Xidia: The Escape
The followup to the mega-hit Xidia. With new characters and a longer playing time than Xidia across the familiar landscape and facilities, plowing straight into new areas equally as impressive and beautiful. If Xidia is the anorexic supermodel, The Escape is the younger cute twin sister not afraid to eat a hamburger. Learn more and get intimate with Xidia: The Escape here. |
|
|
|

|
|
|
|
It's that time of year again! Every few months of RD's long development (since '04/'05 roughly...wow) I try to go out and snare new talent to help us along. At the moment we still have a small core team of people working, but this core seems to get smaller as time progresses. The main obstacle remains the mapping, which...as close as we have been for some time...has gotten considerably harder since I am currently the lone active mapper for Residual Decay. RL also permits me less time to work on the mod than I have ever had. So, as always, we are welcoming mappers. And as always, know that all maps in RD are worked on cooperatively with myself. I'm looking for people to help me finish several partially finished levels and wrap up some of the fringe level maps we need made. Also, as always...don't bother applying if you have issues with private mapping (i.e, using only the internal team for testing and not being able to publicly release or display content made for the mod until release, unless special circumstances arise. Generally I'm flexible about this). I can't stress this enough. If you can map and you want to give it a shot, just contact me. Just know that mapping for RD might seem a little different, and you might find yourself working mostly on layouts...or adding to previously unfinished work. Other fields we are searching for is an active skinner and character modeler, presumably one that has a preference for humans. Similarly, we are accepting a position for a texture artist...primarily one with some high resolution skills. In this field we are also looking for someone with particular skills in S3TC texture development. Lastly, we are currently looking for some voice actors. That's right, we need some men and women out there to give us a wave and try reading some lines. We will provide sample lines for you to attempt first, but if you have personal samples we will accept those as well. We are looking for the following -Mappers -Texture artists or S3TC artists -Human modelers and animators -Voice Actors Contact Info:
This e-mail address is being protected from spam bots, you need JavaScript enabled to view it
<--Please Use direct Heading in mails, so we don't overlook you. |
|
|
Heya boys and girls. Just a short news brief today. I'm here to tell you that I have updated the Residual Decay page with an extensive FAQ. These are questions compiled on our forum by our loyal fanbase. The premise of this was "ask anything", so a lot that is said there might be interesting. I've also taken the liberty to expand some game based information in there too, and will continually update it as more stuff gets developed. So, click on the Residual Decay section and scroll down past the story info to "The Game" and "The FAQ". -Proph |
|
|
This is my rifle, this is my gun... |
|
Had some delays after the problems at Beyond Unreal in getting this update posted. But the good news is that during the hiatus we've had time to update the Residual Decay pages somewhat. You can now read an extended section beneath the story that covers some aspects of the game itself. Things mentioned are some new skills and capabilities, fleshed out in proper detail. Also digestable is some tid bits on what some elements of the gameplay will be like. This section will be updated periodically with new info as months progress in what we here at Red Nemesis hope to be the Year of Decay. One other article of information needs to be covered before I get to the screenshot for this update. And that it is that we are currently putting together another FAQ for the site, and we're collecting questions from the community. Just visit our forum to see the thread and leave your own quiries. The theme of this FAQ is "ask anything", so any concerns or curiosities you might have about the project...well...this is as good a time to any to drop by. Lastly, for your viewing pleasure...we are unveiling our first public shot of the Combat Assault Rifle Mark 4. As you can see from the pic we've radically altered the original RTNP variant (well, as much as one can alter the look of a generic sci-fi rifle from one style to another). This change was a long time coming, and we're very pleased with the way it looks. We wanted to avoid retreading the same "long ass gun" look from the RTNP version, as well as keeping clear of the "toy gun" style of the Unreal 2 CAR and the Assault Rifle from the UT2KX games. What we ended up with was something a little in between them all. The Mark 4 will function just like any other sci-fi game-based marine rifle...which means that it will work like the Pulse Rifle from Aliens (as copied in Xidia and Seven Bullets). However, heavily updated to adhere to RD's new damage/combat system. Likewise, this model will have variations made for when Jones acquires alternate Marks depending on which world he is in. What this means is, yes, the Mark 1 (RTNP styled) and others from the Jones series will be seen as well. All with the facelift. -Proph  Combat Assault Rifle MKIV |
|
|
Not your daddy's Unreal... |
|
I've got something interesting for you tonight. A tech video! It's a short compilation of visual effects that we're messing around with. Granted, what you see here is still very early and will be much different by the time we're ready to release the mod (in particular, the heat test is very raw atm). Regardless, it's all a testament to some of the things RD will be packing. What's in this video are some zone based effects, some motion tests, and an example of some visual overlay settings. Currently all of this works with OpenGL. In their present form these effects are intended to work fine with any GeForce 6xxx series or Radeon equivalent. Eventually we will configure effects like these to work with D3D9, although OpenGL is still the recommended renderer of choice for RD. More details about this stuff will unfold in later months and dialogue is always open for discussion on our forum. But for now just shut up and enjoy the video. Happy Holidays from your friends at Red Nemesis! To see the best quality, please follow the HD link beneath the video. |
|
|
Hello. Prophet here with an October update. This one is rather brief; a casual weapon update. Those of you that have played Seven Bullets will remember a customized version of UT's Enforcer that was known as the "Machine-Mag". It was a quasi sub-machine gun/rapid-fire pistol that quickly became one of the more popular arsenal additions to that pack. Promotional material for Seven Bullets depicted various shots of Jones in his "akimbo-pose", and even the desktop icon for our Seven Bullets Final release is in the image of the Machine-Mag. Well, clearly, we had to bring the weapon back. Although this time it arrives as its own weapon, independant of its UT dependency. Also, we renamed it. The Spartan is one of the many Residual Decay weapons you'll find in the game, and like its original incarnation you can use two at a time. Although the skin is subject the change, the design is clearly a bit sleeker in appearance. So here it is in an early form, the Spartan. Final product may vary. Help yourself to the poll if you want to comment on it, or visit the forum. |
|
| | << Start < Prev 1 2 Next > End >>
| | Results 1 - 10 of 12 | |
|
In Progress
Residual Decay
IRC Chat
#7bullets irc.enterthegame.com
|