Hi Kris,
Luckily I'm not completely working alone on this, albeit that the crew on this particular
project is very small. Additionally we use two apprentices that do need a lot of guidance,
yet are well willing and do a lot of work that saves the rest a lot of time. Had to gather a
team from scratch, left my sponsor a while ago so it's like a fresh start. Needed to adapt
to all kinds of changing circumstances a lot during the process, but still having fun doing it
all. The approach might be unconventional but as long as it doesn't take years to finish and
we'll still have fun doing it each step of the way, I'm good.
During the years I've collected a fair share of models, textures and sounds. When I first
contemplated doing the development of this game I went through my content library with a
list of models used in TC and found 95%+ matching models. I knew I couldn't bring anything
in from the project we were working on with the sponsor, so that 95% made me confident
enough to start development. Down the way we got a massive content injection from people
who not only want Tango Down happening, they also wanted to see our Red line characters
animated. See your DMs for two examples. The library helps a lot in terms of content, but as
you pointed out, still need to fill in other gaps that simply can't be bought or downloaded.
I've gotten a lot of help from others, like with the base for the day-night cycle and weather
system and I'm very thankful for that.
When working on a free game, while doing a few other projects ont the side, has it's pros
and cons and certainly has it's limitations. Overcoming those limitations is a challenge and
I do love me a good challenge, makes things more exciting and is rather educational.
I ran into some of your works a few days before you posted in this tread, one of the
forum members gave me a link. cool coinsidense or awesome customer support ?
I downloaded your freelook pack, only had little time to look into the code though.
Your comments in code do make it more pleasant to read it all, though. Since I didn't
install the Face Api it throws some errors, but going to connect alt-mouse as source for
free aim. I like the gun collision feature, would force players to select their guns a lot better
(No more 50cal snipers indoors, in close quarters situations the feature just makes sense).
The linux issue
Guys, the Linux issue is something worth a seperate post, but I can only be conclusive
about this after we have finished a few more tests and after the Epic guys return our mail.
I will go deeper into the Linux matter later.
Quote:
Oh, you two... Here's the key to room 113A, first floor, has a french bed, have fun.
Can we haz penthouse ? I like heights and shady railings. I brought lube for butthurt

Dev Update ::
Sparkley things
Reworked smoke puff from barrel when gun fires, still need to add animated nudges when
switching firemodes. Also added two new muzzle flashes. Fiddling around with water splashes
(when shooting it and running through it, still need some tweaks on that one. Made an
ocean shader, but needs to be tweaked some more. Think I'm just about satisfied with snow
and rain drops, haven't done built ups yet nor splashes yet, though already looks a lot nicer
with 'clouds' movements through them. Throwing nade (over head) is now less sissy like but
still not perfect, smoke nades also getting there, still not perfect. Realistic damage system
(get shot in the leg, walk cycle changes to limping, get shot in arm and accuracy changes) is
still not like I want, but I'll be patient (Get R done, Marco). Already working on replacing the
health bar and changing it for bloodspatter on the screen, much like COD and CQB. Did a
little work on a cinematic intro with indie horrorist mr Price (Thanks for making time,Alex).
Not bad for a few days work, taking into consideration I also changed my car's
braking system for the first time. Reader, for your own safety : don't buy a green
car from a dutch guy ;-o