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Showing content with the highest reputation since 12/17/2016 in all areas

  1. 41 points

    Version 1.0.0

    56,781 downloads

    A project developed by Jason Lewis of Obsidian Entertainment, and associated developers. This project showcases a re-imagined environment inspired by the Star Wars: Dark Forces classic in Unreal Engine 4.

    Free

  2. 14 points

    Version 1.0.0

    851 downloads

    A massive asset package created by Synty Studios. This project is a full demonstration of all the assets, for everyone to see each model in detail.

    Free

  3. 7 points
    If you get the file has Quota exceeded do this : Go back to the Google Drive page for the file Use icon at top right to "Copy to my drive", Open your google drive, right click on ME_Level.zip, choose "Make a copy" - then download the copy. It's large so it will take a while.. Then after you download you can delete it from your Google Drive or keep the copy and delete the original or delete both your preference.. thank you to Paul Dunn on Kotaku.co.uk for posting this in the comments
  4. 6 points

    Version 1.0.0

    3,089 downloads

    A remake of the classic Zelda: Ocarina of Time video game in Unreal Engine 4, by CryZENx.

    Free

  5. 5 points
    Welcome everyone to the Iron Armada February roadmap update! Iron Armada Pre-Alpha v0.1.3 Welcome to Iron Armada's first proper development blog! In this article we'll cover what we have already accomplished, what has been released to the public, and what we are next looking to complete! Iron Armada is a completely original game, written from scratch in Java by our community developers. If you want to be more involved with project development, make sure you follow the development channels below! If you wish to follow the project, try to stay active in our primary development channels. Successful Greenlight Campaign Iron Armada is going to be on Steam! After a successful Greenlight campaign, we have already begun the process of registering our application on Steamworks, as well as adapting our current game-build to function with Steam's infrastructure. Thank you so much to everyone who helped us make our campaign a successful one, and we'll hopefully have Steam keys available for our active supporters here soon! Our official Greenlight trailer Current Features & Functions The current version of Iron Armada includes our core features, that serve as the foundation of the game, and will be constantly improved over the lifetime of the game. These features currently include full multiplayer gameplay, with multi-crew ships, large fleet faction battles, ship-to-ship boarding, resource mining, and ship construction. Current game features. Upcoming Features & Updates The current features of Iron Armada only scratch the surface of the game's gameplay potential. Over the coming months, we are expecting to begin releasing some of our more advanced features... that we feel will begin completely transforming the game. New features such as ship exteriors, multi-blocks, advanced power systems, new construction methods, rebalanced infantry combat, overhauled weapon effects, overhauled damage effects, and more... will likely turn Iron Armada into an unrecognizable experience. To illustrate some of these upcoming changes, we have prepared the following documents explaining future features. Following development blogs will delve into deeper specifics for each upcoming feature, as well as game re-balance, as development progresses. We're excited to talk in detail about each specific feature seen above, such as ship customization, new infantry equipment, new weapon types, new engine variants, and more. So make sure you FOLLOW FUTURE DEVELOPMENT BLOGS released on our forums! Release Date Iron Armada has a strict "when it is done" development mentality. However, we have already released the public pre-alpha testing build... so hopefully that will keep you entertained until the official Steam release! We are currently working with Steam to adapt the current game to their distribution systems, and we're hoping to have our first Steam keys available to active supporters in the coming month. However for today, that is everything to update you with! Thanks so much for your support everyone, and we all look forward to seeing you on the Iron Armada testing servers! If you have any questions about the project, be sure to visit the forums and Discord! See you soon! - The Iron Armada Team
  6. 5 points

    Version 1.0.0

    408 downloads

    A simple island paradise level, created by Anil Isbilir. An example of the large environments Unreal Engine 4 is able to support by default.

