[U][B]January Update[/B][/U]
After much development on all fronts, it's with great pleasure that we can finally bring you the 1st trailer for X32i.
[U][B]VIDEO[/B][/U]
The teasers we released back in July and August were made to do exactly that, tease. This trailer aims to present some of the preceding storyline for the game, as well as showing off some gameplay from a cinematic perspective and of course, all the hard work that has gone into developing the numerous assets required for creating this trailer.
Having now been through this process and seeing how things will turn out once all the assets come together, we've learnt a lot from this process and it will help us greatly in our development of this project.
[media]http://www.youtube.com/watch?v=_ZumZrOHZBc[/media]
If you like what we've done, and like where this mod is going - please vote for us in the Mod Of The Year Awards at ModDB.
[URL]http://www.moddb.com/mods/x32i[/URL]
Thank you for your ongoing support. As development has picked up pace significantly,
we will be able to bring you more content in the coming months, eventually working towards a working demo of X32i.
I seriously can't wait for this, ever since the teasers posted last year. I think I'm looking forward to this more than I did to MWLL
At first I was like meh but then I realized this is a Crysis mod.
:iia:
Oh, you posted. Anyway, it's an epic trailer. [b]Be sure to vote on MODDB to support the mod.[/b]
Looks fucking awesome for a mod.
Loving those lighting effects.
Holy fucking dickshit is this a mod?
Well you have my support!
I cant wait, this mod looks amazing.
Everytime we do this, we get better (and faster). We're going to keep coming up with ways to produce better content, and ultimately a better game. I certainly know that I'm brimming with ideas on how to enhance things on the audio front!
Thank you for the support. Knowing that people have interest in this keeps pushing us to work on it more and more.
You guys still need some skinners it seems. The planet bumpmap ain't that well.
Wow.
'You guys still need some skinners it seems'
We need all the help we can get. We are a VERY small (but highly motivated and committed) team, so if you know someone.....! :)
[QUOTE=fourteentoone;19360025]'You guys still need some skinners it seems'
We need all the help we can get. We are a VERY small (but highly motivated and committed) team, so if you know someone.....! :)[/QUOTE]
I applied once, got taken then they forgot me. After that time i thought, "fuck it" :sax:
[QUOTE=diwako;19360182]I applied once, got taken then they forgot me. After that time i thought, "fuck it" :sax:[/QUOTE]
Not true at all, I spoke to you on skype, and then after that you stopped talking. I was telling you that skinning the ships is pretty complex due to how many parts the models are made of. The thunderbird is a combination of 200 models. And only join if you was up for the task, and then it went silent.
I don't have time to run after every person who applies, as I have a lot of work to do beyond that.
there is no sound in space
[QUOTE=Omen;19362751]there is no sound in space[/QUOTE]
Ok this no sound in space line is getting old really fast, if you all want to play a game where there's no sound except breathing from the players helmit, fine, saves me a ton of work. But seriously guy's this is a game not a NASA simulation.
[QUOTE=Omen;19362751]there is no sound in space[/QUOTE]
Don't start that shit.
[QUOTE=Omen;19362751]there is no sound in space[/QUOTE]
Thanks professor
As one of my team members pointed out, if you're really that bothered about sounds, turn your speaker off and watch the video, for realism mode.
The only thing that bugged me was sound in space, the texture of the planet (wouldn't be that sharp), and the fact that the X32i logo at the very end was an exact copy of the tutorial from Videocopilot.net.
The voice acting was fanfuckingtastic as well as the explosions. Did you guys up the particles?
[QUOTE=onox37;19366614]The only thing that bugged me was sound in space, the texture of the planet (wouldn't be that sharp), and the fact that the X32i logo at the very end was an exact copy of the tutorial from Videocopilot.net.
The voice acting was fanfuckingtastic as well as the explosions. Did you guys up the particles?[/QUOTE]
I'm almost certain we took artistic licence and credibility with the sound, it could have been extremely boring if sounds weren't added.
As for the video copilot thing.... i quote you when i say this, but "it's not about what's easy"
I see a very successful gaming career future for you guys
[QUOTE=k00lwhip;19367361]I'm almost certain we took artistic licence and credibility with the sound, it could have been extremely boring if sounds weren't added.
As for the video copilot thing.... i quote you when i say this, but "it's not about what's easy"[/QUOTE]
First thing's first. You could have taken the appropriate approach and either taken the sound of space completely away or just have the sounds of the cockpit. If you wanted to keep the sounds, a different explanation would be that the sounds from space were created by the virtual sound system produced by the ships computer system. Example: When you start your suit up in Shattered Horizon, for a fleeting second, a voice comes on inside the helmet, "Replicating Sound Files" or something to that matter.
As for that quote of mine, I did indeed say that as I remember the conversation quite clearly, but I meant it in a different context. The quote was aimed at a photo-manipulation in which I said, "The outcome is what makes it." In which you replied, "But it's easy to do." And then I replied, "It's not about what's easy." The Video copilot tutorial may be easy and easily replicated but it doesn't make it original, nor does it look like something you should be proud of, whereas the picture I quoted, was.
