• Hunt Down The Freeman
    1,835 replies, posted
im just wondering if """frank""" is going to hide till the fire fades or be delusional about the success of his game
[QUOTE=Riorio;53162898]im just wondering if """frank""" is going to hide till the fire fades or be delusional about the success of his game[/QUOTE] Wouldn't be surprised if he eventually goes "jokes on you I was only pretending :DDDD" That's what the creator of Hong Kong 97 did recently iirc.
the entire story of hunt down the freeman has been stolen [video=youtube;LjZmKebwL_Y]http://www.youtube.com/watch?v=LjZmKebwL_Y[/video] WAKE UP
I guess the main benefit of this is not only entertainment, but I've seen a lot of people starting to get into modeling, coding, mapping, voice acting and so on. P. sure at least some of you looked at HDTF and said to yourselves "I could do better".
gonna stream HDTF again, [URL="https://www.twitch.tv/eddieltu"]this time with day 1 patch[/URL]
[IMG]https://i.redd.it/gmf4169kzji01.png[/IMG]
[QUOTE=Toybasher;53163381][IMG]https://i.redd.it/gmf4169kzji01.png[/IG][/QUOTE] Knowing Frank (not at all), he will probably delay the return for a few days, and one more just for fun.
[QUOTE=Devil Traitor;53162286]Was this posted, yet? [video]https://youtu.be/v0-mZy0qupg[/video][/QUOTE] [twitch]MiniatureGlamorousJackalBudStar[/twitch] My dumb clip got 1,000 plus views plus some on a internet shitpost I don't know how to feel about this.
[QUOTE=Xonax;53163411]Knowing Frank (not at all), he will probably delay the return for a few days, and one more just for fun.[/QUOTE] Just to piss Frank off, I think I should refer to him by his actual name. [SP]*Deep breath* Belkan, Belkan, Belkan, Belkan. Belkan this, Belkan that. Belkan this, Belkan that.[/SP]
Ok bois, i beat this piece of shit, enjoy some highlights. VOD is up on twitch and soon will be on youtube [twitch]PhilanthropicStrangePeppermintLitFam[/twitch] [twitch]CrackyLaconicKoupreyPJSalt[/twitch]
[QUOTE=Toybasher;53162700] Also "Don't use your weapons, there's a gas leak." meanwhile your ally has a shotgun even though in the cutscene he had a crowbar.[/QUOTE] [QUOTE=suXin;53162746]I remember Mitchell specifically questioning the guy after that, only to get no answer :v:[/QUOTE] I am 100% sure they only game him a shotgun because he's on the combine soldier animations and would t-pose with a melee weapon
In Act 2 Chapter 2 Map 1 (the one with the killer spotlights), has anybody here successfully climbed onto the top of the roof without cheats? I keep sliding off when I attempt to parkour over it. [IMG]https://cdn.discordapp.com/attachments/416559589597773835/418009339593359370/unknown.png[/IMG] Everyone I've asked so far have admitted to having to noclip over here, and someone even said that there's an invisible wall on this ledge that made it impossible to climb over. I haven't used any cheats so far, and I'd like to keep it that way. If this is somehow by design and I'm just mistakenly thinking that this is the correct path or something, please say so.
[QUOTE=PikaCommando;53163630]Everyone I've asked so far have admitted to having to noclip over here, and someone even said that there's an invisible wall on this ledge that made it impossible to climb over. I haven't used any cheats so far, and I'd like to keep it that way. If this is somehow by design and I'm just mistakenly thinking that this is the correct path or something, please say so.[/QUOTE] I had the same issue and let me tell you, when I noclipped my way up there there was indeed an invisible wall. Worse still, I believe that happened at least three times during my playthrough. First in one of the 7 hour war maps when you spawn behind one and gotta either glitch or noclip through it and one in a later stage.
[QUOTE=ElderLolz;53163507]Late response, sorry, but there's something that pisses me off even more about that model than the absurd polycount [B]Traffic cones don't have a circular base.[/B] They are square so they don't fall over easily.[/QUOTE] [URL="https://www.cgtrader.com/3d-models/exterior/street/traffic-cone"]And yet he decided to buy it.[/URL] Didn't they have a modeler? Why would they buy something so easy to make?
