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Post Posted: 02 Oct 2009, 00:04
Post Posted: 24 Nov 2009, 15:36
Post Posted: 04 Dec 2009, 23:40
Post Posted: 05 Dec 2009, 02:59
Da Spadger wrote:This looks pretty damn cool. :tup:
Post Posted: 07 Jan 2010, 18:30
Post Posted: 08 Jan 2010, 05:00
Post Posted: 08 Jan 2010, 16:54
Post Posted: 08 Jan 2010, 17:27
NaliSlayer wrote::( huh,i thought RD would be dual platform,means we dont get RD on unreal well atleast we got DC on unreal then
Red Nemesis Website wrote:In similar news, Residual Decay is currently being developed in mind for an alternate 227 release as well. Having said that, we can't really discuss the logistics at this time...other than saying that the decision to do so is based on our desire to have the pack available to all players that still have a copy of the old engine Unreal games. All this means really is that when RD is ready to hit your monitors there will be two versions of it.
Post Posted: 08 Jan 2010, 21:51
Post Posted: 09 Jan 2010, 00:54
Post Posted: 09 Jan 2010, 05:04
Post Posted: 11 Jan 2010, 02:43
Post Posted: 04 Feb 2010, 23:47
Post Posted: 05 Feb 2010, 00:07
jetv435 wrote:I wanted to ask about the streaming that's being developed and released with DC. Generally, I'm curious about how it works, how you set it up, how easy it is to set up, and the restrictions it has at the moment, similar to how things "pop" into existence in newer engines like UE3, where streaming becomes harder if you want to make a large environment where the player will see another level from where they are at in the present level and not notice the change, or if this has been developed to be really "seamless" in regards to large open levels. Also, what situations are preferable when using the streaming system, such as the one mentioned above with large environments, or situations like half-life where portals to other levels would be set up in corridors to hide these pops from the player?
Post Posted: 16 Feb 2010, 04:45
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