I would gladly pay money for something like this.
I would gladly pay money for something like this.
The key difference is that the Star Citizen developers have full access to the engine's source code. TW devs do not.
Regarding drawbacks:
- The node-based shader editor that came out for Source 2007 now has an ASW version
- Srcds for ASW runs fine in WINE
Because this mod is set in the Crysis universe, they can make it standalone as it's singleplayer and there's a Crysis Wars free trial which can run 3rd party mods.
They could convert it to a Crysis 2 mod, but they couldn't use the standalone SDK to do so.
It wasn't crippled at all. The engine is basically the same as CE2 with rendering advancements through DX11. What "key features" are left out? None. CE3 wasn't built from the ground up, it is based on CE2, thus inheriting all of its features.
Stop making **** up. A game was designed for current generation consoles in mind doesn't meant the engine is not up-to-scratch.
No. CE3 has the same abilities as CE2, plus a few others.
Are you actually that stupid you believe an earlier iteration of the same engine is more powerful than its successor? If so, what planet are you from?
CE3 is capable of EVERYTHING CE2 could do and some more. CE2's only DX10 specific feature was per-object motion blur. Does CE2 support hardware tessellation, or any other DX11-specific features?
Do you believe Source 2004 is more powerful than the Portal 2 engine?
The dynamic lighting system wasn't made specific for this mod. Also, CryEngine's lighting sure blows that **** out of the water.
Because the Source engine doesn't meet the team's requirements for what they want to do. They're not going to continue a project on a severely limited engine just because you don't have any money - the harsh reality.
The only "statistical" bonuses are a zoom (allowing you to aim with greater precision at enemies in the distance) and a slight recoil reduction to compensate for the illusion of more recoil when FOV is decreased.
Because it's an attachment. sigh.
That is the effect that plays when you take damage and has been featured in many previous videos. In game, it is not obtrusive unless you are in an extremely dark area. Otherwise, it is pseudo-chromatic aberration with a red tint.
Not true in the slightest. While the creation of code is not always that "creative", the way you can envision your own game design and make it a reality definitely is.
crosshair 0 in console. done.
Lua script and C++ source. Also seems to include Scaleform UI
Will you be using CryEngine 3 when that's released?
It's in the new Humble Indie Bundle anyway, and you get both a Desura and a Steam key for the pack.
So any mod that has arcadey gameplay is instantly equated to COD? What.
Did you miss the massive "Work in Progress" watermark? It also doesn't look like that in-game due to Fraps tanking the framerate during capture. All muzzleflashes in 2.0 will be particle based, in addition to hit impacts and grenade explosions.
It's exaggerated for the video, its damage has since been reduced so headshots and unarmoured/light armour chest shots are one hit kills.
Yes, you just need to own a single Source game on your Steam account (HL2, Ep1, Ep2, TF2, CS:S, DOD:S, L4D) and you can download the Source SDK Base 2007 from Tools - this is the only requirement before downloading the mod.
However, 2.0 will be on Steam so it'll be as simple as clicking "Install Mod" on the mod's respective Steam store page.
It's not possible to make code-based mods for the Portal 2 engine.
We actually wanted to add ironsights a while back but it would've required additional effort from our artists to make the weapons suitable for it. It's since been a heavily requested feature so adding it was inevitable.
Then there would be no possibility in going commercial, which is the entire point. MIT and BSD are superior licences anyway.
I'd be with you if the story in Crysis 1 was actually better.
From what the announcement said, it sounds like you get C++ access to the engine.
SteveUK
Stephen joined
Source modder, student.