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I would have to say Console Rpgs are the ****, I like being able to kick back and take in a story while relaxing on the couch.
Close second is of course PC shooters.
What does that have to do with anything?
Anyways, Cool update. I'm excited to play the full thing!
More likely though if its coming in 2012 its not going to be idtech 6, but a modified idtech4.
My guess would be brinks updated version of idtech4, or maybe even just an updated version of the original prey's idtech4, adding support for megatextures and other stuff added to the engine post prey 1...
Yea, I remember that. I also chuckled to see that my original Moddb description is still the one in use. Heh, if it isnt broke don't fix it. :P
Looking great as always! Keep up the top notch work.
Man, that sucks with the whole paypal situation, I hope it all gets sorted out for you! The game looks ace!
its not a mod, NS2 is a retail product.
it would be greatly appreciated if a guide was set up explaining how to host a server with your custom server config. I eventually figured it out, but it wasn't easy.
Also is a dedicated server needed to play with more then 2 people? when I used a listen server, 2 people could play no prob, but the third person couldn't join (might have been cause I have no clue on how to set the server cfg on listen servers). But on a dedicated server 3 people could play, but I (running the dedicated and connecting) would get kicked from the server for some reason at random times.
Sweet! I liked the demo level, this looks like it could be a lot of fun.
Yea that's what I got from it as well... (OP being sarcastic)
After reading this and looking at the unity products page, it looks like the iphone version of unity isn't free. As it had its own license and wasn't part of the "indie" license that was made free. That might want to be changed in the article.
If I'm missing something tell me, cause I would love the iphone version to be free.
Just the indie license is free. The Professional version still has to be bought, and its nearly the same thing with some added features. So their still working on the engine.
Use JoyID to set your gamepad to ID2 (player 2) instead of ID1 (player 1)
I think that's all I had to do when I did two player splitscreen stuff (keyboard+mouse, and PS3 controller)
Amazing detail, keep it up!
Played through it again, and actually finished it this time :) Definitely make the doors at the start more obvious that they do something, thats why i ran out of ammo, I got to the point that I was shooting wood boards in the mines seeing if I had to break through them, not wanting to miss something.
Only other suggestion is in the scenario mode either give the player a flashlight of some kind at spawn or make pickups more obvious, the pistol spawn I saw was in a completely dark corner that was nearly black without the use of a light, so if I didn't have the M4 already I would have never found it.
It was fun. Definitely some areas that could be touched up on, and its dying for a musical score to go along with game play and bring it out more. But for a first alpha release its very very good. I had a great time until I ran out of ammo...
Looks Great! Really looking forward to it! The hands look top notch great work!
Congrats to all the mods that made the final cut, Everything looks top-notch!
What are you even talking about? Your not on the development anymore, so why are you saying what is and isnt related to the mod?
The Glock was the regular pistol, your thinking of the High Def pack that changed the pistol to a Beretta.
What would be the point of picking up after BM was released? the only reasoning I see is people would say just use their content, but that isn't something I think the team would want to do, The fun part of modding is making something yourself, not using stuff from others.
On a side note, Any Conceptual Artists that liked the original Opposing Force and are interested in a similar project can contact me, email@example.com with some examples and possibly secure a spot in a TBA project with much better direction then this one had.
Hm, sounds interesting *watches*
what might be worth looking into is some sort of alternate death match game mode much like the ship had the Hunt, I mean some sort of unique game play element that capitalizes on the weapon sets/skills of the different classes, and keeps the mod from being a, to sum it up, a way too often seen death match clone...
As for the mapping I don't see any problems with it, once you compare it to an actual school setting and not a HL2 Deathmatch map requiring a lot of props to fling at each other.
either way good luck with the project!
Dang I missed the message... What a bummer :P but yea it looks like were still working on the mod.
Very well done mod, I played it through twice, the second time trying to figure out how to get the other endings, only to find it was at the final boss fight, and then I played the final fight another two times so Ive gotten all four endings :P Definitly worth the download.
If from the doorway you mean you didnt fall out when the walkway collapsed, I don't see why you couldn't kill it, as thats what I did both times, I just used the crowbar so Id have health for the rest of the area :P
I disagree with your summation of the story, while it doesn't give you total direction and doesn't explain some things, it isn't the longest mod, so he could have cut a lot of the game play to give you more scenes explaining everything, or he could have left you to make your guesses towards whats going on. In my mind a story that keeps you wondering and guessing is the best kind. As for the "
All you do is run around from one level to another, killing random bad guys" isn't that all you do in any game? and I think the breakups with the portal effect helped to stop me from feeling that a lot, as it gave an idea of what happened earlier and everything.
Overall great mod, Really well done with a really professional presentation. nicely done.
Yes, its somthing that had been thought of long ago. But the team deceided to not try and rely on other projects skills and go for producing the mod using the skills of our team. Also both of those mods of coarse have their own ambitious projects to work on, and would probably be just as well not being bothered about such questons.
Chapters no, there might be additional areas to the chapters depending on how the design of the levels go, but we are trying to avoid changing to much of an already great formula.
Well, at this rate I might as well just go to sleep and see the results in the morning.... O.o
Heh, don't worry I thought the same thing when I saw it, I only found out after I asked him about it... As for the logs and stuff you'd have to contact seldoon or zim, since they have the models and have tried the compile.
What Seldoon meant when he posted it was someone that can compile models and get them in game correctly, all the people that have tried on the mod team haven't been able to do it due to errors or something, I'm not too sure on the specifics.