[QUOTE=Starscre4M;53163700][URL="https://www.cgtrader.com/3d-models/exterior/street/traffic-cone"]And yet he decided to buy it.[/URL] Didn't they have a modeler? Why would they buy something so easy to make?[/QUOTE] there is more good option right bottom of the model lmao
[QUOTE=Starscre4M;53163700][URL="https://www.cgtrader.com/3d-models/exterior/street/traffic-cone"]And yet he decided to buy it.[/URL] Didn't they have a modeler? Why would they buy something so easy to make?[/QUOTE]And the low poly was included. Why did they use the high poly in-game?
[QUOTE=simzboy;53163753]And the low poly was included. Why did they use the high poly in-game?[/QUOTE] because of 4K™ UHD™ IMAX™ Cinematic™ Dolby™ Experience in 2013 Source Engine™
[QUOTE=rebel1324;53163761]because of 4K™ UHD™ IMAX™ Cinematic™ Dolby™ Experience in 2013 Source Engine™[/QUOTE] Really this should have been the trailer for HDTF [media]https://www.youtube.com/watch?v=jFYi1ugN1f8[/media]
[QUOTE=Keychain;53162767]honestly this game was doomed the moment they chose Mitchell as the name for the protagonist im willing to believe the name alone is what drove it to this[/QUOTE] Rude :payne:
[QUOTE=F T;53162515]I’m not. :frown: [editline]26th February 2018[/editline] So who wagers there’s gonna be an attempt at a sequel?[/QUOTE] I predict there will be. Hunt Down The G-Man. Would be cobbled together even worse than HDTF.
[QUOTE=Starscre4M;53163700][URL="https://www.cgtrader.com/3d-models/exterior/street/traffic-cone"]And yet he decided to buy it.[/URL] Didn't they have a modeler? Why would they buy something so easy to make?[/QUOTE] But, why would they do that? I guess Belkan really is inbred after all, or he's deliberately stealing as many assets as possible in order to make a mockery of it all. I believe traffic cones are pretty easy to make.
[QUOTE=RaraKnight;53158060][t]https://cdn.discordapp.com/attachments/413757278974378003/417138234666123264/unknown.png[/t] This cone model found in the files has over 8k polys.[/QUOTE] crysis 2 [editline]27th February 2018[/editline] at least crysis 2's didn't end up looking like total ass despite the unoptimization
[QUOTE=BenjaminTennison;53163821]But, why would they do that? I guess Belkan really is inbred after all, or he's deliberately stealing as many assets as possible in order to make a mockery of it all. I believe traffic cones are pretty easy to make.[/QUOTE] A better question would be is why didn't he just take the existing traffic cone model in HL2 already instead?
[QUOTE=F T;53163888]A better question would be is why didn't he just take the existing traffic cone model in HL2 already instead?[/QUOTE] But then he couldn't scream about FULLY MODELED 8 THOUSAND polygon traffic cones! Basically, Frank is so full of himself he has to change every little thing to "make it his".
I just want to say something to the members of the team if they're still reading this. We've been memeing and posting harshly about the game on the thread, but don't take it personally, especialy considering only the 3 project leaders had control over the whole project and the state and origin of each assets. They're responsible for the shitshow, not the people who probably did their best with what they had and had no idea of the extent of the dumpster fire this project was. This is a management disaster more than anything. On the other hand you should really have better judgement on who you decide to work with. You should have known that an ambitious fan mod of a 12yo game, lead by an incompetent & shady guy ([I]who asks for "jew gas" particle effects[/I]), made on a limited and hard to work with 20yo engine, planning to make a profit on steam in 2018 is really not something worth your time. Don't be suprised when the guy who promised to pay you then breaches contract left and right. Looks like a few of them are planning to sue for breach of contract anyway but I'm just surprised anyone would agree to work on a project so unrealistic and on the promess they'd get paid, when the guy had absolutely nothing to show he had the skill and ressources to complete something that ambitious.
