas “infernal_cheese” Castagnede, Alexey aka “SIR_Halyavshik", Régis "weSh" Boissenin.
And that video is why I am happy to wait all the time in the world :D.
Keep going guys it looks great!.
Hehe. Thank you, we appreciate those kind and encouraging words. Well continue to grind our tools and do our best to make this game an enjoyable experience :)
please help me to play visitor centre structure using half life 2 engine
hey null entity help me
Wow... О_О
Hehe, thanks Allien. We're glad the news sparked up that emotion within you. :)
Fkin epic I want to play this Now :D
Thanks! Glad to hear you're excited about it :D
Maps looks magnificent!
Thanks you! :)
the flashlight is an env_projected_texture. In the event you have another one in the map you might be getting issues from this if your hardware sucks.
We don't use much of those at this time. Actually none. I know I have tested it in the past but not kept it and it was not in this area of the map either. I check the entity report list to see if I somehow accidentally put it in there in the map again.
Thanks!
Awesome work, I hope to play this soon...
I'm sure you've already read this but in case you haven't: Developer.valvesoftware.com
I've gotten that error a few times on a couple of my "I don't need to optimize anything right now" versions of some maps. Have your mapper do another optimization pass on the map and see if he can clean up some of the brush work to see if that fixes it.
Appreciate the comment. I have actually already posted some info in the wikis talk page about my issues. So I'm aware of this page. Func_detailing has been a big part of our "must do" in order to get the maps optimized. I've been doing it so much in some maps that I hit the limit "to many T-junctions" which basically makes your map fail to even compile. To much of the good stuff is apparently bad also!
I've hidden brushes and models in the area and replaced some walls. Still crash when shining a light into a corner. The funny thing is that this part of the map is extremely simply compared to other parts.. so I'm confused to why it happens. I'll probably try to remake the entire area brush by brush, cut and paste or move it a bit as an initial test.
Another idea I have about this issues is that I suspect that the light from the flashlight somehow clips outside the map into the void and this causes the error.
Can't watch the vid, damn german nazi GEMA :-(
But nice to get an update of this mod! :-)
Sorry to hear that it causes you problems. :/
Thanks for the feedback on the news though. Glad you liked the update.
As always, big thanks to everyone else that also has commented!
It's alive, it's aliiiiive!
yay!
So, looks like you finally got the coder you were looking for ! :)
That's some great stuff you guys have made ! That AI looks really promising, and you've done a great job with the environment, especially on vegetation ! Looks like a couple of new shaders were needed to achieve that !
Its good to see mod teams that withstand hard times, especially fan games :)
No new coder still. So Redeyes had to take it upon him to dig more inte NPCs and AI. While he has learned a lot we still need help from an experienced Source coder. We know one we can contact at this time but we are sending the message out anyway in case something would not work out.
The shaders are default ones provided by Source 2007. We have not added anything actually.
Thanks for the comment! :)
wow that's great, keep it up. gj!
Just found out about this having a news update like 5 minutes ago.
I'm so happy. Awesome stuff guys.
Wow. Just wow. This mod, the music, the environment, all of it is EXACTLY how I imagined Jurassic Park would be. Almost brought a tear to my eye, actually. I know you guys can do this. Hell, Black Mesa took forever to come out--and everyone loved it when it did. So, take you time...do it right...and we'll all love you.
RESPECT guys.
RESPECT.
I am sooooo looking forward to this!
You people have just motivated me to practice more 3d modeling and programing.
Thanks
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Woa, this mod is amazing, it is still wonderful what you can do with source these days. My only complaint is that being attacked by any of the dinosaurs feels week from the video. It doesn't seem like they are doing much to you. I would suggest doing something simple to make being attacked more scarry, or more threatening, like making it flash red across the screen or making scratch marks across the screen, or just something to make the whole conflict menacing.
flipping **** , now that was an epic teaser , keep up the insane job guys this is gona be epic , lovin it
Been following this mod since the first beta.
Such a long way it has come. It truly shows how dedication can get people places. Can't wait to play it whenever it is released.
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superrb guyzs