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Posts by FRAG

  • Black Mesa Source

    • FRAG
    • May 5, 2015 at 8:26 PM
    Quote from SpronyvanJohnson

    I'm fully aware that I will not make any friends with this but I've got to be honest guys. Asking 20 euros is a bit too steep. Now, don't get me wrong. If you look at the quality and the effort it should be 40 euros and I would gladly hand it over. However, they released it for free first. They pulled the links on their own site, they don't mention the free version on the Steam page (which they did promise) and besides adding multiplayer, the overall changes are minimal. So as a complete package, yes 20 euros is fine. But what they are actually asking now is 20 euros for multiplayer and some other tweaks. Sure, they promise the full game but apparently the last 3 years didn't bring them that much closer. How long will early access take then?


    I still feel that this is one of the best mods ever made. The scope of the project, the sheer will and determination and the overall quality is insane. Having said that, I'm not going to pay 20 euros to play multiplayer. In comparison, I've just bought Wolfenstein: The Old Blood for 17 euros and that game is finished. Just saying. However, when they do release the full package I'll gladly hand over my money because they surely deserve it.

    [Blocked Image: http://i1248.photobucket.com/albums/hh500/K…zpsop6fzqf4.gif]


    I'm 50/50 on the whole thing, but I can agree with what they stated on their Greenlight page


    Quote

    Originally posted by https://steamcommunity.com/sharedfiles/fi…543/1384883243:The Plan: Soon you'll see Black Mesa available on Steam for a relatively low price. But we aren't dropping all support for the free version. In fact shortly after the Steam release there will be a completely new free version of the game. We also plan to open source our maps and some game assets to the modding community! Purchasing the Steam version of Black Mesa is more about supporting the team and our efforts than anything else. However, the Steam version will include features that the free version simply can not have. We will be paying careful attention to feedback, and you'll have a very real say in how the final game turns out.


    So, we are back to this idea of paying for their time, and that's something that I'll support, yeah the last 3 years may have been a few tweaks and MP addition to us, but we have no idea what's being going on behind close doors (or what we can say anyway)


    Congratz to them though, it's great to see it finally on the Steam Store.

  • Black Mesa Source

    • FRAG
    • May 5, 2015 at 4:00 PM

    No it's not, it has what they released in the mod + MP


    Quote

    What is the current state of the Early Access version?“Over 10 hours of single player campaign. Multiplayer deathmatch and team deathmatch with 6 completely re-imagined Half-Life 1 maps on the Source Engine.”

  • Quake Level [WiP]

    • FRAG
    • May 5, 2015 at 3:27 PM

    Awesome to see a Quake map! I have a few questions.


    • What editor have you used to create your level and how are you finding it?
    • How long has this level taken you so far?
    • Any pre-production involved?(initial sketches etc)


    From the video the level has that nice classic Q1 look and play to it, will have to give it a go!

  • Black Mesa Source

    • FRAG
    • May 5, 2015 at 3:11 PM

    I reckon it will be a MP EA release, otherwise the workshop popping up on steam would be a big coincidence.

  • What's going on with your life?

    • FRAG
    • May 2, 2015 at 9:47 AM
    Quote from laminutederire

    If it comforts anyone, being 19 nowadays is really scary!

    [Blocked Image: http://i.imgur.com/CFQ72qf.jpg]

  • [WIP] CTF Atmos UT4

    • FRAG
    • May 1, 2015 at 4:37 AM

    Hey everyone! So I've been stuck in hospital recently and decided to pick Atmos up again to burn some of my extra time, I've also been looking for an excuse to dive back into the UT editor. My progression is still in the greybox stage, I'm currently altering the geometry around the map to aid with player flow between points and also placing different colored lights to better visualize to the player where to head to. The outside space is pretty much done now (except the landscape, that's placeholder) and I'm going to move onto the inner sections to create some interesting points of contact, will look at using height variation and choke points to keep areas interesting, here are some screenshots for now as I can't upload the map file due to the terrible internet I'm using here on the ward, but thought I'd post here anyway so that progression can start on this again.(The map download link for the old build is still there if anyone wants to try that out) [Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/HighresScreenshot00004.png] [Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/HighresScreenshot00005.png] [Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/HighresScreenshot00000.png] [Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/HighresScreenshot00001.png] [Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/HighresScreenshot00002.png] [Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/HighresScreenshot00003.png] [Blocked Image: https://dl.dropboxusercontent.com/u/21955490/Atmos/HighresScreenshot00006.png]

