Good news?![]()
Good news?![]()
You better believe it brotha
I want to contribute.
If you need help with texturing or voice acting I'm your man.
I can do a spot on Odell impression.
Edited:
Eugh , why do I keep on accidentally uploading content that has nothing whatsoever to do with the mysterious update that is absolutely definitely not coming in a couple weeks' time and completely and utterly not possibly any time sooner
Looks like you tripped over a couple of filters there, dude. Might want to clean that up.
That's the point.
T-Man , how come you haven't told everyone of the update yet?
-merge fail-
Today is the day son
HSAJFGNKJSDFNKSDJFNKSJN
C'mon biodude , spill the beans!
The anticipation!
Oh god I can't stand the wait
PREPARE YOUR OICWS
"Hey guys we're moving to unreal and charging $60."
HOW DID YOU KNOW
UPDATE 16- MEGA UPDATE 2
Be warned, this is very picture(content) heavy:
First off, I would like to make it clear about our new plans. The PSP version of conscript will not
be the same as the PC version, it will not have all of the enemies,features, and levels of the pc
version. In fact, it will be using quake mdl and the quake C code. It will have psp-exclusive
survival and coop maps, smart bots, and a bunch of multiplayer game modes. It will be named
conscript:survival or something, name still pending.
The PC version is now using a nearly-build from scratch engine developed by kieron, it is similar
to how goldsrc runs, infact you can even run half life 1 as a mod off of it, very impressive. You
can see some of these features in the video below. A few to name are hl1 mdl, half-life 2 like water
shaders, most hl1 entities coded in by-hand, an awesome particle system, and much more. We have upped
our limits, instead of the max being 1000 tris, we are going for 3000 tris, animations will be much
longer, idle animations, etc., less limitations for all.
Hl2 models are temp
All content that is hl1/hl2 that you see is temporary, the code is made by kieron
We are moving away from using any beta content, many sounds have been remade, models, etc.
The only thing we may still use are a few heavily edited WC maps, but even those will be very limited in number.
Juniez has switched from mapping to modeling and texturing, and he has been doing a great job of it!
We have the OICW and the Spas 12 remade, with more soon to come. All of the v_models will be remade
in time. Both models are mirrored in-game. We are trying to keep the weapon models under 1.5k tris, minus the hands.
The new OICW(ignore the right image, 512 will be used):
The new spas12:
New hand model by colossal dragon:
New Sniper model by yams,WIP(will have scope ofc):
We also have lower poly models for the psp survival made, by orange_tomato:
^combine sniper
Our mapper instant mix made a new DM map named velocity, a Rapid-core reimagining for the fans of the original half life map:
We are looking for the following:
1.mappers-can work with hammer 3.5, we have support for most hl1 entities.
2.modelers- can make character models, enemies, etc.
3.C++ coders, can work with visual studio 6
4.Animators- Can animate character models, with animation blending(think hl1 player model)
5.Texture artists- ability to make character/map textures.
Hope you enjoyed the update, we will be having much more updates and gameplay videos soon for you guys.
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hell yeah nigga
great job everyone especially instant mix man that is a great map
Why does this look so good? I wish my PSP still worked!
Note: I'm not a troll, by good I mean appealing.
I took that screenshot of the metrocop elite
edit: We're fixing the images up.
It's looking nice
Sorry for the inconvenience guys, had to do some editing on the pictures and the gameplay video, will be back up better than ever tommorow!
The pictures are on the moddb update, still workin on the video. I am going to put the pictures back up here tommorow, if the update authorizes before I get to do it, just look there first :)
I would love to be a mapper, but I'm not sure if I could meet the time constraints on the projects.
I'm in need of more mappers, not too much of a time constraint, just try not to be a total slacker and put the map off for weeks :P
Not mentioning specific people cough cough
I'm a good worker.
I probably would have worked on it more often if it wasn't complicated.
I'm just playing it isn't too bad I'm just the kind of mapper that loses interest for a bit then regains it again. It's pretty much an endless cycle until it gets finished.
I honestly wasn't pointing that comment originally at anyone on my team, even if it is.. true in a way.
IMAGES BACK UP
I guess I am part of the team now.
Video is up! Look above in update
Hooray for my crappy video recording and editing skills. >.>
I am glad to announce i have recieved my first scripts for conscript and have begun voice work.
Here's a tiny tiny taster:
http://dl.dropbox.com/u/38136991/metro_bleeding.wav
Holy shit it feels like i'm playing the beta now.
THEY GOT MANWICH!
We should try to see if Spike and Barley want to play the mod after we're finished.
Some new multiplayer footage of conscript, any hl1/hl2 content seen is temp.
Code is still being tweaked, just watch and enjoy :)
I suggest we set up a Facebook group.
I'm not a huge fan of the shotgun firing sound, it doesn't sound powerful enough
This is the result of seeing what would happen if I were to try and use Conscript's playermodels in Goldsrc. The results were disastrous and hilarious at the same time.
The tau cannon and crowbar have the funniest animations in my opinion
not liking that shotgun sound. Sounds more like a nail gun