(squeals like a little girl)
I'm scripting the final cutscene for DP2. When it's done, I'll be ready to do my testing, packaging and sending out Beta 1. FINALLY!
(squeals like a little girl)
Recently I'm working on a improvement for my earlier Dracula campaign (rescripted with new scenes, new skins, new textures, most of parts rebuilt and enlarged), before I continue and finish the Bathory series and my Dromed career . I managed to unite the two campaigns, titled by Carpathian Tales volume 1 and 2. For example I installed it today a superb BAT model by Nameless Voice. I did not see yet this model in FMs, it's one of the most realistic models for Thief.
I figured I'd add my two cents to the discussion. I'm ressurecting a mission sequence that I posted back in 2003 after reading a PM i received on my birthday but only read a few days ago in which the above mentioned person asked me if I was ever gonna release the mission. That having been said (if any of that even made any sense) I'm working on a epilogue to the mission pack as I tend to be a flake and I figured if I just started with something small worked it all the way through and then released it in good working order I would be better prepared to tackle my other mission (which is a bit bigger). For posterity here is the link to the old forum thread if you care to read the description. I was actually to read it and wondered how I had come up with the storyline.
As far as the current mission goes its a sewer mission, its inspired by the oblivion sewer system and some ideas I got while running around in the sewers in the imperial city. HOPEFULLY I'll complete it and release it. Not much to show as far as screenshots go and I can't figure out how to screenshot in dromed anyways.
Really? I figured he'd just hooked into the same mechanism that generates footstep sounds.
My guess would be just a carefully timed and well-spaced sample.
Yes, it's just a well timed sound. I actually opened the motion in the editor and used the frame numbers to determine the gap between the first and second knock.
I found this and did something similar with the knocking motion. But it wasn't Trigger 6. I found that each knock required the Trigger 7 flag followed by Trigger 8 in the next frame.
You've got a real nack for this, The Watcher.
Something that people might, perhaps, be interested in...
It has a vhot for light inside, so the eyes, nose and mouth cast light properly (there's also a vhot for particles from the candle, but I haven't fiddled adding them yet)
That pumpkin is 390 polys. I'll probably make another two or three, as I'll need them in a couple of places in Shadowed Mayfield.
I could probably find a place for the pumpkin in DP2. When do you plan on releasing it? I'm aiming at releasing on Halloween.
Last edited by Sluggs; 21st Oct 2008 at 03:29.
lighthouse, lighthouse, lighthouse......
The lighthouse is cool, but working with Quest3D honestly looks cool too if it's offbeat landscaping and architectural stuff you want to do, admittedly not dromed's strength.
You might get the lighthouse out as a demo, or simple mission, since it looks sort of "non-traditional" anyway, although it's all the better if you can finish it off as a full mission ... It will certainly be welcome because there are few missions like it, and will be very memorable for that. I know I really want to see it in action.
If you really want to expand your modding horizons, though, I think the Doom 3 engine will let you really spread your wings, especially when it goes open source soon ... By that point, it might become the best engine for building there is for a while. And with the Darkmod it will be attached to some great gameplay, and a guaranteed large & appreciative audience. So I hope you'll jump on the bandwagon with us.
And you can still always whip out a quickie Bestest mission mission in dromed if you get so inspired.
Last edited by demagogue; 21st Oct 2008 at 03:06.
Nopes, from-scratch built (I can even let you have the ligtwave files). The ones from WoW inspired me, especially for the middle one, but I made them.