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BloodShot

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  1. It's a shame that AvP 2 is on the lithtech talon engine instead of the jupiter engine. I loved the NOLF games when I was younger. I used to play the NOLF2 demo over and over again until I got it, and I also had NOLF1 on the PS2
  2. The last map I worked on was a while back for Crysis 2 before I reinstalled windows, it was an attempt at remaking/re-imagining a level from one of my favorite games. http://www.youtube.com/watch?v=_pQtHuGeCTQ http://www.youtube.com/watch?v=7IGpzmgQ4Ho
  3. Halo 2 runs on 7, but it's a bad port regardless. Besides, stuff like makes halo 1 capable of everything that could be done in Halo 2 and more.
  4. I like how Gearbox doesn't even shut this down, the guys who made it put it on hold because they weren't sure when GBX would let them release, and now we have to boycott gearbox? I don't see anyone hating on 3D Realms, who would slap you with a C&D the moment that you made anything duke-related that wasn't on the build engine. They wouldn't even entertain the idea of somebody else working on a duke project. They or their publishers may be responsible for not having mod tools, but they had absolutely nothing to do with DNF's problems. Nearly every single questionable design decision on that game, from the HL2-copy-pasted level pacing to the 2 weapon limit, was done by George Broussard.
  5. If PGI keeps going down the road of screwing their supporters over, MWO might die, but I won't count on it, since people didn't even seem to notice that when MWO was in "closed beta" they were basically paying 120$ for a broken, unfinished alpha - and for open beta it's still pretty borked too. Also the MWO forums are hilarious. Anyone mentions MW:LL and people will say the game is Shit, and then someone defends MW:LL with a legitimate argument and people call that person childish On top of that, the community moderator responds to anyone who thinks that MWO caused MWLL to shut down literally with "Prove it" a ton of replies, and he quotes the post, and says "no proof!". I didn't know they allowed 12 year olds to moderate.
  6. Basically all their final work on the project will be going into fixing every single problem they find with 0.7.0. They want it to be as stable and balanced as it can possibly be before they stop development.
  7. I am. I was actually looking forward to MWO after improvements, but as soon as I found out from some of the devs how it went down I basically uninstalled MWO for good. On topic, playing 0.7.0 right now and it's great.
  8. It was a non-commercial license, so unfortunately Piranha has a commercial Mechwarriror license - which trumps non-commercial for the fact that a commercial one will make direct profit if successful.
  9. Several devs from MW:LL on forums have said that Piranha was trying to get a C&D, but they'd rather keep bad blood down to a minimum with Piranha since they are letting 0.7.0 be released and allowing it to co-exist with MWO for the time being, but basically, it's almost like a "coverup" message. Hell, the MW:LL team HAD a WORKING mech lab but they weren't allowed to put it in this release, and Piranha is actually going to be using some of their ideas for weapons in MWO. @Sotha, having played both, the netcode is definitely much better in MW:LL then MWO in its current state - that's likely due to the fact that Piranha basically are trying out a completely different hit detection system that they wrote themselves, and it's very weak at this stage (I don't know if it's gonna get better). Also, MWLL will still get some small updates for bugfixes and such to polish this release, but they won't be allowed to add any new features and gamemodes like they originally planned. And Sotha, the "switching" thing isn't exactly feasible because of the tons of models they would have to remake to not resemble mechwarrior things. Every single gameplay asset would have to be redesigned to not resemble battletech at all, which would require a humongous amount of effort to do. Some screens I took while playing
  10. MECHWARRIOR LIVING LEGENDS, has released their final update, 0.7.0. As of today, no more development will continue due to legal threats by the current MechWarrior IP rights holders, the MechWarrior Online team, Piranha Games. The development team for MWLL, Wandering Samurai, has been disbanded. MWLL won the 2009 ModDB Mod of the Year (and multiplayer mod of the year), 2010 and 2011 ModDB Honorable Mention, and were in the top 5 2007 and 2008 Most Anticipated Mod(s). Full post and downloads: Mechwarrior: Living Legends – Final Release; 0.7.0 There is a bit of good news, in addition to the release of 0.7.0 - MechWarrior Living Legends should be compatible with the free Crysis Wars demo. Some servers will allow demo players, but some will not allow them to join. So this means you can download the Crysis Wars trial/demo, and play MWLL online for free on those servers I'm pretty upset at this, as a person who liked MWLL and was looking forward to MWO after it had some time to improve, I could care less about MWO now. And unfortunately, the dev team even got a license from Microsoft to make MW:LL, so Piranha basically capitalized on how MWLL got a lot more people interested in the Mechwarrior franchise, made a game, and then shut them down to prevent competition. I mean this stuff has happened before obviously, but it's worse when something with so much effort and attention to community feedback gets closed right there, for a game that is arguably almost the same game but with way less polish and features. Oh well, at least they are allowed to release their finalized stuff, but all the features nearing completion, like the Mech Lab, will never see the light of day. You can download Crysis Wars for free from here FilePlanet: Crysis Wars Trial It's a trial but it works with the mod on the official servers, which support gamers with trial versions
  11. I was looking forward to what MWO would turn out to be before this, now I just uninstalled because of this unbelievable dick move Oh well, at least we can actually PLAY 0.7.0 for MWLL
  12. Body awareness is cool, getting stuck on objects isn't
  13. Well even so, the new head looks a lot more realistic, and you can't make out as much visible polys as some of the other TDM models. I was just using Doom 3 as an extreme example (which looks leagues better when you get the mod that improves the polycount and makes things less angular.)
  14. I hope more of the models get that attention. Something that always annoyed me about TDM and Doom 3 in general was how low poly the characters were. The new one looks fantastic, and more like that would make TDM seem a lot more lifelike.
  15. I have trouble with both. By far the most annoying thing about DS is the strange and seemingly broken collision model for Garrett on any surface less than the width of a kitchen table. I spent at least 20 minutes more than I should have in the Pagan's place because I was trying to sneak across those beams, only to suddenly get caught on them then be forcefully launched to the ground and get severely wounded/die, or dropped right in front of AI.
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