At this time, it was Marc who contacted you, I'll see with him if he can find the email in his mailbox and we'll send it to you via a PM.
Just to make sure that things are clear between us.
At this time, it was Marc who contacted you, I'll see with him if he can find the email in his mailbox and we'll send it to you via a PM.
Just to make sure that things are clear between us.
Quote from robert.briscoeDont want to sound like an ass here or anything, but did you actually ask me if you could rip my tree/watchtower models from de_forest and use them in your work? I appreciate the credit, but if you didnt ask, it's really not cool to do stuff like that.Either way, I'm not going to ask you to remove them as you obviously put in a lot of work to this, im just getting a bit tired of seeing my worked ripped and put into other peoples mods/maps etc without my blessing.
You must be mistaken, we asked you about a year ago and you agreed.
I still have the email in my inbox if you want, at this time it was a big relief for us as we didn't knew how to do this ourselves.
We would never use any content without proper authorization (except where creators specify they don't care, but we still told them and credited them).
Quote from the0rthopaedicsurgeoni'm just not sure if all the lights it creates count towards the entity limit or what effect it has on performance.
It might be a bit late but yes, they do count in the lights limit.
And it even increases the overall count very fast.
So far, the campaign looks good, I wish I could play it right now !
For the texinfo problem, go on to the texture application tool and open the texture list. Then, check "Only used textures", select the first seamless texture, press the "Mark" button and rescale/reinitialize the scales and/or positions to 0.25/0.25/0/0 (or whatever you want it to be) of all the selected faces. Then, restart the whole process for every seamless texture. Because it's just seamless textures, it shouldn't need a "per face" treatment and it could save you a lot of texinfo, but I can't guarantee it.
You could also do it with "only x" or "only y" seamless textures, reinitializing only the x or y axis. By the way, mapping with the "Lock texture position" function enabled is bad ![]()
That was really cool, indeed.
Dah, I don't read this language, I was talking about the game of course.
Pretty much barbarian game in fact.
You could indeed try with a beam instead of a sprite.
Using the Fade Start and Fade End flags.
Having 2x22", that's really better than a single 24" ![]()
Tested again a few days ago, that freaking elevator scared me to hell AGAIN.
Ok, understood!
Dah, you don't have to make it brighter, just add more constrast.
Night time doesn't mean everything has to be bland, night time means you can play with powerful light sources and long shadows, if you know what I mean.
As for sewage, I never visited one myself, but searching for pictures in Google gave me more rusty, dusty, wasted environments.
But it's OK, you may not want to try, I was just giving my two cents.
The exterior lighting is quite bland, don't you think you could improve it with brighter and less light sources..?
I really liked the foggy interior, but it could really use some more details. You should try to waste it a bit more, isn't it supposed to be sewage?
Also, the industrial environment is always happy to be merged with some yellow/red colored lighting.
Looks like you're using several short sprites to light up the (quite long) fluorescent light. It's kinda visible on the screen, but maybe not in action.
Else, your work is very good, it lacks some details or some decals/overlays but I think it's what makes the TF2-style (i guess).
I'm a big fan of this picture (the building in the background):
Yep, I understand what you mean.
Unfortunately, this was not our goal from the start, for many reasons in fact.
Now we don't have enough time left to rework all the maps.
Anyone could do this aswell too.
Quote from aevirexHehe yeah. The beginning (credits) reminded me of one of Farbrausch's demos (debris iirc).
Caramba! Nous sommes démasqués.
Yeah well, our videomaker found this demo so awesome that he thought it could be cool to do the same. And that's it.
Anyway, I wondered a long time if we should go away from the visual style of Portal. But that would have required another adaptation to this new environment and probably new tutorials to begin the game. We didn't want to make another game for stupid people who need 3 rooms to understand that a cube can trigger a button. (that's a bit harsh maybe xD)
Quote from e-freak
I really appreciate what you did there.
Thank you so much for that kind attention.
![]()
Hello,
I'm sending this message because this website is among the most popular websites talking about the Half-Life universe. I found you via the Valve Developer Community, and I need to ask you a favor. We're a team of three frenchies, and we are happy to announce that our current project, Portal: Prelude is nearing its conclusion.
You may ask yourself, "what the hell is this all about" ? Portal: Prelude ? Never heard about this, huh ? Yes of course, and this is exactly the point. You never heard about it because it was developped in the dark, and kept secret until almost fully finished and polished. Now, the game is nearly finished and we are looking for sponsors to help us promote the game around the Internet and provide hosting if possible. First, we would really appreciate you to help us promote our work, by relaying the news and offering a link to our official trailer. And in a second time, if you are able to provide us with a hosting mirror for the game files (approximately 750 MB) please let us know by sending an email to [email protected].
Here's a list of media you can use to build a news :
- The body message here (if needed) : http://www.portalprelude.com/2008/09/wh ... -about.php
- The trailer : http://www.portalprelude.com/videos.php
+ Vimeo : http://www.vimeo.com/1739740
+ Dailymotion : http://www.dailymotion.com/video/x6ro9g ... videogames
+ Youtube : http://fr.youtube.com/watch?v=X2XExZ1FFoU
Others :
- Screenshots : http://www.portalprelude.com/screenshots.php
- The soundtrack : http://www.portalprelude.com/soundtrack.php
- The team : http://www.portalprelude.com/team.php
- The forums : http://www.portalprelude.com/forum/
The game is set to be released somewhere around the end of september, or the beginning of october.
We hope you'll take us seriously and help us to get the visibility we need.
Sincerely,
— NykO18 (Portal: Prelude Manager)
PS: Don't take me wrong if I post the same message on a lot of different places. That would have been sooooo long to make a custom one for every website. That doesn't mean you're not counting for us. Communication is hard.
Recently, I made a website that allows people to play Uno online for free. Uno-en-ligne.com for french people and Play-Uno.com for english ones. There's a lot of people who connect during the day (translation: at work) and it's actually quite well adapted to this because it doesn't need any installation, it's fast, free and doesn't make any sound nor let suspicious files on your computer after playing.
The problem is, I'm not an english-specialist and I'm afraid that my english translation of the website is not totally accurate. That's why I'm asking a little help from you guys. If you could play a game or two and report here every word/sentence that seems wrong or mispelled. I'd really appreciate your help because I don't know any english people..