Who cares about visuals when the gameplay kick ass (I hope it will). I'm pretty glad that they've used hl1 engine, on source it would propably take them 10 years more or DNF time to finish, this way they will atleast finish something and learn skills needed to create something more complex.
Half-Life: Paranoia
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The Sierra Release was way cheaper and included DoD, CS, TFC, Riccochet and Both Addons - for less than 10$ so it is a little costly now that EA and Steam are only selling it part wise and then for at least 10$ the franchise.
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the deal is that i have 0,03 cents left on my bankaccount and i still have 3 days to go before any money transaction coming my way. thats right, this means exactly 1 cent per day.
also, those mods were free, once. i know i dont have to buy anything but im just an old git, complaining how things have changed over the years

glad this mods comes out soon tho! cant wait
i really hope the team gets full credit for their accomplishment.. -
kt is a high-roller

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hell yeah

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New media posted on the moddb page:
http://www.moddb.com/mods/4961/paranoia
Only 8 days to go *dribbles*
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Wow, that looks cutting edge deads. I'm so envious of your powerful computer

It's a poormans stalker, so I totally dig it though

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Yeah they're using stalker leak textures so it's pretty obvious it might look simmilar

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Really? BuZZer said they'd removed the Stalker content...
dux: I think this looks kinda like the Doom 3 engine:
[Blocked Image: http://media.moddb.com/images/mods/1/5/4961/p_bunk160004.jpg]
I'm probably in the minority

Oh, my muzzleflashes look a little odd in the screenshots, they work in-game though, trust me

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apart from the missing shadows, self shadowing normalmaps and lacking parallax or highres this indeed looks like doom3. Oh and the soldier on the left is pissing?
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I said kinda, obviously it's many years behind Doom 3 but it's still quite nice the way they've got the dark lighting done.
Doom 3 has parallax mapping?

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Not stock, but it was done shortly after it shipped. We had a pretty sweet looking implementation about half-done for Q4 that just wasn't feasible to keep in the game.
Direct access to the vfp files for writing custom shader interactions makes a lot of this stuff relatively easy to do in D3.
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I'm replaying Quake 4 right now after just finishing Crysis. And I'm quite surprised how well the Doom 3 engine has aged, it still has its good looks in places.
Although Quake 4's exteriors make my eyes bleed. -
Quote from Sindwiller
Those people sacrificed a big part of their spare time, in which they could have gotten laid.
I have seen game devs before and I dispute that

I was probably one of the biggest half-life fans around, played every mod under the sun and worked on one until recently but somehow I can't find myself caring.
Now that they're done they should start again in Source.

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Now that they're done they should start again in Source.
And they will achieve Crysis-style graphics in late 2009, I guess?

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About tech jumps and lazyness.In production terms its hard just jump to new tech when you have full working pipeline and lot of stuff(maps assets) done before.R&D shoud not damage core development.Mod have good look and playability anyway.gameplay even better than some comercial titles.
team made great work! -
are those trucks modelled with brushes ?! : O
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omg, thats pretty sweat !!
I remember seeing the first screens of paranoia thinking it was made on source.
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