[QUOTE=VintageCat;53158894]Don't want to sound cocky, but I have no idea how people could have trusted Frank after the initial 2016 announcement. We've seen Fuse models, Gmod maps, edgy kid writing and a failed kickstarter right of the bat and people still thought "yeah, I want to work for this guy"?[/QUOTE]
You have to keep in mind that none of them got to see the finished product, only Frank did -- some of them didn't even know what the others were working on, and when some people got suspicious about the stolen assets Frank told them they were just "placeholders"
To get an idea of how I played the game:
[video=youtube;4bu-3SK1ZVs]https://www.youtube.com/watch?v=4bu-3SK1ZVs[/video]
All in all, Hunt Down the Freeman has to be the modern day counterpart to Action 52. Underpaid developers, misinformed development team, misguiding project leader like Vince Peri (Frank, or Berkan as he's called in real life), shady practices, and the list goes on. The stolen assets may even be parallel to having used resources from other sources.
[URL="https://www.rockpapershotgun.com/2008/06/12/limbo-of-the-lost-an-astonishing-tale/"]Limbo of the Lost[/URL] is a great comparison as well, especially with the stolen assets part.
I can't believe this game stole so much work, profits from it and is still up. It's insane steam allows this to exist.
Just lie, exploit modders and devs, use money you don't have, steal art and tech you didn't make, shove it together to realise your edgy fanfiction without any consideration for the player experience and hardware or the legality of anything ever, and force it on steam through bot spam. And you're allowed to make money from that.
Why do people do this. How is this still up. What even is gamedev anymore, why even care about making good games anymore when people can just do this and the meme status and exposure might make it profitable.
From the sound designer's reddit post
[QUOTE]I used to believe things such as the stolen assets were just fake news and false accusations[/QUOTE]
He legit got people on his side by calling criticism of the project "fake news". This is straight up a product of the post fact world we live in. Nothing is real, just call any opposition to what you're doing "fake news" or "haters" loud enough, and nobody will question you.
gggman took the words out of my mouth on why you shouldn't buy this even as a joke
its a chore to play and nothing in it resembles fun.
The weapons animator also shares some info:
[url]https://www.reddit.com/r/HalfLife/comments/804nc4/se7enanimator_here_firstperson_weapons_animator/[/url]
Hyper-high resolution models and textures with missing textures and entirely broken graphics features is uhhh... an interesting combo
[QUOTE=Keychain;53159038]gggman took the words out of my mouth on why you shouldn't buy this even as a joke
its a chore to play and nothing in it resembles fun.[/QUOTE]
Honestly the only enjoyment I got out of this was watching the initial streams on release and laughing my ass off on Twitch. I really needed a good laugh too.
If nothing else. this entire mess has made me go back and play actual good mods like Minerva and Precursor.
[QUOTE=Elcard100;53159059]The weapons animator also shares some info:
[url]https://www.reddit.com/r/HalfLife/comments/804nc4/se7enanimator_here_firstperson_weapons_animator/[/url][/QUOTE]
[QUOTE]at some point Berkan wanted me to animate an AA12 with a drum mag, which I was anxious to animate as I love shotguns, but at the same time rather suspicious, that gun would NEVER fit into the HL2 lore at all, but that aside, the god damn weapon had non other than 2 billion polygons, yes you heard me, 2 billion raw polygons for no apparent reason, I was really worried cus my computer literally shut itself down trying to open this model, and then I asked Berkan a legit question "Is this really an AA12? And why is it 2million polygons?", to his surprise apparently a 3d artist on Turbosquid (a website that hosts paid assets) lied about the weapon having a low poly and a high poly version, again, this only further fuels my doubts about Berkan's game design knowledge, you have 3d artists on your team, yet you decide on your own accord to go buy assets for no reason but because it "looked cool".[/QUOTE]
[IMG]https://i.imgur.com/MhhWZcq.png[/IMG]
[I]How many polygons?[/I]
Friend of mine made the city17 maps of the game (around 3:15 hours in on vnns stream, after he says "no way they could stick to the architecture this well"), which were contrary to what vnn said "ripped of completely from hl2" made all from scratch from segments from an old gmod hl2rp map he made. Specifically, rp_city17_district47.
Nevertheless he was told he was going to get paid over 1k british punds for the job, and honestly he is pretty pissed right now seeing how it all turned out. Now he finished that map already in early 2017 so he wasn't aware of how shitty the game would be as he was only contracted on doing that part. But seeing all the loss the game has generated right now he said he might go to court to get his share, since they did sign a contract.
[t]https://i.imgur.com/HhkDBpr.jpg[/t]
heh
There is one moment in this game I'd like to highlight; the intro cutscene. Yes there's too much G-Man in it, yeah there's that bit with the modern military garb, but I think it does a fantastic job of immediately making us empathize with this random soldier bloke.
