Привет! Ты кто?)
I'll try to release it. UE4 supports cross-compilation, as I know.
Music:
Protonic Storm - Protonic Voices
Repository is in the latest news article.
If you want to make games, you should start from modifying released games on Run3.
If you ask for a "minimal toolkit", unfortunately it is not released. I'll make it in my spare time, maybe.
No beta, but release version! Thanks!
BTW I have issues with the game website, game is coming soon anyway.
А те кто по-русски не говорят, не могут в смысл названия =)
The game is released? Where to download it?
Hi! Do you have DotScene support?
Beta can be requested here:
Tlwgame.byethost13.com
Game will be released in 2017.
You can't even imagine the progress of game development.
The game will come out in 2017-2018.
That's all for now. Of course, it's alive.
Looking interesting. Is it really refered to the Black Mesa?
Those screens are impressive! Unfortunately I have a very old computer :(
Please tell me your video system name, maybe it's possible to fix it.
Thanks :) I think it is final, but only because I don't have much time for development, because of study. The game has many bugs though.
Try using low setup of materials, or try loading chapter 3. My mod uses SMOD core, so I can't predict, could it work on some machines or not. If smod works ok, than it means something is wrong with gameinfo.txt. You can just replace it with a file from smod package.
You should enter "dssao" in console ("." button). I don't remember, but maybe it was described in readme.
By the way, the russian label means "Research lab, ****#5 and let's blow that up"
Ha ha! My 4 year old mod is reviewed :D Actually, I was only 13 year old while making that. I love the style of the review, please continue :) The mod has a bad built maps and lighting. However, the last 2 maps are interesting. Please try them. I can say I love this mod, because it's a piece of my childhood. I was building it a year, and I can say I'm satisfied with some results. By the way, I'm making a computer game with the same name. It's a remake of the mod, but with seriosly changed story. It's made on my own game engine.
Thanks. If you use a vertex lighting(not a per-pixel) why the lighting looks so soft? Do you use a tesselation? I know a lot about game coding(Im an engine coder), and shadowing of course too. I tried to make transparent shadow casting too, but the problem is that shadow caster CG shader must know what a texture is on a surface to discard alpha pixels. And the texture count is limited in shader.
How have you done transparent shadow casting?
Yeah now it looks cool. A car reflections should be a little lower though.
Our websites: sgl-team.3dn.ru (on english) and sgl-team.sgw32.ru is on russian.
No it's my own Source map for my mod, not original HL2 map(I was a mod developer before I started making my own game engine) This map on my engine is using some HL2 textures and models, but I add the cube-mapping technique for the floor. The map wasn't converted, it's a remake.
I asked my modeller to make a weapon. In my concept art for it, it should be handled in the bottom(you can see the holes). But on the model they are too little. Unfortunately this modeller isn't in the team now:(
No no... We haven't stopped the development of engine, it's only a tool for making games! It's a mapping tool! I plan to code an another tool. The engine is an another solution and has it's own source code.
It was my own map on Source, and it is looking better on my engine. My map on Source weren't very good, of course worse than original HL2 maps.
Sgw32
Fyodor joined
I born in Moscow, Russia. Since 8 years a started studying programming, and decided that I will create computer games. I was developing a lot, and now I know C++,C#, Delphi and Visual Basic programming languages. When I played Half-Life 2, I found it very comfortable to create "mods". My only one public mod had many detractors, but building it was both interesting and difficult. But a year ago I decided to stop modding, and create my own game engine. For a 3d graphical solution, I chose Ogre3D, because my friend(also a game developer) advise me it. Now I'm developing a total conversion of my first mod, but in my own game engine!