    Free

  7. 5 points
    Here is the first draft GDD for Iron Armada's first release. This is a focus on baseline competitive gameplay, for the initial version of the game. Complex features, for instance player inventory, and open world... would come after this release. Firing Systems: Marine weapons: always fire over "floor" blocks (no exceptions) Ship weapons: can fire over "floor" blocks, but also can target "floor" blocks (only if cursor is over block) Build Systems: Thrusters, turrets, airlocks all have "no build" 1xinfinity zone extending past barrel/exhaust ports (example) Lines only show up when attempting to build in "no build" zone, and only extend from attempted build to "no build" source (example) Four building block categories: Hull, Engines, Weapons, Power. Pressing each respective number will cycle through block types. (example) Each block upon placement is "unbuilt" and requires to be welded to completion to be fully built. (example) "Unbuilt" blocks can't be built upon until fully built. As crewman left click welds/repairs or places selected block, right click grinds/destroys or deselects selected block. Blocks must be reselected after each placement. Player can continue holding left click after placing a block to immediately begin welding it after placement. Repairs cost resources Multi-block blocks must be built one block at a time after placement to become functional. (example) Multi-blocks can also be destroyed one block at a time. Unlike single blocks, multi-block segments can be repaired until the entire multi-block grid has been destroyed. Auto-merge block placement system, that prevents awkward designs... and automates most exterior hull angles (example) Airlocks allow friendly players to go inside/outside ships, but act as normal wall blocks to enemy players. (example) Weapon Systems: Single-block turrets are pilot controlled. Fixed-block turrets are pilot controlled. Multi-block turrets are controlled manually. Weapon systems only fire if player left clicks in weapon respective firing cone area. (example) Weapon classes can be enabled/disabled per player position while piloting. (example) Weapons have restricted firing cones depending on their surrounding blocks. Heavy turrets have turret destroyed first before hull begins taking damage. Gameplay Balance: Only one cockpit allowed per craft, cockpits however can have multiple sizes allowing multiple positions. 15 second respawn delay for players. Equip-able Classes: Crewmen (Default Class) Half health Full speed Can repair Can build Can grind/salvage Can pilot/gun No weapon No jetpack (slow space movement) Looses health while moving in space Marine (Equip-able at Medical Bay) Full health/armor 2/3 speed Cannot pilot/gun Assault rifle (3 round burst) Jetpack Can survive in space Miscellaneous Fixes: Marines with assault rifles cannot "aim" while rifle is clipping through any wall block. When clipped, stance is forced to holstered.
  8. 5 points
    Currently, we have no ban appeals process. All bans are practically permanent for the time being. This is an early experimental test version of the game, meaning many anti-griefing systems are not in place yet. There are a some mechanics in the game which, in their present state, allow one misbehaving player to ruin the fun of everyone on the server, which could amount to dozens of players. We don't have the moderators on hand to warn, evaluate, and offer fair punishment for players, nor the systems in place to automatically dish them out. To receive a ban, you had most likely done something bad enough for several players to complain to us, wasting our development time as we manually banned you. For this, you will have to wait some time before we will let you back on again. We realize many of these bans are unfair so you will all get unbanned eventually. We do not yet know when. This policy is also subject to change as we update the game. * BAN list was cleared on the 11/01/17 Anyone banned before and up to this date can now play again. If you are banned after this date read the above message.
  9. 4 points
    "Sorry, you can't view or download this file at this time. Too many users have viewed or downloaded this file recently. Please try accessing the file again later. If the file you are trying to access is particularly large or is shared with many people, it may take up to 24 hours to be able to view or download the file. If you still can't access a file after 24 hours, contact your domain administrator." Sigh. Sorry, you can't view or download this file at this time. Too many users have viewed or downloaded this file recently. Please try accessing the file again later. If the file you are trying to access is particularly large or is shared with many people, it may take up to 24 hours to be able to view or download the file. If you still can't access a file after 24 hours, contact your domain administrator.
  10. 4 points
    W.I.P #1 / Will update soon.
  11. 4 points
    Welcome everyone to the Harsh Doorstop February roadmap update! Harsh Doorstop Pre-Alpha v0.01 Welcome to Harsh Doorstop's first development update, showcasing what we've accomplished, and what we're next looking to complete. Harsh Doorstop is an open source, and free development project... meaning we intend to cut costs, and incorporate affordable third-party material whenever possible. Our goal is to create an enjoyable, modifiable, multiplayer, team-work oriented platform for our community... developed affordably, and available for free. A strong reliance on third-party content makes this possible. Our core development team consists primarily of programmers and gameplay designers, orchestrating assets either purchased, developed in-house, or donated to the project. If you wish to contribute to the project, try to stay active in our primary development channels. Pre-Alpha v0.01 Video Showcase Enjoy the first video showcasing in-game footage of our initial framework. This framework showcases fundamental systems functioning in a multiplayer environment, including multi-passenger networked vehicles, true first person mechanics, large-scale detailed terrain, and elemental match management systems (round reset, factions, scoreboard, and match time.) Initial Features & Functions The first versions of Harsh Doorstop focus primarily on building fundamental systems needed to support a full game. Things such as multiplayer support, networked vehicles, true first-person perspectives, and basic infantry weapons. These systems are going to be continuously improved and polished throughout the lifespan of the project, and lay the groundwork for more advanced features in the future. Our current priorities revolve primarily around polishing vehicle integration (including network smoothing, physics balancing, and player interaction detailing) implementing new player animations (being custom developed by mistwalker) and balancing for realistic gameplay (which will better showcase our framework's potential for tactical gameplay.) Upcoming Features & Updates