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Messages - BloodShot

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1
Hawken isn't really similar, it has mechs yes but it's more akin to Quake or UT with mechs, while MWLL has a huge emphasis on teamwork, more like Battlefield with mechs, but it also has more then just mechs too.

2
For any fans of the MechWarrior universe out there,


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:

http://www.mechlivinglegends.net/2013-01/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.

3
General discussion / Re: Do you hear what I hear?
« on: 2013-01-08 19:49:00 »
Reminds me of when I realized the battle theme from FF7 sounded like this song:

http://www.youtube.com/watch?v=p6S9oqJRclo

4
Team Avalanche / Re: Time to celebrate!
« on: 2013-01-03 17:30:26 »
Well I haven't done it in a while, but from what I remember - I would work on a couple of frames of an idle animation by duplicating them, then changing the rotation values for the different body parts - and then when I'm basically finished, I would interpolate the frames to get it to be much longer (and smooth) so it looks natural.

Problem is, once I do that, if I go to frame options and click on any bone piece, if the rotational/positional values are not an integer, I am greeted with a crash. Let me check what the error message is.

EDIT: Here it is:
Quote
Run-time error '380'

Invalid property value

5
Team Avalanche / Re: [HD Remake] WIP Sector 5 slums
« on: 2013-01-02 22:27:58 »
Definitely agree with SS96

Also damn good job on the modeling and texturing of that room

6
Team Avalanche / Re: Time to celebrate!
« on: 2013-01-02 22:22:00 »
Thanks, that's fine by me. It really is a great cloud model :).

Also Borde, does improving kimera for animation editing include fixing the interpolation bug?

I know when I was making that mod it was pretty daunting because once I interpolated an animation, going back in to edit an interpolated frame would cause it to crash - This is just speculation based on what I was looking at, but it seemed to be something to do with how once interpolated, the rotational positions became floats instead of integers, which seemed to crash it when you actually view the values.

7
Team Avalanche / Re: Time to celebrate!
« on: 2013-01-01 01:04:32 »
Hey guys, I've been pretty busy until recently. Just checked and since the models are finally being released, I figure I'll share my conversions and modified textures for them as well :)

Field -


Comes with
-standard field model, train, sword, wheelchair, bike, and parachute variants
-modified aafe.a and acfe.a animations, to fix his standing position (default anims can be used but cloud will look horrible standing still, also be sure to back up any files before overwriting!)

Download
http://www.mediafire.com/?8ysvof6tybykv1g

Battle -

Classic Artwork edit:


Final Battle edit:


Download
http://www.mediafire.com/?7q43y8il81uvwdj

Combined Pack
http://www.mediafire.com/?kz59bcs2smjhaqm

Merry Christmas and happy new year, and whatever else you may celebrate :D

DISCLAIMER: The field conversions have been done using my animation mod alpha as a base, and as such have NOT been tested without it. They should work, but there will probably be animations where his arm floats off or twists backward, stuff like that.

Reanimation project: http://forums.qhimm.com/index.php?topic=13368.0

8
The original CDs of -

Space Hulk
Quake 1
Half-Life
System Shock 2
Duke Nukem 3D
FF7
Quake 2

Plus floppy disc versions of Doom

9
Graphical Mods / Re: [WIP] Tifa's weapons
« on: 2012-09-02 18:51:30 »
Just wanted to let people know what's going on, I won't be able to work on this for a while (if at all) since I'm pretty busy with college ATM, since I'm now going again.

I apologize that I haven't worked on this anymore for people who have been waiting for it.

10
Completely unrelated / Re: Black Mesa coming Sept 14
« on: 2012-09-02 18:03:25 »
Was going to post this, but hell to the f*cking yes.

Here's the soundtrack, it's f*cking awesome

http://www.youtube.com/user/JoelNielsenMusic

I especially love surface tension 3

11
It's nice to see someone attempting this. It'll certainly mesh well with the FMVs, and maybe can even be converted to battle.

12
Graphical Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-23 22:53:07 »
Kuugen is indeed correct. It seems some of the NPCs in Wutai, and perhaps other places, are set up so after their dialogue plays after the called animation is finished, instead of regardless like most NPCs. Since it calls the standing animation as soon as they start talking, it's unavoidable unless you remove cloud's standing animation from the pack. Most NPCs don't seem to do this though.

The only possible fix I could see for this would be changing how the dialogue is called, but I won't pretend to know anything about what you need to modify to do that.

13
Graphical Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-23 19:00:53 »
I'll look into it

14
Graphical Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-23 15:38:06 »
Thanks for the input  ;D
Would you perhaps know which animation that is?

I hadn't come across that in testing

Also could a mod move this to releases as well?

15
Graphical Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-23 04:08:51 »
Compiling the first alpha pack now, will be in rar format and include backups of the originals, since these are modified versions and that way you don't have to back them up.

Will include main cast idle animations (some of them are still WIP of course), running and walking anims for cloud and general NPCs, and a couple more animation fixes for Cloud.

I will update this post and OP once it's uploaded.

EDIT:

First release: http://www.mediafire.com/?6l68liain64agfc

16
Nice job man. Glad to see it's back.

I'm sure someone could take a crack at a chibi version if they really want it anyway, as long as they get your permission to release.