[QUOTE=onox37;19367520]First thing's first. You could have taken the appropriate approach and either taken the sound of space completely away or just have the sounds of the cockpit. If you wanted to keep the sounds, a different explanation would be that the sounds from space were created by the virtual sound system produced by the ships computer system. Example: When you start your suit up in Shattered Horizon, for a fleeting second, a voice comes on inside the helmet, "Replicating Sound Files" or something to that matter.
As for that quote of mine, I did indeed say that as I remember the conversation quite clearly, but I meant it in a different context. The quote was aimed at a photo-manipulation in which I said, "The outcome is what makes it." In which you replied, "But it's easy to do." And then I replied, "It's not about what's easy." The Video copilot tutorial may be easy and easily replicated but it doesn't make it original, nor does it look like something you should be proud of, whereas the picture I quoted, was.[/QUOTE]
hey.
I :h: you.
[QUOTE=k00lwhip;19367573]hey.
I :h: you.[/QUOTE]
Well said. :h:
[QUOTE=SirBaron;19363431]As one of my team members pointed out, if you're really that bothered about sounds, turn your speaker off and watch the video, for realism mode.[/QUOTE]
What kind of flight dynamics are you guys going for with the space ships?
Is it going to be a Star Wars style where everything behaves like fighter planes or will it be a more Battlestar Galactica approach where you can turn on a dime?
[QUOTE=onox37;19367520]First thing's first. You could have taken the appropriate approach and either taken the sound of space completely away or just have the sounds of the cockpit. If you wanted to keep the sounds, a different explanation would be that the sounds from space were created by the virtual sound system produced by the ships computer system. Example: When you start your suit up in Shattered Horizon, for a fleeting second, a voice comes on inside the helmet, "Replicating Sound Files" or something to that matter.
[/QUOTE]
Hello. I'm the one responsible for sound, dialog and music for this project.
You do raise an interesting point here, particularly with the reference to Shattered Horizon.
However, what is the 'appropriate' approach? While we may have called this a space simulation, we're also trying to tell a story, and we will probably do whatever we think is necessary to help tell the story better. This certainly wouldn't be the first game/film/TV show to have sound in space and we certainly won't be the first game/film/TV show to bend the laws of science!!! Ultimately, the appropriate approach is what we feel will deliver a better experience for the player. And as all players are different, I doubt we will please everyone!
Also, please consider that this video is not shot from the point of view of the cockpit/player. That will probably happen in the next video. Therefore, having sounds of the cockpit wouldn't really work. Once we get around to producing a POV video from the cockpit that will be the most accurate reflection of the sounds (and sound system) that the player will experience in the game. As this was a cinematic - we treated it... cinematically.
I suspect that when people start playing the game, they will forget the whole sound in space thing altogether, and enjoy the fact that the sound will add to the experience of playing the game! You'll be far too busy having fun shooting down Terran Chance cruisers and fighters :) -- Whether we use a plot device to justify sound in space remains to be seen!
[QUOTE=combine487;19369553]What kind of flight dynamics are you guys going for with the space ships?
Is it going to be a Star Wars style where everything behaves like fighter planes or will it be a more Battlestar Galactica approach where you can turn on a dime?[/QUOTE]
I imagine we might show that in the aforementioned next video which will be shot from the cockpit.
Thanks for all the feedback everyone, it keeps us motivated!
[QUOTE=combine487;19369553]What kind of flight dynamics are you guys going for with the space ships?
Is it going to be a Star Wars style where everything behaves like fighter planes or will it be a more Battlestar Galactica approach where you can turn on a dime?[/QUOTE]
The flight dynamics are pretty much what you expect with a game with gravity simulation.
Basically if you fly forward at full speed it IS possible to turn the ship around fast enough, that even though you'd be facing the opposite direction, you'd still be flying in the previous direction until the thrust from the engines are able to correct that.
[QUOTE=SirBaron;19371049]The flight dynamics are pretty much what you expect with a game with gravity simulation.
Basically if you fly forward at full speed it IS possible to turn the ship around fast enough, that even though you'd be facing the opposite direction, you'd still be flying in the previous direction until the thrust from the engines are able to correct that.[/QUOTE]
So it's like X3:TC?
[QUOTE=SirBaron;19371049]The flight dynamics are pretty much what you expect with a game with gravity simulation.
Basically if you fly forward at full speed it IS possible to turn the ship around fast enough, that even though you'd be facing the opposite direction, you'd still be flying in the previous direction until the thrust from the engines are able to correct that.[/QUOTE]
That sounds cool. A nice feature that was used in a BSG mod for Freespace was the "Glide" function. When you activated it the engines went off and you would continue flying in whatever direction you were pointing. While you are like this you can turn the ship into any direction while still flying forward. It was then de-activated when you turned the throttle back up.
It allows for some nice manouvres and feels very spacy, if that fits with what your going for that might be a cool addition.
[QUOTE=ShitBalls;19371141]So it's like X3:TC?[/QUOTE]
In terms of flight physics yes, gameplay no where near. ¬_¬
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