[QUOTE=tehstrelok;45604861]OFF TOPIC, I hope is ok since nothing about the mod is being discussed atm
I´ve also been working in my own enhancement project for doom 3, I´ve even done coding myself for it since it is so simple for that game. Lots of custom sounds too.
The a.i has been improved as well
[video=youtube;48RG-f4LIpM]http://www.youtube.com/watch?v=48RG-f4LIpM[/video]
[url]http://doom3.gamebanana.com/skins/135776[/url][/QUOTE]
That looks amazing. Do you intend on implementing a new shotgun model that isn't shit?
[QUOTE=UberMunchkin;45642113]Any links about? Seriously I do dig a lot of the theory & application of theory type stuff Valve gives out.[/QUOTE]
[url]https://www.google.com/search?q=~Valve+software+filetype%3Apdf#q=~Valve+software+filetype:pdf&safe=off[/url]
Usually pretty good for finding stuff, google is very powerful when using commands.
[QUOTE=glitchvid;45643553][url]https://www.google.com/search?q=~Valve+software+filetype%3Apdf#q=~Valve+software+filetype:pdf&safe=off[/url]
Usually pretty good for finding stuff, google is very powerful when using commands.[/QUOTE]
...
[url]http://www.valvesoftware.com/company/publications.html[/url]
[QUOTE=NixNax123;45646351]...
[url]http://www.valvesoftware.com/company/publications.html[/url][/QUOTE]
Yeah, I assumed everyone knew about that one, there are some valve publications that used to not be listed on that page though.
[QUOTE=UberMunchkin;45642113]Any links about? Seriously I do dig a lot of the theory & application of theory type stuff Valve gives out.[/QUOTE]
[URL="http://www.valvesoftware.com/publications/2008/GameFest08_ArtInSource.pdf"]This[/URL] and [URL="http://www.valvesoftware.com/publications/2008/MIGS08_ConnectingVisualsToGameplay.pdf"]this[/URL]
Dunno if the coders have seen this page but it's basically code-fixes for env_projectedtextures: [URL="https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes"]https://developer.valvesoftware.com/wiki/Env_projectedtexture/fixes[/URL]
I always wonder which mod will be released first: Black Mesa with Xen Chapters or HL2E
[QUOTE=Coolboy;45673196]I always wonder which mod will be released first: Black Mesa with Xen Chapters or HL2E[/QUOTE]
I'm leaning towards BM. No offense to this project of course.
[QUOTE=Coolboy;45673196]I always wonder which mod will be released first: Black Mesa with Xen Chapters or HL2E[/QUOTE]
The race is on! Start your engines! Get those Source builds running!
[QUOTE=Coolboy;45673196]I always wonder which mod will be released first: Black Mesa with Xen Chapters or HL2E[/QUOTE]
BM:X has a lot less to do, talking strictly about game length. If this started at the same time as original Black Mesa, then it'd be a fair bet.
[QUOTE=Coolboy;45673196]I always wonder which mod will be released first: Black Mesa with Xen Chapters or HL2E[/QUOTE]
I can't speak for the BM team, but I imagine since they have most things out of the way they may release first.
The HL2EM team is looking into Source 2 as a possibility, if Valve release it to be fully modifiable similar to the way Source 1 is now there is very little reason for the clear benefits (Level streaming, Dx11, 64bit...) to not be taken advantage of.
Some work would need to be redone, but the upgrade (if we went through with it) would probably speed development time up by a massive factor, not to mention performance and further visual upgrades.
[QUOTE=glitchvid;45674631]I can't speak for the BM team, but I imagine since they have most things out of the way they may release first.
The HL2EM team is looking into Source 2 as a possibility, if Valve release it to be fully modifiable similar to the way Source 1 is now there is very little reason for the clear benefits (Level streaming, Dx11, 64bit...) to not be taken advantage of.
Some work would need to be redone, but the upgrade (if we went through with it) would probably speed development time up by a massive factor, not to mention performance and further visual upgrades.[/QUOTE]
Well, I guess that would make this mod a little like Black Mesa, then. First release on an older engine, second release on a newer one.
Of course, that would be if this mod was completed before Source 2 came out.
[QUOTE=Hideyoshi;45676071]Well, I guess that would make this mod a little like Black Mesa, then. First release on an older engine, second release on a newer one.
Of course, that would be if this mod was completed before Source 2 came out.[/QUOTE]
and when Source 2 comes out its not just easier to finish it in Source 2, suggesting its easy to convert stuff from Source 1 to Source 2.
Source 2's Texture Streaming, Level Size, and 64bit support would make a WORLD of difference for this mod. One of my biggest fears for the mod has always been that we'll hit the RAM limit and start having to downgrade stuff. And of course we could do crazy things like compressing all of the beginning city 17 maps into one level.