  • WIP in WIP, post your level screenshots!

    • FRAG
    • April 30, 2015 at 6:36 PM

    Picked up my CTF map (CTF-Atmos) for UT4 today, currently working on brush architecture and lighting, the next step will be growing a pair and using blender to start making some models.

    [Blocked Image: https://photos-1.dropbox.com/t/2/AABLRSj1QtHuulnFzMp7j7Eo5p0L0c5gYIa94vpfdhxPMg/12/21955490/png/1024x768/3/1430420400/0/2/HighresScreenshot00004.png/CKKHvAogASACIAMoASgC/Xgj9jNoqUoDACq_p0IDjq_TtD6o9xMwMXmMAV3aCQDc]

    [Blocked Image: https://photos-1.dropbox.com/t/2/AACwRDpshuC6crlEZqyvLgpiE520bP3LNKNrLhccrjbG2Q/12/21955490/png/1024x768/3/1430420400/0/2/HighresScreenshot00002.png/CKKHvAogASACIAMoASgC/Of7JtqLWLwGuqvRYIfuLJo4aBs0XbDBf9ZCFGxxGv4w]

    [Blocked Image: https://photos-5.dropbox.com/t/2/AACDxaaoTw_FBxxPf47luVDJXcO8HhJyIgVDSg5EHqgXcQ/12/21955490/png/1024x768/3/1430420400/0/2/HighresScreenshot00000.png/CKKHvAogASACIAMoASgC/0Xjp3L3xVJVbAtu5SLW7pINOAmk1E3pbwftjWfzIZCk]

  • What's going on with your life?

    • FRAG
    • April 30, 2015 at 2:28 PM

    Indeed, I'm still stuck in hospital sadly, got more tests coming my way so they can decide if I'll need surgery to remove part of my small intestine that's been badly damaged by my crohns disease not being diagnosed for so long.


    Got plenty of freelance work and stuff with O:BM to pass the time, you all need to visit the chat room more often

  • You can now sell content through Steam Workshop

    • FRAG
    • April 28, 2015 at 10:17 PM

    I'd like to see how the system can be expanded on when it next appears, it's an interesting avenue that valve are approaching here and my hat off to them attempting it.

    I spend a great deal of time working on a mod, and no, money has never came into it but, it would be satisfying to know that your time is being appreciated by being paid in some capacity and in some way.

    But it's an afterthought for myself, my passion is creating quality levels in a game world that I love, just people playing them (eventually) is a reward for my time spent, I have a day job to pay the bills and freelance work to scrap by.

    I'm probably rambling now and I apologise but, I'd love to see this system back, not in the capacity it was running but in a revised form that has designed from a larger pool of modders (more game titles, not just skyrim)

  • What's going on with your life?

    • FRAG
    • April 23, 2015 at 9:45 PM

    Sorry to hear that Franck, I know it's a bit of a kick but keep up with your work and push on forward, you always have determination when we talk in chat, hope this continues

  • You can now sell content through Steam Workshop

    • FRAG
    • April 23, 2015 at 9:39 PM

    This was quick

    https://www.change.org/p/valve-remove…-steam-workshop

  • GTA V

    • FRAG
    • April 22, 2015 at 1:23 PM

    All those actions are attributed to their bad sport position, although yes it is a shame you had to experience that, those asshats will have those actions on record for their account, I won't be surprised if they are now stuck in the bad sport servers, where the entire population is filled with dicks like that.


