Hunters Dust . . .
<div class="IPBDescription">Prepare yourself . . . They're Here . .</div> Well I had a mod idea 8months ago. Wrote most of it on paper, changed 30% of it and here it is in a website and wanting support and help. Team members would be welcomed (Just e-mail me, emaill address on the Hunters Dust Website). The main thing is I need a tiny bit of help with some concepts on the 'about' page. As I have no ideas for parts not filled in.
<a href='http://www.geocities.com/rdethridge/hd/index.html' target='_blank'><< Click Here For Hunters Dust >></a>
If the mod gets off good there will be multi-lingual sites. Starting with French, then German and Spanish finally.
<a href='http://www.geocities.com/rdethridge/hd/index.html' target='_blank'><< Click Here For Hunters Dust >></a>
If the mod gets off good there will be multi-lingual sites. Starting with French, then German and Spanish finally.
Comments
While the concept of People VS Dinos is neat (Multiplayer Turok anyone? hah), you need a mod team to make this mod too. Frankly, it looks very unprofessional and flat out stupid to have a site about your mod, and then saying "HEY I NEED EVERYONE! I MAKE IDEAS and maps." Other people just see that and won't get interested. Sure you'll get a few mappers and modellers, but if you get a coder then I shall be the first to congratulate you.
I speak from experience, its hard to get a coder. Most people who can do it are either tied up in other things, or they want to spend their time doing their own ideas, not someone elses. Its very, very, very hard to get a coder on for a mod that isn't the coder's idea, and that's assuming you already have actual work (read: actual maps, models, maybe code from a temp coder) done, not just having a design doc and a web site.
But again I say, I wish you the best of luck, and I sure hope you prove me wrong. I'm just trying to tell you not to get your hopes up too high...
Well there goes that idea of mine......... (Dang you mod world!)
probably b/c the mod idea was actualy rather original
oh well, good luck finding a coder
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->wow, doom was alot nicer on that guy ;D
probably b/c the mod idea was actualy rather original
oh well, good luck finding a coder
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
<b>Thansal:</b> Thanks. I should hope its got some fine originality over the past 8months.
hmm, sounds like you also have your acto together much more then others. I would suggest continuing on the path of teaching you self c(c++? can't remember wich HL uses)
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> (I'm new to coding forgive me, but doesn't C only support .c extensions and not .cpp?)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Im pretty sure most compilers could care less if you used .c instead of .cpp or .cp or .c++ or however many other variations there are.
probably b/c the mod idea was actualy rather original <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Indeed! If this would have been a Zelda or Metroid mod, I would have probably just stabbed myself in the head to aleviate the pressure again. :P
And Revenant: I dunno where you got that idea about coders, but if you're pulling them out so fast, please, tell me where. :P I've tried for months to get people, to no avail. and yes HL is very OOP C++. And its good that you're trying to learn, but the simple matter is that doing a complex mod is HARD, its not something you can just learn coding a few weeks before and do anymore.
As far as that guy's Pre-DOOM III project.. Unless its models I think that's a bit crazy to plan anything, as there is next to nothing we know for sure about it.
But again I say, best of luck to you. It does sound like a neat idea. Getting started is perhaps one of the hardest parts to making a mod too.
If you'd like any help with the dinosaurs, (by help I mean information, suggestions, etc.) I'd would be glad to help......I've been dreaming of a dinosaur mod for a long time. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
UT2003 is the sexiest engine for modding right now, but for what you wanna do the serious sam 2 engine might suit you very, very well. Lots better than the HL engine would, especially if you want to have the big dinosaurs + a big outdoor map. In fact, one of my ill fated projects was a big halo-ish tribes-ish vehicle-ish team game on the sam2 engine, primarily because it had big big big friggin maps. But that's another one that came to pass due to no coders. :P
And I'm not one for randomly mailing peeps, as that doesn't look exactly good heh. But hey, if somebody was crazy enough to say yes, power to ya...
Q2
Q3
HL
UT & UT2K3
JK II (Unlikely)
Im actually workin up a simple (HA!!) mod to use that engine... and as a bonus, its dirt cheap to license the engine that has pretty good features already in it.
But for if you're goin for graphical power, your best bet is to probably do UT2k3, there is even a <b>great</b> resource site online for UT2k3 modding at www.masteringunreal.com. Tho it claims to be specific to UT2k3, it has helpful online classes and VIDEO (!!) training clips for Maya, Max, Photoshop, and a lot of other nice tools too. (And they are high quality vid clips too <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
Q2 would be cool if you had a really really good programmer who could do things like add 32bit color and all other nifty things, then you could release as your own game and not just a mod...
Q3 and UT2003 would be good graphically (w/ UT2003 the best obviously, plus good physics & larger maps) but have smaller communities and are harder to develop for.
Don't bother w/ the original UT engine.. Or JK2. heh.
hmm, personaly I think the best to mod for is still HL, simply b/c of the huge player base.
In the other ones you are gona have to do ALOT of marketing to get ppl to play. Here you simply talk to PHL and you will get a few hits ;D (well 'few')