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About DarkSynopsis

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  • Website URL http://tacticalape.ninjasfate.com/

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  • Gender Male
  • Location New Zealand
  • Gaming Platform PC

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  1. Give this link a shot, seemed to let me watch the video on a browser that is not signed into Facebook, hopefully works your end.
  2. At the very least making maps for Takedown *should* be possible, last I looked into I had got custom assets and such working and for Multiplayer but since I don't play the game and was waiting on EPSILON tools when I got Takedown working I did not sit down to flesh out a map. Might be worth those guys looking into that if they want more Takedown. Hell, if EPSILON went Open Source and no one got co-op working I imagine with a bit of work you could at least back port the EPSILON map assets from UE4 to UE3 and rebuild the maps to play them co-op in Takedown, just a thought... We have a thread here where a user was working on a map but that was a year ago now, for more info on the process we have it in the Tactical Ape forums, its not condensed into a tutorial or anything just posts of findings and such but should get the ball rolling if someone wants to try make a map.
  3. Didn't expect the whole open source thing to spark such conversation, at the end of the day in my eyes if there is no plans to do any more work on the game I don't see the harm of having it out there for anyone to toy with, sure there won't be any profit to be had for Serellan but at the end of the day that is pretty much what this post is saying, I'm sure the details get a bit blurred if someone re-works the game into something that takes off among the tactical community and it could cause hassle down the line but it seems a shame to let the code sit on some HDD with no one being able to do anything with it, I know the SWAT 3 community would love to get there hands on the code for that game and make improvements, guess with it being on GoG though its a tough sell, if the source is out there you can't really keep the game up for sale. Whole idea was selfish on my part I like to mess with UE4 from time to time and I've thrown some Proof of Concept stuff together when it comes to the tactical genre but I always get held up on AI, not having my own assets and just generally lose any motivation, would be nice to have a base to work with. As nice as Mod Tools/Limited SDK would be its "limited" would something like that allow someone to go in and get Multiplayer working? seems unlikely. Sometimes I still wish Takedown was more moddable, got maps kinda working in the end but it was a little too late, there was a nice base game there and with a bit more work maybe it could have done better, people are still modding SWAT 4 to this day adding in new features and such that I almost want to go back and play it with said mods but I never did get into SWAT 4.
  4. Cool, would love to toy with the game
  5. Sucks to hear but at the end of the day got to take care of yourself first. If you decide never to work on Epsilon again, I'd be curious if you can Open Source it? at this point Unreal Engine is free and since you didn't have a Publisher this time you own all the content? unless there is some third-party stuff you wouldn't be able to distribute like UE4 Marketplace content and such.
  6. Hmm, Remapping it in-game worked just fine for me. "ActionMappings=(ActionName="ContextMenu",Key=Apostrophe,bShift=False,bCtrl=False,bAlt=False,bCmd=False)" is what can be found in my Input.ini The .ini file that is saved to is located in AppData "\AppData\Local\EpsilonGame\Saved\Config\WindowsNoEditor\Input.ini" Full Input.ini if it helps. [/Script/Engine.InputSettings] ActionMappings=(ActionName="ConditionalCloseScoreboard",Key=Global_Back,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="ContextMenu",Key=Apostrophe,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Crouch",Key=Gamepad_FaceButton_Right,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Crouch",Key=LeftControl,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="CyberMode",Key=Six,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="CycleCamera",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="CycleMode",Key=I,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="EquipEquipment1",Key=Three,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="EquipEquipment2",Key=Four,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="EquipPrimaryWeapon",Key=One,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="EquipSecundaryWeapon",Key=Two,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="fire",Key=Gamepad_RightTrigger,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="fire",Key=LeftMouseButton,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Flashlight",Key=F,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Glowstick",Key=G,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Glowstick",Key=Gamepad_RightThumbstick,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="HUD",Key=Five,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="InGameMap",Key=Global_Pause,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="InGameMap",Key=M,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="InGameMenu",Key=Escape,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="InGameMenu",Key=Gamepad_Special_Right,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="InGameMenu",Key=Global_Menu,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="InGameMenu",Key=Global_Pause,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="LeanLeft",Key=Gamepad_LeftShoulder,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="LeanLeft",Key=Q,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