The popular garrysmod version was bastardized and insanely unbalanced with stupid classes that gave you insane powers.
Really looking forward to an official sequel.
I just want a refresh of the latest version of SF. It was brilliant.
[QUOTE=HubmaN;36826618]This game was wonderful when I was a broke-ass 13 year old. I think I'll change my name to cactus fantastico for a bit, just to remember...[/QUOTE]
Were you THE cactus fantastico of sourceforts?
[QUOTE=HiddenMyst;36865728]Were you THE cactus fantastico of sourceforts?[/QUOTE]
If im not mistaken that was the default name people had when they first installed the game
Have you guys considered doing a kickstarter?
[QUOTE=EliteGuy;36869656]Have you guys considered doing a kickstarter?[/QUOTE]
maybe, we don't know how much a Source license would cost, but we've considered that.
[QUOTE=azgag;36870839]maybe, we don't know how much a Source license would cost, but we've considered that.[/QUOTE]
One of the Revelations 2012 devs accidently told a bunch of us (not on fp) that the cost is around a quarter to half a million dollars.
Insurgency 2 is doing a kickstarter (also on Source).
[url]http://www.kickstarter.com/projects/newworldinteractive/insurgency-2[/url]
I thought the source engine cost varied from from developer to developer. Either way that is pretty inexpensive for a AAA game engine.
[QUOTE=EliteGuy;36871072]One of the Revelations 2012 devs accidently told a bunch of us (not on fp) that the cost is around a quarter to half a million dollars.
Insurgency 2 is doing a kickstarter (also on Source).
[url]http://www.kickstarter.com/projects/newworldinteractive/insurgency-2[/url][/QUOTE]
Bullshitter alert.
You can get a source engine licence from 20k but not upto half a million.
[editline]21st July 2012[/editline]
[QUOTE=.FLAP.JACK.DAN.;36871608]I thought the source engine cost varied from from developer to developer. Either way that is pretty inexpensive for a AAA game engine.[/QUOTE]
It does but there hasn't been a single case where a source engine license has cost half a million, especially for the likes of the idiots who made Revelations 2012.
I actually didn't see the Revelations 2012 part of his sentence. I just looked up what that game is all about and I feel sick to my stomach.
apparently it all depends if Valve likes you and your mod. The Revelation 2012 guys paid a lot, their prototype was bad and they had the money (I like how Valve tried to bury that game).
I guess we'll have to see.
Not to get off topic but is Insurgency 2 running on the Source engine because it looks fairly impressive.
[QUOTE=tesher07;36873877]Not to get off topic but is Insurgency 2 running on the Source engine because it looks fairly impressive.[/QUOTE]
I believe so from those screenshots, and you can see some Hammer in that video.
A quick update, one of our (2) programmers started porting the mod to the Alien Swarm version of the Source engine, he got a base working + deferred lighting system + shader editor working.
The other programmer is finishing a few tasks that we want for the prototype build we're sending to Valve.
Have you guys ever thought about adding a stretching type of gameplay mechanic? Sort of what portal 2 has for the sixsense. Maybe have it control the height and width using the arrow keys. Would make fort making much more interesting imo.
[media]http://www.youtube.com/watch?v=LaezAuXCcwE[/media]
Sorry if I sound like I'm trying to be an ideas guy.
Also one last thing before you send your demo to Valve make sure that it is as bug free as possible and is fun (get some people that you can trust to test your game and can give an honest opinion on the game).
[QUOTE=.FLAP.JACK.DAN.;36902528]Have you guys ever thought about adding a stretching type of gameplay mechanic? Sort of what portal 2 has for the sixsense. Maybe have it control the height and width using the arrow keys. Would make fort making much more interesting imo.
[media]http://www.youtube.com/watch?v=LaezAuXCcwE[/media]
Sorry if I sound like I'm trying to be an ideas guy.
Also one last thing before you send your demo to Valve make sure that it is as bug free as possible and is fun (get some people that you can trust to test your game and can give an honest opinion on the game).[/QUOTE]
Valve worked with sixense to create the DLC, sourceforts cant
[QUOTE=Hobbax;36905330]Valve worked with sixense to create the DLC, sourceforts cant[/QUOTE]
I didn't say that they should make it for a sixense I said they could make some gameplay mechanic like in the portal 2 sixense demo but instead of using a sixense we would use our arrow keys.
[QUOTE=Hobbax;36905330]Valve worked with sixense to create the DLC, sourceforts cant[/QUOTE]
You don't need to work with sixense to stretch a prop, read his post again.
We won't have stretching props, as they look ugly when stretched (unless you have a custom shader that doesn't stretch the logo).
We've thought of it but we decided that staying with specific block sizes was the best thing to do. plus we plan on having special blocks for several gamemodes (inb4 raptor blocks).
This game was what inspired me to create a bunch of custom props for my favorite TF2 mod server's fortwars plugin, since it plays so much better with actual fort props instead of concrete blocks and wooden palettes.
[img_thumb]https://dl.dropbox.com/u/7539801/Emporium/newerstuff/ss%20%282012-01-30%20at%2008.08.51%29.jpg[/img_thumb]
I'm really excited for this.
[QUOTE=lordofdafood;36868013]If im not mistaken that was the default name people had when they first installed the game[/QUOTE]
Oh wow do I feel stupid...
I always thought that this dude on a server I played was the same guy, but I guess that's highly unlikely.
[QUOTE=HiddenMyst;36943922]Oh wow do I feel stupid...
I always thought that this dude on a server I played was the same guy, but I guess that's highly unlikely.[/QUOTE]
I thought the same about Gmod, before it went orangebox. I played a lot with this guy named "MingeBag" one day, and a few days later I met him on another server. I said hi and was trying to talk to him, then some friendly guys on the server explained what was going on. I'll let you guess how I felt afterwards.
for our 150 likes on the [url="https://www.facebook.com/SourceForts"]Sourceforts Fakebook group[/url] we posted the scout's concept. so here it is:
[img]http://www.leet.cc/formike3.jpg[/img]
we'll probably redesign the lower parts of the legs + feet.
Robuts.
I take it you're aiming for your own visual style, like how Valve went and made their distinct look for TF2.
Are you still having the same voice actor guy? I remember seeing him in a server once and everyone was getting him to say stuff from the game
[QUOTE=YWNJack;37039035]Are you still having the same voice actor guy? I remember seeing him in a server once and everyone was getting him to say stuff from the game[/QUOTE]
Yup.
As wierd as it is seeing robots as the playable classes, it will be pretty cool. The Sourceforts team is great as shown by SF versions in the past. Hopefully the new release will kick start the whole mod again and it will be super busy like SF used to be. I may have to set up a server when its up and running
[QUOTE=AidanCKY;37043663]As wierd as it is seeing robots as the playable classes, it will be pretty cool. The Sourceforts team is great as shown by SF versions in the past. Hopefully the new release will kick start the whole mod again and it will be super busy like SF used to be. I may have to set up a server when its up and running[/QUOTE]
one of the reason why we're going with robots is that we wanted to make something new, something fresh for a Source-based mod/game.
[QUOTE=azgag;36894568]A quick update, one of our (2) programmers started porting the mod to the Alien Swarm version of the Source engine, he got a base working + deferred lighting system + shader editor working.
The other programmer is finishing a few tasks that we want for the prototype build we're sending to Valve.[/QUOTE]
I was just about to ask if you were going to do that :) The only thing that you loose is the ability to loose HL2 props easily, which isn't so great. Also, not sure if you noticed, but the default shader source is now available.
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