Eternal-Silence Beta 2
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Re: Eternal-Silence Beta 2
Posted by Bewbies on Wed Feb 7th at 11:12pm 2007


making a resident evil mod was actually my idea originally.. =(

<-- cheated




the players tried to take the field
the marching band refused to yield



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Re: Eternal-Silence Beta 2
Posted by Fjorn on Thu Feb 8th at 12:42am 2007


well, I wouldn't say the flamethrower is overpowered, a lone guy with a flamethrower dies, but its good for blocking off cooridors and the like

I havn't tried all the weapons so far, but I like the MG > flamethrower, unless I'm stuck defending a node



Signature? What signature!?



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Re: Eternal-Silence Beta 2
Posted by ReNo on Thu Feb 8th at 1:15am 2007


Oh yeah, meant to mention that my example comments were just that - examples. I haven't played the mod enough to give any really detailed balance suggestions like that, so don't actually take them as real comments. I died without killing anybody when I tried the flamethrower...





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Re: Eternal-Silence Beta 2
Posted by Fjorn on Thu Feb 8th at 3:13am 2007


Well, I have good practice with the flamethrower

I like to play pyro in TFC :P



Signature? What signature!?



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Re: Eternal-Silence Beta 2
Posted by FatStrings on Thu Feb 8th at 3:17am 2007


/me downloads, sounds amazing



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Re: Eternal-Silence Beta 2
Posted by Crono on Thu Feb 8th at 3:58am 2007


I thought up this idea where you used a program to organize your music and listen to it in whatever order. I got completely screwed on that one.

Give me a break.

Stealing an idea on simple concepts, that are more of a natural progression of design, is a ridiculous notion. (It so ridiculous that, in fact, if you can prove in a US court that this is the case, the extension would not necessarily be patentable material!)

Making a game with many players in a MP environment is not a unique idea. Nor has it been for the last 30 years. Whether or not it's realistically implementable is a completely different topic.

And as for crying about your mod idea being stolen when it's based on someone else's idea ... that's even more ridiculous.
I've never understood the novelty of needing to associate your idea (which could be completely unrelated besides basis of some aspect) with a well known franchise. The money aspect withstanding, of course.

You should strive to make whatever you're doing unique. You want to know why all Resident Evil mods fail? Because they're associated with a well known product. Try forming your own thing, even if it's almost identical to the RE plot/characters/companies, it will have a unique flare that will put everyone using it on even ground. Not to mention you wouldn't be constrained by a pre-existing universe of characters.

/tangent

I'll grab the mod sometime this weekend if I can. I don't think I'll be able to play it any time soon though.



Blame it on Microsoft, God does.



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Re: Eternal-Silence Beta 2
Posted by Stadric on Thu Feb 8th at 4:36am 2007


I found two bugs in es_aertha
There's an exposed bit of nodraw in the space station:
http://img521.imageshack.us/img521/6196/esaethra0000mc6.jpg
Specific enough for ya?
and once when I flew one of the red cargo ships into the blue docking bay, I went through the walls of the hanger, and ended up outside of the map. My ship's computer told me I was outside of the mission area.

A few times I spawned firing, that's happened to me in Dystopia too.

You guys are probably all over this one already, but you really do need another prop for dropped weapons, something like a satchel.

There was some major bottle-necking in aertha because of the flamethrower,specifically here:
http://img407.imageshack.us/img407/9474/esaethra0002kj4.jpg
People would spray the lighter fluid and ignite it, effectively blocking the hallway. Then they kept on doing it. An extra hallway or something would help ease that problem.

I thought the broken font used for the chat was more annoying than anything, the size should be increased, IMO. Text with holes in it works better with bigger text.

I don't have a joystick, so I wasn't able to use the fighters as effectively as I wanted to. Using the mouse with the fighters is pretty bad for turning, and turning up my mouse sensitivity didn't help. Was there another options menu for the ships?

I like the concept of the ion cannon, but the primary fire beam doesn't last long enough. If there's a balance problem with an ion cannon that lasts longer, then you could balance it by decreasing its damage.

Over all the mod looked pretty slick, the concept was nicely executed, the space ship models were great (that transport one looks derived from the Pelican in Halo), except for the bottle necking, the game seemed balanced, and the game was fast enough, but not like a crazy UT deathmatch. That skybox in aertha was incredible, give your texture artists a pat on the back for me.

I played the mod on a populated server, so I can't comment on a lack of sound, I wasn't given an idle moment to listen in.



Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying



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Re: Eternal-Silence Beta 2
Posted by Fjorn on Thu Feb 8th at 6:32am 2007


someone flew a troop transport into the red team's capital ship in es_aertha (think it was that map)

and I don't mean into the hanger, I mean the crashed into the hull and passed into the exterior

Server went poof D:



Signature? What signature!?



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Re: Eternal-Silence Beta 2
Posted by FatStrings on Thu Feb 8th at 3:20pm 2007


checked it out offline, so i have no idea as to gameplay but the ships are nearly impossible to fly with a mouse and keyboard
also, there were some texturing problems on es_aertha, it couldn't find the textures for the ramps near the hanger on the red teams ship or something because i was seeing black and purple squares




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Re: Eternal-Silence Beta 2
Posted by omegaslayer on Fri Feb 9th at 3:00am 2007


hmmm - check the console for a "missing material file esmod/bla/blabla.vmt"?






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Re: Eternal-Silence Beta 2
Posted by Forceflow on Sun Feb 11th at 8:55pm 2007


Is it just me or is the destroyer map full of mapping errors ? I can see the wireframe in the hangar, and the purple/black checker texture is all over.


:: Forceflow.be :: Nuclear Dawn developer



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Re: Eternal-Silence Beta 2
Posted by Natus on Mon Feb 12th at 12:31am 2007


? quote:
Is it just me or is the destroyer map full of mapping errors ? I can see the wireframe in the hangar, and the purple/black checker texture is all over.


Same goes for me, i stopped after seeing that, but if it's only that map then i might as well check the others.

ps i like the ion gun thing <img src=" SRC="images/smiles/sailor.gif">




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Re: Eternal-Silence Beta 2
Posted by omegaslayer on Mon Feb 12th at 2:14am 2007


Lets just say patch 2.1 was....well...rushed. Good news was we got rid of server crashes, but gained graphical ones (neither are related). Its merely Hammer beign lame and referencing the incorrect textures (you may notice the .SVN textres, these are "back-ups" for our version managing software).






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Re: Eternal-Silence Beta 2
Posted by Forceflow on Mon Feb 12th at 10:18am 2007


Subversion can be a pain in the you-know-what when it f**ks up. <img src=" SRC="images/smiles/icon_smile.gif">


:: Forceflow.be :: Nuclear Dawn developer




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