i was finally able to get it to work. what i did was attempt a system restore. I then got a error 0xc000021a. So then i did a force boot disable signature enforcement. Then i ran a sfc /scannow. now it works fine.
I have some particle systems in there, but it could do with some more. I understand the textures need some love as well. Thank you for your critique! I shall work on these when i have time in between my classes.
Played HoN when was free, now i can;t play because their system is so bad for some countries. LoL, it is worth to try this game? Btw i am waiting DOTA 2 do come out, HoN will be free then.
If you have something very compelling, yes. Take the Wolfire guys, they have a huge following, but have been showing alpha/beta/placeholder stuff for years. Awesome procedural animation system though, which is their thing. Whats your thing?
I heard they're going to use the same anti-cheat system that PlanetSide 2 has, which I hear is really really good. EDIT: Lirik from twitch is talking to one of the devs right now http://www.twitch.tv/lirik
I feel your pain. I just finished gears of war2 the other day, and now whenever I insert a game into the tray, the system goes black. grrr. Well, at least I got to finish the game. No multiplayer for me though.
waverace for the gamecube had better water, basically the same system as waverace 64 but with reflection and all that. Most developers seem to just ignore water now, if they can't pull of the same effects as source or farcry they just take it out of their game completely.
Man....I downloaded the new Mudox and it is lagging like a bastard. I am running on an unsupported operating system with an unsupported video card (Vista Premium x64 and a 8600GT) so that could be why. ZBrush 3 runs alot better for me.
I don't use UE4, since I usually make most of the systems I use; so I kinda need to understand the technical aspect of it (_TuT;). But I do have an inkling of the basics after looking through blender concepts.
Hey Peter, I believe this is a known issue that we have logged in our bug system. If my memory serves me here, I think some users were able to improve this by sub-dividing the high poly mesh more.