Archive for January, 2010

23rd January
2010
written by Outatime

In February, I’ll be putting out a new release. Features include:
-New models/textures
-New Bot navigation mesh
-New Campaign Poster
-Ability to play from the main menu
-New intro sequence on Map 1
-New sections of RPD
-Nemesis Model
-Brad Vickers Model

I’ve had a chance to play with porting into l4d2. This isn’t a terribly hard task, but does require some entity tweaking and inclusion of missing resources. I have a working version of re3_streets_01 in L4d2, but not the campaign menu and certain items aren’t working yet. This is coming, but it will not be part of this release and I can’t set a release date yet. It’s easier to develop for l4d1, finish, then make the changes for l4d2.

I’ll make an announcement in the next few weeks when this is out and ready for play.

3rd January
2010
written by Outatime

After almost completely giving up on the warehouse alley framerate problem, I finally came across what was causing it and the overall poor frame rate performance in the map. One small box called a func_viscluster that I forgot to take out. After taking it out, the map now runs smooth as glass. I’ve had seven people test out the map completely to ensure it’s really fixed. I’ve also come across some really cool RE models which you’ll be able to spot in this latest video:

I’m anticipating a February release of a completed map 1 with a demo of map 2. Hope you liked the update, thanks again for your continued support!