    Are you just playing by yourself at the moment Jack or was it just a "I have a spare 30 minutes, I'll jump online"

  • Post Your Pic Extravaganza

    • FRAG
    • March 7, 2015 at 12:34 AM

    Love the slippers but I'm also digging the tiny head you have on your shoulder, is that an accessory

  • ULTRAFLOW

    • FRAG
    • March 6, 2015 at 3:07 PM

    Congrats!

  • Valve: Future Hardware Plans

    • FRAG
    • March 5, 2015 at 11:50 PM

    Yep, Valve Is Experimenting With Half-Life In VR....

    http://kotaku.com/yep-valve-is-e…n-vr-1689726340


    I'm quite happy by this, that they are experimenting with what works, rather then just chucking all they have and hoping it sticks, I'd be quite interested to see how L4D & DOTA played out in their VR experiments though, especially with their game control system.

  • Games W.I.P Thread

    • FRAG
    • March 5, 2015 at 10:46 PM

    In the process of converting a UDK game to UE4 titled Mech Mania.

    Mech Mania is a collection of fun local/online multiplayer mini-games for up to four players (or AI if you just want to solo)

    Here is a map called Train Station that I finished patching up today with 4 bots running around aimlessly.


    [Blocked Image: http://i.imgur.com/Wi54nb5.png]


    Most of the core gamemode stuff is now complete, everything is now either being created or recreated via C++ & BP, but I'm quite happy that it's progressed to the point that I can actually show something from it now.


    P.S


    Not final in-game view, I'm using only a basic camera actor until I complete our camera system.

  • Unity 5

    • FRAG
    • March 4, 2015 at 4:33 PM

    From what I used in Unity 4&5 there was no brushwork, its done via 3D model assets, so you can create basic shapes but they are models, although it kind of works the same, I just never got the flexibility I had when working with brushes, most importantly was resizing on a grid, everything is done via position, rotation & scale values, which works for a set model, but not for greyboxing effectively.

  • Unity 5

    • FRAG
    • March 3, 2015 at 11:03 PM

    I'm quite lucky in the sense that I won a Unity 5 pro license last year, and have been testing the beta for some time and yeah it's a nice engine to work with, but for me it comes down to preference, I prefer UE4 for it's editor layout, it's blueprint system, C++ programming and a few other little quirks that make it unique.


    I received an email today though saying I could go ahead and download the full Unity 5 pro version, but the thing 404s each time that I do it, which means there is interest, and so there should be!


    Unity 5 is a nice tool-set and many small time or hobby devs will feel at home with it, especially if they've been using the free version for all these years, I think it's great they can now offer a free version that offers full engine capabilities, it's like I pointed out in the steam hardware thread, you now have two companies that offer the latest tech for free, this can only further advance and benefit the digital community.

  • Testers needed for Private Beta (Transmissions : Element 120)

    • FRAG
    • March 3, 2015 at 4:54 PM

    Mind If I sign up? I'm really interested by your OP and would love to provide feedback in anyway that I can!

  • Valve: Future Hardware Plans

    • FRAG
    • March 2, 2015 at 3:06 AM

    I was always under the impression that Oculus was pretty open with other VR devs when it came to their tech, obviously not the bleeding edge stuff but the foundations at least.

    This is also the 3rd year of mainstream VR development so I'm expecting Oculus and Valve to be going head to head in Q3/Q4.

    But then again, we need valve to actually show us something, we need something concrete, I've used an Oculus DK2 & was lucky enough to try out Sony's Morpheus headset last year and both were really coming into there own as solid VR products.

    But, there is a developer preview for the spring so we will know what's going down fairly soon and I'm hoping in the back of my head they turn up to Develop in Brighton (July) with this new VR headset, just so I can get a look first hand.

    Either way, it's an exciting time for VR development and now we have 3 major contenders going against each other and that can only mean better products for the consumer!

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