It'll be in the steam release of Obsidian Conflict, and yes, we are still working on it.
It'll be in the steam release of Obsidian Conflict, and yes, we are still working on it.
It depends on performance and the ability to implement something close to a good effect.
As it is, the render screen being used for the scope is quite expensive, resources speaking. Adding a post processing effect to that may put most computers under our targeted performance levels.
Great update as usual, but I'm not too keen about the locked in window mode. There's just way too much too small text for a 15" 1680x1050 screen.
Good work, high quality mod. It's rare when you get this level of scripted sequences. There were some minor bugs revolving around a couple of them, but nothing that took me out of the moment. Overall, great work.
Just out of curiosity, is all the lighting going to be dynamic, or just a portion? Are you implementing dynamic lighting as a specific entity in hammer, or is a global change, or something else?
Lt_Commander
Ben joined
I'm a 3D model and texture artist. I also do a little bit of everything else game wise, and have a degree in Computer Engineering with a focus on C++. I've been mostly involved in the Garry's Mod/Source Engine mod community since 2005, but I've been doing small projects for various games since 2000. Besides having a full time IT job, I do freelance work - with the hopes of becoming a full-time environment artist in the future.