="LeanRight",Key=E,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="LeanRight",Key=Gamepad_RightShoulder,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="NextWeapon",Key=Gamepad_DPad_Right,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="NextWeapon",Key=Gamepad_FaceButton_Top,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="NextWeapon",Key=MouseScrollUp,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="OpticSnake",Key=O,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="PlayerBreachDoor",Key=B,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="PrevWeapon",Key=Gamepad_DPad_Left,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="PrevWeapon",Key=MouseScrollDown,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="PushToTalk",Key=LeftAlt,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="RadialInput",Key=Gamepad_FaceButton_Bottom,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="RadialInput",Key=LeftMouseButton,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Reload",Key=Gamepad_FaceButton_Left,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Reload",Key=R,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Run",Key=LeftShift,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="RunToggle",Key=Gamepad_LeftThumbstick,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="SniperChangeTarget",Key=K,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="SniperTakeFire",Key=T,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="SquadBreachClear",Key=C,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="SquadFallIn",Key=Gamepad_DPad_Down,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="SquadFallIn",Key=V,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="SquadHoldPosition",Key=H,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="SquadMirrorDoor",Key=O,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="SquadMovePoint",Key=Gamepad_DPad_Up,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="SquadMovePoint",Key=SpaceBar,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="SquadNextWaypoint",Key=Z,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="SquadStackUp",Key=X,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Target",Key=Gamepad_LeftTrigger,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Target",Key=RightMouseButton,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Targeting",Key=Gamepad_LeftTrigger,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Targeting",Key=RightMouseButton,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="ThermalMode",Key=Seven,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Use",Key=F,bShift=False,bCtrl=False,bAlt=False,bCmd=False) ActionMappings=(ActionName="Use",Key=Gamepad_FaceButton_Bottom,bShift=False,bCtrl=False,bAlt=False,bCmd=False)
  7. Are you running any capture software? I recall that being an issue with starting the game, is fine to run the software once the game is running.
  8. Still lurking... still nothing much happening
  9. Appreciate the update, I've already made comments on Twitter/YouTube but these boards are my preferred method for talking/hearing about the game so I'll pretty much say what I said those places. Don't try keep working on the game full-time if its not feasible, as much as I would love to see something like Kickstarter/Patreon "kickstart" the game again I just don't think the tactical shooter community is willing to do so. Personally I would say go get that Triple AAA dev job to help keep the bills in check and work on Epsilon when you can but try to keep the community in the loop with regular/semi-regular updates, maybe a quick video or screenshot or something of features/content being worked, similar to how it was before Early Access kicked off? can't recall but early on we knew what was happening. These last few months have been killer on my hopes for the game and even though I keep an eye on Twitter and see all the hassle with UE4/VS I'm sure most of the community either misses those updates since they don't use Twitter or just they aren't going to go back through the timeline to see something. I would love to finally see the co-op make it out.
  10. Just popped up in my YouTube Subscriptions box, watch it in a minute...
  11. I'm about ready to stop keeping an eye on what is going on with this game like I have been. I hope we see something, I really do but its been months having anything "official" said here. Maybe I'll just drop back in if I ever see my Steam download an update for the game.
  12. Be nice to see Christian back on the boards, he is pretty good at replying on Twitter but unless you are keeping an eye out for @ replies you don't see too much about Epsilon.
  13. Would be nice to see something, I normally see Christian tweet about working on the game but feel like its been awhile since I even seen one of those tweets. As I type this he is on Next Level Gaming podcast, pretty much listening in hopes of hearing something. Still waiting on that co-op
  14. Are various key binds that will do squad commands, like you can hit Space on a door and the squad will stack, can't recall if is breaching keys, I mainly used stack up and whatever the fall in key is.
  15. Glad to see an update, has felt silent for awhile. As for the co-op I vote for like an Early Access co-op just it working really, worry about how pre-planning works later, let me run around with some buddies and shoot some tangos! hell don't even worry about Story if replicating the objectives is a pain just have Elimination. I do however think A.I friendlies should be an option later down the line, something Takedown never got. Random map generator sounds cool, I thought about toying with something like that myself in blueprints but never did not played Door Kickers but I know that has a random map generator.