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Comment History  (0 - 30 of 35)
aereton
aereton - - 35 comments @ Courage

Well this looks interesting! Downloading...

Good karma+2 votes
aereton
aereton - - 35 comments @ Space Tribes

Well, I'll be honest. As I started with this mod, I barely had an idea of what's going on. Coding was mysterious to me and as you can see in the videos, the only thing I managed to do in-code was altering jump height and adding a jump sound.

Over the months/years, I learned so much during work on my other mod (still wip).

Problem is, I have those many ideas for games, mostly clones of games I loved to play (i.e. metroid - space tribes, resident evil - biohazardous, advance wars, etc) and some others more unique.

I STILL want to get them done, but there's so little time for them all. But that doesn't mean this whole thing is dead. Let's just say it's currently freezed.

In fact, some months ago I felt like I want do something for this project, so I threw a bit of things together in a couple of minutes: Youtu.be

==> Not fancy at all, but yeah you get the idea.

Space Tribes WILL come back, maybe with Source2 then?

Good karma+2 votes
aereton
aereton - - 35 comments @ Biohazardous

undead

Good karma+1 vote
aereton
aereton - - 35 comments @ Biohazardous

thank you :)

Good karma+2 votes
aereton
aereton - - 35 comments @ Biohazardous

Also, I think fast ones can be very difficult to handle with static cam angles and all that stuff. It's just a slow-paced gameplay style.

But I haven't thought about enemies and their gameplay design yet.

And no, you don't bother me.

Good karma+2 votes
aereton
aereton - - 35 comments @ Main menu show off

check your email. :-)

Good karma+1 vote
aereton
aereton - - 35 comments @ First look on the alpha demo level

Well, the same camera angles were unintentional. I've taken many screenshots and those two were 'okay enough' to release to public. Don't worry, there are much more angles between this two locations AND the angles itselfs are not final and can change after a while.

Good karma+2 votes
aereton
aereton - - 35 comments @ Biohazardous

What's wrong with zombies? (Everybody loves them! ;-) )
You'll find those slow, shambling types of infected in game, but who knows what else? I can't say much about that yet. I want to get done a playable build first.

Good karma+5 votes
aereton
aereton - - 35 comments @ Main menu show off

thank you :-)
No it's not really coded in, it's just a func_movelinear (for up+down) with nodraw and one side with the logo texture.
Then just parent it to another entity which rotates the whole thing. And last I used func_dustmotes with black colour and various other settings so it looks like the logo 'drops' some of its black colour.

Good karma+2 votes
aereton
aereton - - 35 comments @ Happy Birthday Half-life!

I'd buy BM 10000000 times and gift it to every steamfriend, first to support you guys and second to ensure my friends are playing a real shooter, not those scripted modern gun-simulations.
I love your shipped quality, your visions of a modern half-life 1 and I'd love the idea of seeing all guys behind BlackMesa in the game industry!

Good karma+4 votes
aereton
aereton - - 35 comments @ Biohazard X: Source

looking forward to play this! :-)

Good karma+1 vote
aereton
aereton - - 35 comments @ Teleport.

love it!

Good karma+1 vote
aereton
aereton - - 35 comments @ Reaching Out To The Community

1) Look into your mods directory and go to /cfg. Open up the file called "skill.cfg" - there should be some interesting options to manipulate
Copy this file from a *.gcf or *.vpk if it doesn't exist.

Optional: Look into ( www.interlopers.net/tutorials/6037 ) for changes within hammer.

2) Same as 1)

3) Mainly look into this ( www.interlopers.net/tutorials/14586 )
Optional: Some interesting stuff within ( www.interlopers.net/tutorials/34505 )

4) Can't tell you for now, maybe it's a good idea to research within board search on these sites: ( www.interlopers.net/forum/ ) OR ( www.forums.steampowered.com/forums/forumdisplay.php?f=191 )
If everything fails, you may to ask on these forums, too :-P

Good karma+1 vote
aereton
aereton - - 35 comments @ Resident Evil Launch Error

try to copy needed files from the *.vpk/*.gcf files.
Depending on which build you're using, open "...\SteamApps\common\Source SDK Base 2013 Singleplayer\sourcetest\hl2_misc_dir.vpk" with GCFScape and extract the file
If you're using an older build of sourcesdk, try out the "...\SteamApps\source materials.gcf"

(I guess - no matter from which dir you're extracting - it should be fine)

Good karma+1 vote
aereton
aereton - - 35 comments @ Underhell

I'm excited as hell! :D:D

Good karma+3 votes
aereton
aereton - - 35 comments @ Biohazardous

thank you very much, but I don't want to remake resident evil, I want to create something own but with the good old feelings of RE

Good karma+2 votes
aereton
aereton - - 35 comments @ Basic Aiming System

I thought about this, too. Maybe I'll add an option to toggle on/off laser sight. Remember, this is early work in progress, the animations are not as smooth as they should be and there will be an option for auto aim. (If you hit the aim button, the character will automaticly face to the nearest enemy in his angle) just like the original RE.

I've redone the whole aiming thing yesterday and now you're not able to walk while aiming. So, yes it's already implemented. :)

But thank you for your ideas!

Good karma+1 vote
aereton
aereton - - 35 comments @ Reworked Code & Shotgun Support

thank you both! :-)

Good karma+2 votes
aereton
aereton - - 35 comments @ Basic Aiming System

I'll work on that. NO ONE likes cancer.

Good karma+4 votes
aereton
aereton - - 35 comments @ Introducing the Aiming-System

I thought about this too.
And yes, there will be an option to toggle autotarget on/off.
There is already a section of code that might can handle it, if you go into the console of episode2 (don't know if source06 has it) and type in 'sv_optimizedmovement", you can switch that option on/off. If set to 0, the aiming in thirdperson is smoother than normal.
If set to 1, it seems like he wants to know where targets are and lock your aim, this is causing the 'nasty aiming issues'.
I'll dig into it!

Good karma+1 vote
aereton
aereton - - 35 comments @ In Peremptorys' Shadow - Part Three

looks really nice!

Good karma+2 votes
aereton
aereton - - 35 comments @ A quick and basic demonstration

hopefully you didn't mean the graphics! =P

Good karma+1 vote
aereton
aereton - - 35 comments @ Biohazardous

Well, thank you so much! :-)
I have some (in my opinion) nice ideas where to go to with this mod.
But I want to implement the basic framework first, and then 'waste' all my left freetime to work on content/environment and such stuff.
It could take a while to see something like an actual game, unfortunately..

Good karma+2 votes
aereton
aereton - - 35 comments @ Biohazardous

thank you, I'll need it! ;-)

Good karma+3 votes
aereton
aereton - - 35 comments @ Dark Interval — Hyper\Borealis

episode 3?? :D
nice work!

Good karma+2 votes
aereton
aereton - - 35 comments @ OF2 - Urban Chaos (Low Combine Influence)

this scene is SO AWESOME

Good karma+1 vote
aereton
aereton - - 35 comments @ Testing textures & [WIP] door mechanics concept

thanks
it takes a little bit time for each door, but it's very easy to create
(it's brushbased, but maybe one day there is a model for this type of doors)

Good karma+1 vote
aereton
aereton - - 35 comments @ Dark Interval — Hydra (d3_under)

hydra?? really?? you're a G O D

Good karma+4 votes
aereton
aereton - - 35 comments @ Dark Interval — Airex Core

like it!

Good karma+3 votes
aereton
aereton - - 35 comments @ Cornerian Fighter Renders

love it!

Good karma+1 vote