[QUOTE=Loth;53164018]I just want to say something to the members of the team if they're still reading this. We've been memeing and posting harshly about the game on the thread, but don't take it personally, especialy considering only the 3 project leaders had control over the whole project and the state and origin of each assets. They're responsible for the shitshow, not the people who probably did their best with what they had and had no idea of the extent of the dumpster fire this project was. This is a management disaster more than anything. On the other hand you should really have better judgement on who you decide to work with. You should have known that an ambitious fan mod of a 12yo game, lead by an incompetent & shady guy ([I]who asks for "jew gas" particle effects[/I]), made on a limited and hard to work with 20yo engine, planning to make a profit on steam in 2018 is really not something worth your time. Don't be suprised when the guy who promised to pay you then breaches contract left and right. Looks like a few of them are planning to sue for breach of contract anyway but I'm just surprised anyone would agree to work on a project so unrealistic and on the promess they'd get paid, when the guy had absolutely nothing to show he had the skill and ressources to complete something that ambitious.[/QUOTE] Hunt Down the Freeman… the Action 52 of the 21st century. Just like how Vince Perri didn't compensate his employees, Belkan took advantage of his development team and gave them false knowledge.
[QUOTE=Loth;53164018]I just want to say something to the members of the team if they're still reading this. We've been memeing and posting harshly about the game on the thread, but don't take it personally, especialy considering only the 3 project leaders had control over the whole project and the state and origin of each assets. They're responsible for the shitshow, not the people who probably did their best with what they had and had no idea of the extent of the dumpster fire this project was. This is a management disaster more than anything. On the other hand you should really have better judgement on who you decide to work with. You should have known that an ambitious fan mod of a 12yo game, lead by an incompetent & shady guy ([I]who asks for "jew gas" particle effects[/I]), made on a limited and hard to work with 20yo engine, planning to make a profit on steam in 2018 is really not something worth your time. Don't be suprised when the guy who promised to pay you then breaches contract left and right. Looks like a few of them are planning to sue for breach of contract anyway but I'm just surprised anyone would agree to work on a project so unrealistic and on the promess they'd get paid, when the guy had absolutely nothing to show he had the skill and ressources to complete something that ambitious.[/QUOTE] I agree with most of your points, but at the same time, work is work, and i can't blame artists for expecting to be paid when offered. It's the project management's fault for not paying them, not theirs for fairly believing they'd be compensated.
[URL="http://www.moddb.com/mods/hunt-down-the-nihilanth"]Found this on moddb. Hunt Down The Nihilanth.[/URL]
don't forget "women sweat"
[QUOTE=surfur;53162581]You aren't wrong, but there's still more to discuss here. It's all about silhouette and poly usage. The goal is to use the least amount of polys you can while maintaining a clean silhouette. While talking to students, they get it in their heads (I did this too) that you need to crunch your poly count down, where that really isn't the case. Yes, you need to be mindful about your poly count but at the same time you shouldn't sacrifice your silhouette on account of that. However this artist looked to do the opposite of that :v: The lesson to be learned is to be smart about your poly allocation as well as clever tricks like editing the facing normals to produce a sharp edge on a bevel without the need of extra lines on an edge. [t]https://i.imgur.com/2pfZGms.jpg[/t] As the cone tapers upwards you can merge the quads together. The need for the same density of polys near the bottom becomes less, seeing as the silhouette is becoming smaller. On the bottom edge I used a facing normals trick to maintain a nice crisp looking edge where a normal bevel wouldn't give that same look. Sorry if this comes off as if I'm directing this towards you, it's not. I just wanted to show what lessons can be learned from that cone model.[/QUOTE] [t]https://puu.sh/zwqK9/b1e98e0f70.png[/t] Just out of curiosity i wanted to see how fast i could crank out a better model than the one they used. I timed it. 47 seconds, not including the UV or phys model. 286 faces. I did it blind so it's a little chunkier than it should be but there you go.
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