There's no need, Death Wish (and other mods) will work natively with Fresh Supply. There's a bug in e2m1 that causes a crash to desktop but Night Dive's aware and working on it.
There's no need, Death Wish (and other mods) will work natively with Fresh Supply. There's a bug in e2m1 that causes a crash to desktop but Night Dive's aware and working on it.
If there's anything important to understand about Valve, it's that they work and rework concepts/technologies/their games until it's great, not just good. By the time episode 2 was released, Source was already dated and even Source '07 was the same old dog pulling slight variations of the same old tricks. Rome wasn't built in a day, good things come to those who wait, ect.
It's a little disappointing to see OW (something I'd been aching for since HL2's release) backburnered like this, but that's just the nature of modding. It's timing could have been worse, but not by much. Source--much less SDK 2007--just isn't holding interest like it used to, and I'm amazed any new mods are still successfully pulling in players, even as someone who champions the engine and tries to find time to play every new release. Lessons learned, though, and that's what really counts. Good luck on future projects.
Kids who survive cancer happen to be way cooler than kids who don't. This is a win-win for everybody.
I play with him on a very specific server all the time.
You seem entirely confused about the purpose of/reasons behind cease and desist notifications. It's not a big legal ordeal, it's simply a cut and paste legal letter sent out as a warning. The reason you received no response to your attempted contacts is because nobody read them or nobody cared. If an image of yours was in fact used by Nintendo, it was undeniably by mistake. Furthermore, reputation/sales/platforms don't mean a thing. Simply google "cease and desist +nintendo" and you'll find numerous examples of projects that were shut down without discrimination.
Lastly, Golden Eye and Perfect Dark are owned by Rare, not Nintendo. Nintendo has no legal footing in how Rare chooses to handle their IP. The same goes for Dragon Ball.
If this mod catches on and becomes remotely popular sooner rather than later, you can expect the inevitable C&D email sooner rather than later as well. Not to mention, once this project crosses Nintendo's line of sight, their legal department isn't going to stop watching-- a turn that will leave any future development subject to the whims of whoever feels whatever is too similar to their IP. Cease and desist doesn't mean "change direction," it means "stop."
If you'd like a critique on your current work, that's it right there.
" "wake." is a zombie horror game like no other. "
Actually, what you just described is Zombie Master. I look forward to reading about what preventative steps you'll be taking in terms of "5 year old meme mitigation" and "9 year olds with voice chat."
So this has been in development for how long? Obviously, at some point in time, Nintendo's C&D trigger happy nature has had to have come to the dev teams attention. So, what? Is it denial? Worse projects than this have been shut down in much younger--if not infantile--stages. I'm amazed you're still carrying the title and art direction with such goofy, ignorant, "who me?" grins on your faces.
This isn't meant to be an insult, it's just absolutely jarring to see so much work accomplished with zero regard for the reality of copyright and intellectual property laws.
I honestly don't understand how everyone is jumping on this "first step towards Nazi Germany" train, here. The mod was in poor taste, designed to stir the pot, and was clearly not a legitimate effort to do anything *except* appeal to the temperaments of reactionaries. Is this the image of games you'd like to perpetuate? Would you rather controversial games receive more attention than well-designed ones? Of course not.
When your freedom of expression tarnishes the image of a separate entity by association, that entity has the right to disown you and your so-called expression. INtense made the best possible choice for the ModDB community as a whole, it'd be nice if more people would recognize that.
This looks incredibly promising. Hoping to see this come to fruition sooner rather than later.
Steamworks is long past due for this Source engine classic. Was there ever a definitive conclusion to that prospect?
Pretty stoked for this. Keep up the good work and polish this baby till it shines!
I really hate drawing parallels to L4D, but I'm glad to see your use of outlines isn't as liberal as it could be in comparison. It also definitely helps to put the new and experienced players on the same page concerning objectives which I think is healthy for the team play aspects. Keep up the good work.
Certainly a lot of work to be done, but this is looking to be a blast. I'm really not a fan of glowing objectives as they seem to influence a sort of tunnel vision rather than fostering a spirit of exploration, but that's just my personal opinion.
I remember seeing this room ten years ago when PC gamer released it. This is an excellent homage to the original.
Is the secret area still around?
This is the Half-Life beta model for Gordon. License belongs to Valve.
Please don't post more news updates without including another video of a truck rolling down endless hills. Every. time.
Somehow I missed this back during release. I thought it was still in development. I'll definitely give it a whirl with some friends though.
I pushed out a big one while watching that trailer.
On top of these suggestions, I think it'd also be a good idea to tone down the red flashing when you take damage. Maybe damage-direction indicators would be better, but at the very least I feel the opacity needs to be set much higher. As it stands, getting into a close quarter shootout turns into a button mash because it becomes so difficult to see.
For a game inspired by quake, unreal tournament and tribes, I'm really disappointed in all the hitscan weapons. Projectile weapons were what made those games great, and surprisingly enough - besides grenades - there's not a single one in Orion.
Oh damn, I'd forgotten about this entirely since the preview trailer. Must say I'm pretty excited to roll this with my buddies.
It'd be great to see more video games using fractal algorithms, and I believe there are a handful of independent developers using them here on ModDB. If I'm not mistaken, Infinity engine is doing something similar, but I'm unsure on the method.
Well, not only that exactly. Intensive schedules and deadlines take their toll retail games especially. Dates set as motivation is one thing, but beyond that tends to become unhealthy and promote sloppiness.
I really hope you're up for the sperging that'll come with those tentative dates if this mod really catches on. Estimates or not, you just set nerd rage in stone.
Good to see KZmod is still going. I was craving some climbing the other day and this is a excellent surprise.
I'm glad for that, although - while I haven't played this mod - I think it's important to note that porting one mode of play over to another requires some specific tweaking and I hope that it isn't overlooked. Having the same number of zombies spawn in versus play as would normally spawn in coop (unless spread across a much wider area) would detract too much from the team vs team aspect and people would, in turn, concern themselves with surviving the AI rather than surviving the opposing team. I feel like the AI should be a distraction and a hazard, not a focus. This is just something I've noticed of attempted implementation of this concept, which usually falls flat.
Extermination is exactly the kind of game mode more AI heavy multiplayer games desperately need. Coop is one thing, but any red versus blue game mode can benefit from AI hazards thrown in for complexity and bonus excitement. I really hope this pans out.
Why always spec ops versus terrorists? And why are they always blowing **** up? Real terrorists steal gold from fort knox and fight bruce willis.
treat
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