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fllood

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Posts posted by fllood

  1. The alembic (used for destillation) is cool and a model I think will welcomed for machinery/deco/architecture in maps. I would.

    Steampunk goggles may not have that much usage all around, but I also would love to see them. mappers will find some purpose to them. and it would be a model adding to the inventors.

    I think a Steampunk flavored light device would be cool to have and surly be used as well....

     

    Anything in these areas would be a great addition imo.

  2. If you would suggest a purpose that needs to be filled by said machine and some kind of reference for what you had in mind, it would make my job a lot easier.

    Most steampunk would be for ambience I think. And enigmatic in their purpose, as they should. Small steampunk models may be good for loot. Steampunk models may easily get very detailed that might be a challenge. or make them impossible to model with reasonable poly I guess.

     

     

    Below some linked pictures for inspiration. not for any specific request to my WIP or TDM.

    Some may suit for loot, lighting, ambience, probably let the player breath under water... or just remain enigmatic.

     

    steampunk_tophat_by_littlelazydragon.jpg

     

    steampunk02.jpg

     

    steampunk-pccase3.jpg

     

    Steampunk-goggles-N-Axis.jpg

     

    pierre-matter-poisson-oeil-.jpg

     

     

    spmask.jpg

    I know you just did that terrific plague mask :)

     

    steampunk-turkey-watch.jpg

     

    ethericdynamo.jpg

     

    Steampunk_pocket_watch_gear_1_by_CatherinetteRings.jpg

     

    maybe a steampunk doorlock?

     

     

    And Last a victorian slightly steampunk-styled room which would be cool to taff in I think. (ignore the two wall light holder left and right of the mirror)

     

    P1020468.jpg

  3. hey guys,why there is "poor" votes for story ? you guys prefer readables that tells you the story instead of story telled by AI's ?

     

    With that awesome,glamorous briefing I would gave the story three stars. For all other things see my elaborate opinion about how to improve the story in this FM.

     

    Like in casual TDM missions,there will be no talking AI's.Readables will tell the story to a player, not AI's.

    No more scripts and interactions,only blackjack and loot - hunt . Mission will be much more enjoyable and much less frustrating ! You all will vote 5/5 in every category !

     

    making jokes?

     

    You want to make a classic thief FM? make a new one!

  4. A question about performance in hindsight of lights touching and visportal scissoring:

     

    I do have some huge brush as floor and patches which do span multiple rooms. Is it advisable/necessary for performance reasons to cut them the size of each room? Or not worth the extra efforts given specially that patches cannot easily be cut?

    Do changing the decal patches to func_statics 1:1 would do any good or just the same for performance?!

     

    background:

     

    Many big floor patches I use are transparent decals which I found do much trouble to AI and and bugtracking work if not very much care is given in aligning multiple small patches. For that reason I like to avoid splitting the few big room spanning patches I currently use. But performance might get an issue in my map. I remember someone mentioning the formula for performance impact: lights multiply worldspawn or func_static. So I like to know how much impact it might have using big brushes or patches - if any at all.

  5. just thought i'd post a blurb about something cool I found.

    The rgb value is a multiplier you can use to darken the red, green, blue channels simultaneously... cannot be brightened by using values above 1.

    Useful Info ungoliant! Thanks for sharing.

     

    Loading the custom shader for use inside DR will require you to load your working map directory into mod (fs_game) setting in the DR game preferences, then restart DR.

    That had been also the answer for my question above. Didn't worked though with the models I wantd to use. I found the custom model didn't show in DR for a static path had been set to the .aso file by the modeller making it unusable unless fixed. The path for any model textures must be relative to fs_game.

  6. Since the game activates with Steam anyway, it would make more sense to me to let the 'user' decide where to buy it for the best price, and then download the language pack update of their choice from steam.

    Exacly! ... like Bioware/EA did that exemplary with Dragon Age.

     

    Fact is many European gamers prefer to play the english version over the translated one. And the localized versions are even cut sometimes as well. Needelss to say why pay a domestic price if most often European mainland people get it for half the price from UK??

     

    To lock the UK version is very much dissatisfing indeed!

  7. I had a playthrough of the revised v2. I will try now to fairly review and focus on the map. Please people get back from unconnected negativities to that too.

     

    To start with:

     

    There had been really a lot things polished. Also some of mine feedback for the inital release.

     

    In detail:

     

     

     

    + Ambient Music choice and SFX are way MUCH better now. In fact it is now really very good chosen.

    + The luminous perilous spiders dwelling around the church. Love them!

    + Lots of small visual enhancements, like: windows, decals, particles, moving grass at the prision ceiling

    + Lot of improved scenes, specially the Swamp and Summer scene, the Pond and the enhanced Church. The Prison had been very fine alreay before.

    + I like to give special mention to the Library. I had been nice in the former version. But to me now it became a really beautiful room full of atmosphere. That kind of library you just want to grap an old book and make yourself comfortably on one of the comfortable couches and start reading a fine novel :). Good job.

    + Added AI's to avoild/sneak in the castle.

    + New Mage AI moving/ducking in side towers.

    + Use of the completely adequate standard TDM briefing GUI.

    + Player didn't start standing in the bed anymore. Good!

     

    O Still nothing to discover in and beyond the pond. A simple skeleton with some ornament would have done that.

    O The new two Huts in the forest are nice, however I liked the former more inividuel kind of Bauhaus-styled buildings

     

    - The briefing text still do not mention that people in the forest are friendly. it's crucial and should!

    - a few minor visual things, nothing show breaking imo. (trees floating in the air over the chasm at the gameworld border beyond the pond, new Z-fightling in library, patch problem downstairs in the tower)

     

     

    I'm glad to see SH/BD did listen to the feedback, squeezed many of the bugs and also improved this mission really a lot. That should be acknowledged. So it is a huge pity that the FM lack just one more sentence in the briefing about the friendliness of the forest people to sort out one of the biggest remaining complain.

     

    A FM shouldn't get negativity just because the author decided to go for a fantasy tale in this example instead of a taffing scenario even if it is unconventional to a First Person Sneaker Mod. I applaud diversity of gamplay or "where no FMA has gone before" with a mod. In the case of Winter Harvest v2 I enjoyed the mood and the different gamplay. It's up to the author what he likes to build and accomplish. And to the players what to enjoy.

     

    I can recommand a playthrough of Winter Harvest v2 to decide yourself. Just know the fact that people in the forest are friedly fellows! ;)

  8. Thanks for that experiment!

     

    I liked the innovations and the focus on a nice story. I also liked how the carriage moved along at the start of the mission. For all that I'm sorry to say that my playthrough had been mainly a trail-and-error, quicksave and quickload experience in the outside areas but the labyrinth. Not your fault. TDM just seam not to be suited well for daylight environments.

    Kudos having been courageous in trying Fieldmedic! :)

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