[QUOTE=IM BATMAN;45681191]And of course we could do crazy things like compressing all of the beginning city 17 maps into one level.[/QUOTE]
or just the whole game into one level
[QUOTE=NixNax123;45681217]or just the whole game into one level[/QUOTE]
Only if we had Portal 2's world portals.
[QUOTE=NixNax123;45681217]or just the whole game into one level[/QUOTE]That almost wouldn't be worth it with all the impossible geometry & changes made to revisited areas.
[QUOTE=DONOTWANT;45681587]That almost wouldn't be worth it with all the impossible geometry & changes made to revisited areas.[/QUOTE]
world portals
Ehh, i don't see putting it all into one level being the best way to do it in source 2, you could probably use level streaming to make it seem seamless.
Having it all in one level would increase loading times and compile times.
[QUOTE=icefox;45681891]Ehh, i don't see putting it all into one level being the best way to do it in source 2, you could probably use level streaming to make it seem seamless.
Having it all in one level would increase loading times and compile times.[/QUOTE]
this is what i mean
Yeah, right now without world Portals would be kinda odd to do. Especially since the levels overlap each other multiple times. I think I posted a while back that Kleiner's lab actually juts into the train station a bit.
[QUOTE=Ott;45681364]Only if we had Portal 2's world portals.[/QUOTE]
Source 2 looks like it's planned to support level streaming, with some minor map modifications it would probably be fairly easy to implement; all you really need are places you can stop the player for a minute so it can load the next section: which at least in the first part of the game should be doable.
[QUOTE=glitchvid;45682427]Source 2 looks like it's planned to support level streaming, with some minor map modifications it would probably be fairly easy to implement; all you really need are places you can stop the player for a minute so it can load the next section: which at least in the first part of the game should be doable.[/QUOTE]
You could have it load the next level when barney's blabbing to kleiner.
Isn't Source 2 unconfirmed hearsay and rumor at this point? Is the mod [I]really[/I] on hold because of [I]theoretical[/I] technology?
[QUOTE=ElusiveBadger;45682914]Isn't Source 2 unconfirmed hearsay and rumor at this point? Is the mod [I]really[/I] on hold because of [I]theoretical[/I] technology?[/QUOTE]
They updated Hammer and have full on references literally calling it Source 2 among other things, so no, it's about as confirmed as it can get.
[QUOTE=ElusiveBadger;45682914]Isn't Source 2 unconfirmed hearsay and rumor at this point? Is the mod [I]really[/I] on hold because of [I]theoretical[/I] technology?[/QUOTE]
I dunno how you've missed it, but the DOTA 2 workshop tools alpha basically soft launched it.
Although this isn't really the place to talk about Source 2. The likelihood of it allowing code access to modders seems quite low. I won't say it won't. Cause I obviously don't know. But they just seem to be only releasing tools that aid in the map and art creation process for existing games lately. Only reason I have ANY hope that they might. Is because they released the "2013" SDK. Which is sadly just the Source 2009 branch with VR stuff that lacks anything the ASW engine has.
[QUOTE=gjsdeath;45683112]Although this isn't really the place to talk about Source 2. The likelihood of it allowing code access to modders seems quite low. I won't say it won't. Cause I obviously don't know. But they just seem to be only releasing tools that aid in the map and art creation process for existing games lately. Only reason I have ANY hope that they might. Is because they released the "2013" SDK. Which is sadly just the Source 2009 branch with VR stuff that lacks anything the ASW engine has.[/QUOTE]
VALVe wouldn't be anything without modders, so I doubt they won't allow code access
[QUOTE=gjsdeath;45683112]Although this isn't really the place to talk about Source 2. The likelihood of it allowing code access to modders seems quite low. I won't say it won't. Cause I obviously don't know. But they just seem to be only releasing tools that aid in the map and art creation process for existing games lately. Only reason I have ANY hope that they might. Is because they released the "2013" SDK. Which is sadly just the Source 2009 branch with VR stuff that lacks anything the ASW engine has.[/QUOTE]
not allowing code access would be throwing away a crowd of people who use Source, i'm not sure why they would want to do that.
Not allowing code access is also what they've done with the past 4 engine versions (portal 2, L4D(1-2), CS:GO, Dota 2) so there is still a very real possibility they won't. I'm not counting Source 2013 as a "new engine version" as it's pretty much just Source '09 with VPK support.
So basically we're looking into Source 2 very wishfully, if they do open it up for modding upon its eventual release, I see no reason not to bring this whole mod over to it. On the other hand if they don't open it up for full modding, we might as well just stick with what we're going with now, which is why we will still be working on it as if the latter is true, until the time such a decision should be made.
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