Posts by e-freak
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yes, the 25th is out of the question, doin release here in frankfurt that day.
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Since your project probably will be used through Steam:
Provide a link which people can (and should) access through the Steam Browser (Shift+Tab) directly after finishing the project (black screen with the URL on it and the advise to go to the Steam Browser and "Press Space to proceed") and have the survey with 1 to 10 answers and options to chose from, provide a final text field for the personal mail thing.
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I couldn't follow the story through. Started surfing Mapcore and Facebook half-way in, only to get even more lost with the story and annoying everyone around with push-notifications

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sounds awesome.
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How come, a team of artists creating the best visuals seen in an indie title so far, can't be bothered to learn the basic rules of Bevel and Emboss in Photoshop...

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Guy at 2:19 - Mat from Heroes?
Also: Lighting is horrible and sometimes the Facials just look over-the-top. Actors playing they have something to hide will always look the same, so this is kind of missing the point for me.
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ah ok. Dead Space 2 is an example, but I'm not sure if it's Unreal

It's true, you could do a game without any (or few) loading screens in Unreal, but I guess it's a mess if you stop working with Corridor-Only Levels and not every LD has very strict restrictions on what how to do.
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Quote from Zyndrome
Still hardly anyone takes advantage of the streaming content feature in the engine. The only somewhat recent game I can recall using it is 'Singularity'

Bulletstorm streams quite alot in and out.
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Another station, another mile
Happy Birthday! 
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Tbh i'd put Quarry and Black Mesa first on the page. These are the best things there and I'd guess it's most attracting. Scenes that show t hat you can work with an engine can come later - they are just there to show that you know toolsets (although they are great).
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not in the liberty to say anything about the demo build but i'm gonna drop this link here:
[gametrailers]711208[/gametrailers]
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well Dice didn't fail with MP yet, with SP they did alot with Bad Company 2. So, showing SP first seems like a nice thing to me.
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croos-post from polycount:
Don't know if I'll ever get around to post any indepth Stuff, but just discovered these two screenshots on the Unreal Site:
[Blocked Image: http://www.unrealengine.com/files/features/Matinee_05.jpg]
[Blocked Image: http://www.unrealengine.com/files/features/Matinee_04.jpg]
Although I didn't own these exact scenes it pretty much sums up the first 2/3 of my job on Bulletstorm
Matinee and cinematic Characters stuff (lighting, synching etc)! The other 3rd was MoBu, Toiletdoorknobrepairing, video editing and some internal Tools writing.I'm not with the company anymore so that's pretty much my art-dump. Would need to see if the cutscenes end up on Youtube sometime soon, would be awesome to share them.
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well, the great thing is you don't have to worry about polycounts or texture resolutions in newer engines. Sure you could start modelling everything highres as f., but you could also do a proper mod just with the old assets and benefit from the improved lighting and level design tools new engines provide. Not having to think in I/O interfaces but just plugging kismet or flowgraphs together might help you realize your ideas faster and itterate through prototypes quicker.
And since your assets look pretty good in Goldsrc already, I guess they wouldn't be too ugly in Unreal or Cryengine either
and seeing this thread I bet there'd be alot of people willing to help in overcome obstcales or touching up content if you ask 
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Quote from Warby
i dont like the serious sam games, if i am in the moood for something totally mindless (i rarely am) id much rather play painkiller,
Shameless advertisement: try bulletstorm if you liked painkiller.
On topic: dunno, the real look makes it feel cheap doom rip off. Would expect rainbow colored shotgun action instead of oh-so-real images
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good to see you rollin!
one thing though:
QuoteI'm still interested in newer tech believe me though, I'd like to have a go at dabbling with Cryengine 2 (or 3), but if I was going to do Outpost on such an engine, it would be about 10x the workload and it's unrealistic to do that much, at least with GS it's doable.
it's probably much easier to do a project like this in cry or unreal engine. you may overcome some obstacles but i guess you'd be producing the content then much faster. so: finish this and then try to work on a new engine. maybe do a remake even on a new engine

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http://www.hlportal.de/?site=news&do=sh ... ws_id=8607 (News in German)
Bulletstorm has been leading the Steam Revenue Charts (Numberssold * Pricetag) for this whole week (while getting few to no preorders). I seriously hope that makes EA rethink their Steam policy. It sucks that they always push for Games for Windows Live or Gamespy instead of Steamworks and Securom or whatever for DRM and don't get the Preorders on Steam in time (Bulletstorm had less than a week of exposure there...).