Subsequent versions of Harsh Doorstop will focus primarily on implementing wider variety of content, as well as establishing a pipeline for importing regular third-party content, and building an intuitive user interface for more seamless clientside game management (right now you launch the game and connect to servers through .bat files.) Importing third-party content. Building a reliable pipeline to regularly import third-party content will have major impacts on content release frequency. Unlike other commercial titles, Harsh Doorstop is openly embracing the idea of utilizing community developed content already available for Unreal Engine 4 on the open market. Using this to our advantage will allow us to implement large quantities of content at a fraction of the cost, in a fraction of the time, keeping our project free to the public, but still content rich. Upcoming Content These assets are not free without a studio license (the above assets are created and licensed by Hum3D studio) so we will need to purchase (and fully convert, animate, and import) each asset for use in Harsh Doorstop. Each asset (depending on complexity) costs anywhere between 300$ and 1000$ after completion. To cover these expenses, we will be running small community fundraisers as we continue development of the game. With consistent funding, more assets can be purchased, imported into the engine, and released in Harsh Doorstop... allowing for constant new content available to the community (as long as our budget allows for it.) For those still skeptical on the feasibility of importing third-party assets into an existing Unreal Engine 4 game, here is an example of an identical model (purchased from Hum3D) imported into a playable build of Unreal Engine 4 by our team. We converted this into this User Interface Overhaul The current version of Harsh Doorstop has only a placeholder (or otherwise entirely absent) user interface for player interaction. However our developer @Ethik has been building an entirely overhauled menu, interface, and heads-up-display for Harsh Doorstop. This will completey rebase our game's accessibility, and player experience. The new menu systems should allow all players to easily navigate through dedicated hosted servers, manage video settings, as well as communicate with other players, and manage in-game inventory items. Here is the prototype radial menu working in-game Release Date Unlike other commercial titles... Harsh Doorstop has strictly adopted a "when it is done" development mentality. In fact we go beyond that... since this is a community developed game, we have also strictly adopted a "you can help us get this done faster" mentality. This means if you see an issue, or a feature you want, you can be the person to fix it, create it, or donate it. We only will finish this project as fast as the community comes together to help us. If you are interested in contributing, please ensure you INTRODUCE YOURSELF on our official Harsh Doorstop project forums. List your skills, your region, your experience, anything at all that could be useful to helping us finish our project. If you have no skills developing in Unreal Engine 4, you can still help us by FINDING US TALENTED DEVELOPERS TO RECRUIT or HELPING US PURCHASE UPCOMING ASSETS. However for today, that is everything to update you with! Thanks so much for your support everyone, and we all look forward to seeing you on the Harsh Doorstop battlefield! If you have any questions about the project, be sure to visit the forums and Discord! See you soon! - The Harsh Doorstop Team
  12. 4 points
    You could always do these people a favour and explain to them the clear benefits of getting a PC. N0VA may not mean to imply PC Master Race, but I am certainly going to. There is no quantifiable metric where a console beats a PC, it's cheaper, the games are cheaper, the graphics are better, our "exclusives" are both more numerous and higher rated. Instead of Bluedrake spending money on a console server, perhaps the console players can sell their consoles and put the money towards the objectively better gaming platform.
  13. 3 points
    Just signed up have to try this ww2 1944 game out.
  14. 3 points
    Decided to make my own fan art corner cause I am planning to make a lot of fan art (totally not copying what leafy did, stfu I am original). Here is the work I have done so far. A complete rocket launcher with top view, side view, and top view while not aiming. I have only made a side ways view of a DC 15 Blaster Rifle from the Clone Wars and I'm planning to do more star war weapons and even make the space marines look like clonetroopers or stormtroopers in the near future.
  15. 3 points
  16. 3 points
    some cool halo cursors
  17. 3 points
  18. 3 points
    In here you will find wallpapers, banner, avatars and more! Iron Armada Wallpaper #1 (1920x1080)
  19. 3 points
    Hello All, I just want to give a massive shout out to this awesome community for making OFDR alive again. I've had so much fun today and have revived old friendships because of it. Really superb stuff you guys do! https://youtu.be/7yBVqo1wRjA Thanks ever so much, Jet.
  20. 3 points
    Hi, Name's Ali, I'm from Iran. I'm here cause of Blue, about a month ago i was searching the internet about the game 'Squad' and eventually found one the blue's videos and i just liked it a lot. so I decided to subscribe and just ended up here after one month! I like tactical games and use them to improve my English! YeahCool
  21. 3 points
    Evan it isn't discontinued per say. We still host the server for the download client, we wouldn't be hosting that if we didn't intend to revitalize the project at some point. Currently we just have too many things to finish up first (one of which was finishing this forum) before we can begin supporting BF1942 again. However I have no reason to not do that again. If anyone ever wants to start hosting for it themselves, we still have all the required files to allow that. Including the Mumble configurations.
  22. 3 points
    Im pretty sure the fact we're a PC based community is because that's... the point? I understand where you're coming from but console games arent really the focus of this community.
  23. 2 points
    Why not just make a Torrent ... then we can share it . . . .
  24. 2 points
    Star Wars Mod -- By Mustafa Contains: New E-11 blaster to replace rifle and character is changed to storm trooper from regular orange character. The planet also comes with a compass on it (I am hoping that everyone uses the compass to make navigating easier). Installation should work like the regular IA installation: extract folder, run the game, done. Feel free to add anything you want to the mod and make sure you post it on this thread so other's can use it too. I will post any more changes I make to the mod here as well. Here is the link for download: https://drive.google.com/file/d/0B5L3ma_ppWgpNHV2eE5mMXlRVEE/view?usp=sharing ENJOY!
  25. 2 points
    short 3 rounds bursts fire from a mounted mini-gun