Now just remove the entire game, everything else, and that on its own would be pretty cool! Except it's part of this shitheap.
remember that ZAZ model i posted? apparently it's a Left 4 Dead 2 leftover and god fucking knows how the hell it ended up there
It's definitely the STALKER model. I've no doubt it's been packaged in with custom L4D/L4D2 maps in the past, so that's probably how it got there.
[QUOTE=Kali;53159116]It's definitely the STALKER model. I've no doubt it's been packaged in with custom L4D/L4D2 maps in the past, so that's probably how it got there.[/QUOTE]
yea that's how it might've ended up there. People say it was because of Cold Stream
btw proof that it's in l4d2
[IMG]https://i.imgur.com/r1912mB.png[/IMG]
Either way you spin it, that's the STALKER model. It's still worth contacting the developers about.
Uploaded all the cutscenes to an ordered playlist on youtube, see if any of you guys can understand the story more than I did: [url]https://youtu.be/taZu5HfSZxg?list=PLciRVMoi6Bxvav7w-KkyFsdJ1R5HIN4Qf[/url]
I took a look for myself, the ZAZ car is only found in the pak01_dir.vpk located in the left4dead2_dlc3 folder, which is Cold Stream.
[t]https://i.imgur.com/bhsbm0v.png[/t]
Case closed.
How the fuck do you even get that many polygons while modeling.
Do you just mash the fuck out of the subdivide button
[QUOTE=freaka;53159083]Friend of mine made the city17 maps of the game (around 3:15 hours in on vnns stream, after he says "no way they could stick to the architecture this well"), which were contrary to what vnn said "ripped of completely from hl2" made all from scratch from segments from an old gmod hl2rp map he made. Specifically, rp_city17_district47.
Nevertheless he was told he was going to get paid over 1k british punds for the job, and honestly he is pretty pissed right now seeing how it all turned out. Now he finished that map already in early 2017 so he wasn't aware of how shitty the game would be as he was only contracted on doing that part. But seeing all the loss the game has generated right now he said he might go to court to get his share, since they did sign a contract.[/QUOTE]
The Source SDK contains maps d1_trainstation_01.vmf through d1_trainstation_05.vmf as sdk_d1_trainstation_0*.vmf. There's also a source for a coast, c17 (post Nova Prospekt) and Citadel map.
That doesn't necessarily mean these maps were taken from the SDK, but i'd consider that before accusing them of decompiling maps or rebuilding them from scratch.
If you want to check these sources download the Source SDK and run it so it copies over the map sources to common/sourcesdk_content/hl2/mapsrc. There's map sources for a couple other Source engine games in there as well, so cross referencing those might clear some things up.
That still doesn't justify the use of the maps, i don't think the sources were included for you to sell them, even if they've been modified.
High polygons for those 4k textures ;)
[QUOTE=The Terminator;53159155][media]https://www.youtube.com/watch?v=23GkrkBZLu4&feature=youtu.be[/media][/QUOTE]
Is there a sfm model of Cave Johnson? Someone should remake this in sfm with Cave and Mitchell.
[QUOTE]
I'm not going to reiterate some points about Frank that others have said in the past but will add some new stuff.
1. Frank has no concept of requirements specifications. As a particle artist, this made me so furious. How can I make an effect without knowing what size it should be?
2. His English is very limited, and logic isn't his strongest aspect. Over the course of the game's development, I was asked several rather stupid and weird things to make over steam, and some of these were (**and I quote**): "thunder", "women sweat", "Poisen Gas" / "jew gas" , "lighting", "boom", "waves", "water", "building collapse", "bladder"... the list goes on.
3. 80% (approx) of what I've made is not in the game. Remember that god awful scene where a stalker gets crushed, and badly alpha channeled blood gets added comically? Well, I've had an [effect]([url]https://gfycat.com/RecentAgonizingCrocodile[/url]) to cover that up which didn't get implemented. I've also had a better combine ball effect and many others things that didn't get added.
[/QUOTE]
[QUOTE=Oizen;53159241]How the fuck do you even get that many polygons while modeling.
Do you just mash the fuck out of the subdivide button[/QUOTE]
Probably the same guy who modeled a cone with 8k polys. Subdividing it a few times before exporting the model, cause the slightly smoother shading looked better in the viewport. And team lead never bothering to check once why some levels are weirdly chuggy.
Berkans obsession with "everything 4k" and theses insanely high polycount kinda makes me believe this is someone whose only exposure to game art concepts is through promo material and AAA marketing. Read anything about realtime rendering online and you'd know better.
Edit : polycount of the cone wasn't that bad, but still very bad.
[QUOTE=Su_Bu;53159197]I can't be the only one who thought this, right?
[IMG]https://i.imgur.com/x3g1fT9.png[/IMG][/QUOTE]
Redirected.
[QUOTE=TheBorealis;53159255]Is there a sfm model of Cave Johnson? Someone should remake this in sfm with Cave and Mitchell.[/QUOTE]
If someone can get me his model I can do it. I aint buying this trash heap just to get his oc.
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