Source: Natural Selection
Last night's scheduled maintenance actually found hardware errors on the server (bad RAM). We're hoping this was the cause of our database/site crashing issues, but we're not holding our breath.There seem to be some other problems caused after the hardware change, so the site may be up and down intermittently for a bit while we figure out what's going on.So when do we get to work on the fun game stuff again?Update: All mail-related functions on the site are currently not working (password reset, registration, etc). Please don't register any new accounts or use any other features that send e-mail. Update: The site is having major problems right now (like you didn't notice). We're actively working on this and will keep you posted. In the meantime, the site will definitely be up and down. Sorry for the inconvenience.
Source: Amped DXRelated: Fortress Forever
Courtesy of rebo's hard work, featured below is concept art for the pyro model. Concept art does not represent exactly what the object will look like in game, but instead it is intended to give the modeler/skinner an inspiration or feeling -- a muse, if you will.The pyro concept was but fodder for rebo's modeling skills, and through his crafty inferno rebo hath spawned the pyro character model. Though at this point it's only an unskinned render, we're sure the final product will be absolutely smokin'...
Source: PHLRelated: INCorporated
Let's start with the developpement and engine integration frontline for a change.Regarding the gameplay, we're now dwelling upon the first gametype to be integrated in the mod, which is Team Death Match. Our plan is to properly finish TDM in order to put the 3 teams balance to the test, and then start with more INCorporated-specific gametypes.With TDM we will introduce money management, character classes, a tech-research system (and the related tech-trees for each team), plus some other suprises we don't want to tell you about yet.We've already integrated our characters, and customised them with the following specific features (other features may be added if needed):The 3 teams are specifically managed (different respawn points, etc), and have specific characters. The number of characters to choose from per team is as follows (for now):3 GOVs, 6 Corporates, and 9 Epsilons.Equipement loading/unloading is already coded. Among the work-in-progress features are GUI and menus, money management system (of which the base is already coded) and tech-trees (which are being defined per team, and coded).From a graphical production perspective, we now have:
- volume (height, width, depth): some characters won't be able to access tight areas
- weight
- speed (run, walk, jump...)
- recovery (Govs charge batteries, Epsilons catch their breath, Corporates use their cooling systems)
- health/armor
- load capacity using weight (weapons, ammo, equipement) and available space (attachement points on the character)
All finalized characters are being animated in order to give everyone of them its own style (contrary to Far Cry), which is quite a long job to do.We're also currently researching weapons for each team, with regards to both gameplay (weapon type, range, muzzle velocity) and graphic aspects.We've also have a map under construction, which will be base in a GOV suburban environment.Sound design for maps and characters is progressing rapidly. We now have 11 original tracks for your listening pleasure (5 of them are used in teaser videos, and 6 are available in mp3 format).Moreover, the background and various game universe docs are constantly being updated. For instance, architectural research which will define general and specific mapping guidelines for each team, is well underway regarding GOVs and Epsilons.
- 3 finalized Epsilon models (Hanashi, Oleh and Moeku), with 2 others being modeled and texture-mapped. The rest of them is still at the artwork / line up stage.
- 3 finalized GOVs (Heavy, Medium, Light)
- 5 Corporates selected from our design research material, with one of them being modeled.
Saturday, 29 January 2005