17
'He left me a biggest cash-cow in the industry. f*ck that loser.'

http://diablo.incgamers.com/blog/comments/interview-diablo-creator-david-brevik-discusses-his-feelings-on-diablo-3

http://diablo.incgamers.com/blog/comments/diablo-3-developers-react-angrily-to-dave-brevik-interview



It was clear to most Diablo fans that the D3 dev team didn't like to take criticism and generally didn't give a sh*t about actual Diablo fans, but this just solidifies that, as well as makes me extremely happy





18
Graphical Releases / Re: [Project] FF7 Re-animated
« on: 2012-08-21 01:59:32 »
Just finished up first version Idle animations for the main cast, I'll release an alpha once I get the anims sorted together into the same package, and I'm not busy. Hopefully I can do it tomorrow morning before I leave.

19
General discussion / FF7 overview - This game are sick
« on: 2012-08-20 23:43:11 »
http://www.socksmakepeoplesexy.net/index.php?a=ff07

An interesting article I found talking about many aspects of FF7 and, while biased, is pretty well fleshed out and proves to be an interesting read, even if I don't agree with everything in it.

The world section and after is the most positive points he notes about the game, and I think the most interesting parts to read, although the whole thing (so far) is pretty interesting

It's part of a bigger article overviewing every single game

http://socksmakepeoplesexy.net/index.php?a=patff

But I don't think I can stomach all THAT text, but you are free to if you haven't seen this before and like long reads.

20
Well, the worst thing about the not having munnys is that if by some off chance that they DO pursue legal action against you, if you don't have money you basically have to do what they say since you can't afford to counter them, even if they are wrong, which is why most companies throw C&D orders so quickly in the first place, because it's like backing a financially troubled person into a corner.

I doubt that will happen though.

OP could easily just remove all story similarities, names and references if he does get one too, so i doubt it would be that much of a problem

21
That's why I suggested something like The Dark Mod above. It basically is Thief, but they've changed enough that it wouldn't cause any legal issues.

I was working on a mod a while back when we basically got a very polite C&D through the form of a couple of PMs from Gearbox suggesting that we wouldn't be able to release a mod attempting to make Duke Nukem Forever if it were made in 1998 with either the Quake or Unreal engine. It was right around the time I started putting the few models I had made and several other member's assets in-game, and in the early stages of mapping. I'm not saying Square-Enix would do this (or if they did that they would do it that nicely) but it should just be known that regardless about how SE feels about this stuff, it's the legal department that makes the cases.

Just look at Bethesda, they love the guy who made minecraft and had several meetings with him, and yet, the legal department tried to sue Notch for having the word "Scrolls" in the title of one of his future games, despite scrolls being just a word. There are some companies that have departments that know nothing about how the parent company treats or feels about their IPs and people using their stuff, and just attempt lawsuits because they can, even if it holds no weight.

22
Well, in those cases, it's not like any of the 3D stuff or engine remakes are full releases ready to be downloaded and played by a ton of people. I'm just speaking from experience, there are other companies that shut down mods based on their IPs at the drop of a hat, despite supporting and running complete mod communities, just because it was their IP and wasn't made on their engine/game.

I'm sure if someone made a PSX era FF sequel into a full game that was good, free, and got enough publicity that square would shut them down, especially if it's better than their stuff. Maybe if the game really is forgotten about then they wouldn't care, but FF8 is kinda in that "fine-line" category, where you can't be too sure of what direction they'd take, because while it's definitely not the most fondly remembered FF, it's clearly not forgotten about either.

And something like Q-Gears once it's done would probably be the least likely to get shut down because the ultimate goal is a new engine that can run FF7 and make games like it, not a new game that freely distributes much of FF7's content to make a different game.

23
SE isn't lenient when it comes to this stuff. You'd have to make something more akin to the dark mod if you want to not get C&D'd.

TDM looks like Thief, plays like Thief, and sort of even sounds like Thief, but it's not thief. Your project could theoretically have characters very similar to FF8 chars in looks, personality, and be named different, as long as they aren't copy-pasted and don't actually take anything from the FF8 characters. I think you can get away with some names, but they could still come at you for that because they have the money and it doesn't hurt them.

If you were to use names, I wouldn't name a place Balamb, and then make it look exactly the same, just to be safe.

So yeah, you could make something inspired by FF8, but you can't have things exactly like it, unless you want to get ass-raped by square-enix, regardless of if they are in the right or not.

They don't care if it's open source and not being sold for a profit. That's their IP you are toying with, and they won't like it one bit if they find your stuff when you have a decent amount of work done.

24
I say either, because if you patch it you get the same end result anyway.

And I know I'm probably in the minority, but I really prefer the bigger characters to the SD models, even custom, not as lego-like ones. I remember the first thing I thought when I played FF7 way back is that they looked like they were kids.

And this is very strange for me, considering FF7 is like my favorite game - and all my other favorites I don't really like to play with "updates" beyond resolution. I play Doom, Quake, Duke Nukem 3D, Daggerfall, Thief, etc. all with the original graphics.

I mean, I prefer playing with these graphics:

to this


As good as the bottom one may look, and even though I can run it I much prefer the original graphics, which is why I find it so weird that I like playing FF7 with all the GFX mods.

25
Audio Releases / Re: [REL] Anxious Heart
« on: 2012-08-18 01:03:07 »
About remixes, I remember someone posted a link here to a download of a really faithful J-E-N-O-V-A remix that I liked quite a bit, but I can't find it.

It wasn't from the remastered OST, nor distant worlds or anything like that, just sampled with more realistic instruments, but very much like the PSX version, but I can't remember the name or where I saw it. Anyone possible have any idea what I'm referring to?

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