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Here is an update video to show a few of our newly implemented features.

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Here is an update video to show a few of our newly implemented features. You’ll notice that the weapons are unbalanced at the moment, this will be fixed in the near future. We have welcomed an old member, Mike Whitfield, back to the team. He has already got to work improving the cover system and camera. We are working on networking as well, if you’ve tried to play the game online you may have noticed some issues and we are addressing these.


Oh, and we made the finals of msu phase 3. Winners are announced at Siggraph, Wish us look :D

Comments
Viper-27-33
Viper-27-33

THIS IS AWESOME!!!!!!! excellent job dudes! im downloading for sure!

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n9986
n9986

thanks! :) we should be having the new release soon with all the goodies. just some more time. :)

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AlCool
AlCool

I love the action third person cam. It really makes you feel "In the fray". Need some good decals for destruct-ables to make it even more intense :D

Nice to finally see a custom character, if its not too much trouble a turn around shot of even the untextured version would be great to see :D.

Moar!

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n9986
n9986

we'll be working on that. thanks for the feedback as usual! :) will get Mike to upload some pics of that as well!

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Argoon
Argoon

I don't like how the model blocks the view when the enemy is in front of you, a over the shoulder cam should remedy that.

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molers Author
molers

Ticket #295 Head obscures the view in cover mode

It's on the to do list :D

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ansob
ansob

The third person cam is a little bit far out and does block a fair amount of the screen, which is a shame, but it's nice to see a different PoV implemented. Project White is looking like it might be my type of mod when I eventually get the time to play it, so keep up the good work. :D

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Mualama
Mualama

excellent job, besides from a few fixes i like it :D specially the camera movement during the sprinting

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Thaiauxn

I have to comment on the movement and camera animations as well. That is very smooth. It has a few hick up around the edges, and it feels like the character has no weight to him, like his feet are skating above the ground at 40 kph - but what shooter doesn't? I think what you have is very well implemented. I'd love to see a tutorial on how you programmed it.

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