We have a subsidiary in Orlando, Florida called Real Time Immersive. We do have many studios all over Europe and Asia (for an independent Developer at least).
Posts by e-freak
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is there a way to get a "open all new post in tabs" script?
i think the spacing between the posts is too much and the fact that the username is diagonal to the left floating over the content.
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would be helpful if you post a company name or at least an email adress you know

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Quote from orihaus
Thanks!And right now it's just me working on this! And no, this is Unity. I'd love to use Cryengine 3, but the free SDK is still locked, so I wouldn't be able to release. I also love how flexible the Unity modelling pipeline is, compared to CE3. And yea, there is a little bit of diffuse on a few materials, to give some depth.
you can release with freeSDK. why wouldn't you be able to?
anyway: looks great! very cool style

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cryengine GI in the current FreeSDK is limited to outdoor lighting (using the Sun light as a primary light source) but is fully dynamic. I don't think the current implementation in the FreeSDK is the latest version (
) but its optimized to run on an Xbox 360 and PS3.There's a second component to this which is the directional light up which you can specify in your Time of Day cycle. This is used to generate a more even lighting from below, but this is limited to one color and strength per Minute in the ToD cycle. You can alter at which height its attacking though, which prevents objects in the Sky from receiving direct influence.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Last but not least is the image based lighting, taking the idea of Cubemaps but instead of only using them for reflections also using them for a subtle lighting of the environment. This is an entirely static solution, but you can generate these cubemaps (or environment probes) at different times during your tod cycle and then have them triggered and replaced through Flowgraph (or if you're into coding, you could probably come up with a nice automated solution for this).
The Voxelation approach Epic adopted for UE4 is not working on the old platforms without major downscaling or tinkering involved. FarCry 3 seems to use the same tech we are using (more or less).
edit: just a little p.s.: this is my understanding of the current tech as an artist, not as some kind of engine guru

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loved the first one - does this one have coop?
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Trailer is awesome, camera work is splendid. Only some of the composits and post lacks a bit (motionblur on that bunny-sledge, top-down shot of the running over the bridge, etc). Still, Peter Jackson has a great eye for those traveling shots - makes me wanna go on a hike every time I see one of those

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keep moving on the edge of the cliff. the entire level is along those edge cliffs and jumping from broken platforms to broken platforms.
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go up one story to the right and then through the door, should be able to jump down through a hole in the floor from there on.
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good to hear! all the best for the remaining check-ups :derp:
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Just finished it. The Jump and Timing Parts were truely like Half-Life: Super rewarding scenarios afterwards but super horrible execution in First Person
Everything around it was awesome, but I must have died 100 times in the last 20 minutes of the game. I know its not true to the Original, but in such cases I wish it had either Ledge Grab or just some general body feeling aka Mirrors Edge or Portal's target gravity (getting pulled into the Portals or jump pads)...apart from that: great experience in towards the end, felt very true to the original and the gameplay and fights got better all the time!
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is that the scene with the electrified fence on the other side? if so:
Quoteshoot the wooden blank that keeps the switch up on the other side of the fence
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looks good on mine. good do with a general brighter ambience though and more contrast and use of colors.
(schon in darmstadt?)
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Quote from Thrik
A lot of people probably won't even pick up on the changes, it's been so long since they played the original — like me. I think it's mostly about capturing the essence of HL1 and it sounds like that's been accomplished. Have entire bits been skipped out or is everything more or less there, even if modified?
Blastpit was a good bit shorter if I recall the original correctly. But the overall feeling is that it's all there and the key moments are all preserved and polished up.
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the gun works like this and did the same in half-life
and yeah, jumping feels weird - they enforce the duckjump, which is a bit weird, considering it makes every jump damn hard until you really get back into it.
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reached On A Rail, which has always been the shittiest Half-Life Level but I'm enjoying it so far. Overall its pretty amazing and feels true to the original and new at the same time. And it does a hell of a good job, highlighting why Half-Life had so much influence on the modern Shooters.
Tiny nitpicks: The Zombie Sounds sound like some screaming in front of the mirror and the MP5 Animation and Sound Design doesn't feel so solid. My favorite MP5 is still the one from Counter Strike Source, which I think would have done the job better in terms of providing fun feedback. And last nitpick: The small dialog snippets aren't loud enough - I kept pushing the sound up whenever someone talked and then pushing it down again as soon as someone fired a weapon.
None the less: great experience so far, outdone all my expectations!
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everything alright rick? here's a pciture of the sun:
[Blocked Image: http://images.pictureshunt.com/pics/s/shining_sun-2277.jpg]
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