Damn, forgot about the one edge consoles still have. At least I wont be counting potatoes while you guys play.
Damn, forgot about the one edge consoles still have. At least I wont be counting potatoes while you guys play.
idStudio is, for better or worse, the exact same package the artists and level designers at id use. They're not going to lift a finger to make it easy for novices to make mods- if we're lucky they'll give us documentation. In this very interview Willits mentions he'd be surprised if people make anything resembling a…
Interview with the writer and art director of Brink: [goo.gl]
It's not stupid- some people can play it like this and enjoy it. Maybe you can't. That's the great thing about PC gaming- there's no reason not to do stuff like this, so just let people do what they want. Let people reassign keys, even if you're really proud of your clever default. Let people change the FOV even if…
There was no code with the alpha, the SDK has some of the code- basically the whole physics system and a bunch of game/mp specific stuff, nothing from the renderer but limited access via header files. I hadn't heard anything about idTech4 source release, other than they would like to do it given Bethesda's go-ahead,…
It's a suite of tools not very different from UDK or the Doom3 toolset. In fact, the basic level editor is still Radiant, which should be familiar to anyone that's done work in quake3. They also have a GUI editor, particle editor, frontend to the animation system, model viewer, and hopefully a decent asset browser. It…
I posted a youtube link to what idStudio looks like narrated by John Carmack himself, but because of the way the star system works on this website noone will ever see it.
People were doing Doom3 mods before the game even came out, courtesy of the alpha. I think you mean the idTech5 engine?
They've been saying this from day 1, glad they haven't changed their tune.
Highly doubt it's gonna happen, but someone could conceivably mod it in given a good source sdk. Brink has dedicated though, thank the tapirs.
If you do care about art style as much as you say you're either blind or lazy. The only thing this has in common with borderlands is a non-photoreal style. Borderlands uses heavy line work and simple low-res textures. Brink uses extremely detailed models and textures for characters and environments.
So if you're on guard duty with a buddy, and you see a bolt suddently appear in said buddy's skull, you don't say a peep about some possible enemies? Like that just happens all the time because someone's playing with their new crossbow by the mess tent? I'll keep that in mind when I hire my next crop of henchmen...
You know, since we already made accounts, there is a place that could store our age so we didn't have to hassle with that for every nannystated video.
Not at launch, probably in three months when the catch their breathes and package it up. SD has had good mod support in the past, just takes time to make their tools consumer ready.
Was agreeing with you, making fun of OP's ignorance. With this game, people fall into two categories- people that think it's CoD,Mirrors Edge,Borderlands, and the people who've played ET:W and ETQW. Splash Damage has been refining the same game for about 10 years.
That was the sloppiest, best interview ever.
What the what? I don't even... how is this remotely like borderlands? It's a bit like Tf2 but... Borderlands? Hell, in that case this is just like Doom, CoD, Bioshock, Duke Nukem, Minecraft, Monopoly. And I HATE Monopoly!
1 y: Blade Runner
@jmonthedude: This would have helped the situation as described how? If you have that much highly pawnable stuff, you're better off getting an alarm system. (Guns are pretty awesome but logically they just don't help with this situation and as a parent having guns in the house leads to some unfortunate statistics)
Don't take his word for it, the name is still suspicious.