WhiteZero
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Grats to the Paranoia mod team.
http://news.moddb.com/16870/new-graphic-features/
http://news.moddb.com/16870/new-graphic-features/
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PriNcE oF SpAcE said:question is why spend time trying to code that stuff instead of simply taking the leap to the source engine where the tech is standard?
I mean good job...but it's a little too late in the game to really have any impact...unless they share the tech and it can easily be implemented into other HL1 mods....still I recon most will just move onto source.
PriNcE oF SpAcE said:question is why spend time trying to code that stuff instead of simply taking the leap to the source engine where the tech is standard?
I mean good job...but it's a little too late in the game to really have any impact...unless they share the tech and it can easily be implemented into other HL1 mods....still I recon most will just move onto source.
sinkoman said:Because they've spent a ton of time on this on the HL engine, and leaping from that to source takes a TON of effort.
Pi Mu Rho said:Actually less than you might think.
Kyo said:Real time lighting and bump mapping has been done in hl1 before. Aswell as Quake 1 which hl is built from.
http://www.hl-nightwatch.net/
Prime example of a mod that won't be released for quite some time even before they switched to source.
Gunner said:The point is, an "amateur" bunch of people are coding a professional mod, it gives them experience and something to brag about. This sort of thing will eventually open up opportunities for them, look at the Desert Combat team for example.