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Thread: A week of CoSaS: Mission X images, story, and music

  1. #1
    The Architect
    Registered: Dec 1998
    Location: Lyon

    A week of CoSaS: Mission X images, story, and music

    For the past few years, the CoSaS project could be told as the story of a few college students who were dedicated enough to their hobby to not let it fade away. Even though we've had to find time to work on our next mission (X) mostly during Christmas and Summer breaks, we keep plugging away at it, refusing to give up. Hopefully 2006 will be a little different. We've recruited a few new team members (who I encourage to announce themselves in this thread if they want it made known that they're on the team now) who will, hopefully, be able to carry on with Mission X as Yametha, Anarchic Fox, and myself, are once again hurled into the bowls of another semester of college.

    What we wanted to do this month was finally show you all what we've been working on. We've released screenshots before - some of the media we're releasing today actually reveals how far those areas have evolved - but this will be the first time we've talked about what the mission is about, and hopefully give everyone a glimpse of what it would be like to stand inside The Ivory Rose. Much of the work here was done by team members who are no longer active members of the team... the level designer Finial and the artist Tazio to name a few, all of whom shall be accolade as their work is revealed. There are, of course, many more who's work shall not be shown today, but will see the light of day in due time. I am dedicated to not letting their contributions be in vain, and with hope that any of you are seeing this now, I promise to finish what we started.

    So, with earnest pride, I give you the Mission X media release of January 2006. We'll be releasing one sample a day for the next seven days, each of which will contain a piece of artwork (some of which contain helpings of the mission's plot), a work of 3D modeling, a musical sample, and a QTVR panorama (with jpg for those of you who don't get along with Quicktime).

    Here is the first update; keep an eye on the next few for the images to be revealed.




    Download the music Clip Only
    Jpeg Panorama

    A couple of coins will buy you this; a sheaf written by those who think themselves impartial and read by those who know they're not.

    Anarchic Fox thought we should make our lockpicks more "T3" ... Yametha was happy to oblige.



    Download the music Clip Only
    Jpeg Panorama

    The city map is by zacharias and the rest is by ... okay, actually, all we care about is the map. You'll be able to see the full thing in the briefing.. and no, it's not horribly accurate to Thief 1, 2, or 3.

    Keys are like money. The more you have, the more doors are open to you!

  2. #2
    Member
    Registered: Jan 2004
    Location: Back Home
    well yay, but I can see three grey images

    EDIT: and lots more, I think I see what you're doing now.
    EDIT2: also I figured out how to get the real images :sneaky:

  3. #3
    Member
    Registered: Jul 2001
    Location: Australia
    They're placeholder thumbnails. They'll be replaced when the update happens.


    Download the music Clip Only
    Jpeg Panorama

    The dubious Lord Raputo, protagonist of Mission X. Artwork by Tazio, voiced by Slyfoxx.

    Had he been born but two centuries earlier, he would have defended the faith with the weapon of the righteous. Now, in these troubled times, he serves his lord with the same fanaticism, taking gold for his work and turning a blind eye to things unseemly.



    Download the music Clip Only
    Jpeg Panorama


    (No Comment)


    Once Digi learned how to make objects, he couldn't be stopped. Here's a few light fixtures he made even though he should have been studying.
    Last edited by Yametha; 18th Jan 2006 at 00:56.

  4. #4
    Member
    Registered: Jan 2004
    Location: Back Home
    yeah, only thing is that I've seen all the real versions now.

  5. #5
    Member
    Registered: Jul 2001
    Location: Australia
    Congratulations at being the first to see them then



    Download the music Clip Only
    Jpeg Panorama

    The first floor of the Ivory Rose. There's four more floors alot like it.

    Somewhere between a shelf with a hole in it and the porcelain god, there's this piece of work. Watch out for splinters.


    Download the music Clip Only
    Jpeg Panorama

    Many wonder who she is. Few Know. You are encouraged not to inquire. Artwork by Marianna Todd.

    No, you can't play it. That would be pointless and a waste of time. You're a thief. You lock-pick it and take all the money.

  6. #6
    Member
    Registered: Jan 2004
    Location: Back Home
    Congratulations on them themselves, it's looking really good.

  7. #7
    The Architect
    Registered: Dec 1998
    Location: Lyon

    Download the music Clip Only
    Jpeg Panorama

    The cunning Lady Antonette, one of a large cast of colorful characters. Artwork by Tazio, voiced by Msledd.

    Not all of our scenery is built in dromed. Yametha threw this together without breaking a sweat, because Digi casually suggested it.

  8. #8
    Member
    Registered: Jan 2001
    Location: the Sheeple Pen
    Nice, the panorama image looks pretty good!
    How do you do those?

  9. #9
    L'architecte de Rocksbourg
    Registered: Nov 2005
    Location: Narbonne, France
    Quote Originally Posted by Digital Nightfall
    We've recruited a few new team members (who I encourage to announce themselves in this thread if they want it made known that they're on the team now)
    Okay then : I'm working on the briefing video of Mission X

    Btw Digital, you told me about these panorama images, but WOW I never expected something like that : it's incredible !

  10. #10
    Member
    Registered: Jan 2001
    Location: Formby, NW England

    Fly + Soup...

    The second paragraph of the first column of the newspaper should begin with 'dissent'

    Good Newspaper though

  11. #11
    Member
    Registered: Jul 2001
    Location: Australia
    Quote Originally Posted by Tomi
    Nice, the panorama image looks pretty good!
    How do you do those?
    It's rather complicated. Once this is over I'll explain it in detail.

  12. #12
    Hah, smart as I am I first didn't get why you had posted a slightly blurry screenshot with sound... then I noticed the controls. Neat effect!

    Looking forward to the mission!

  13. #13
    The Architect
    Registered: Dec 1998
    Location: Lyon
    Ohh, thanks R Soul. I fixed that.

    We could always have a decent into dissent.

  14. #14
    Member
    Registered: Jul 2001
    Location: Australia
    Quote Originally Posted by Eshaktaar
    ... then I noticed the controls. Neat effect!
    Have you tried clicking and dragging the image yet?

  15. #15
    Yes, so much I could figure out on my own

    How are you going to implement the newspaper article?

  16. #16
    The Architect
    Registered: Dec 1998
    Location: Lyon
    The original idea was to do a series of features on the website, that slowly moved the story from GatI to Mission X. In the end though, I decided that it was better to just focus on the mission and get the bloody thing done. However the newspaper was already made, and I decided that now was the best time to show it.

    I'd like to do a newspaper between each mission, but that's assuming there's going to be a next mission... it's always a "wait and see" ...

    The paper may make it into the mission, but it won't be readable... probably just an object on a table somewhere.

  17. #17
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    I've been recruited to work on scripting and whatnot.

  18. #18
    bikerdude
    Guest

    panaramic

    Hi DrK,

    I`ll go to a well known spot in one of your missions and I'll turn it into a panaramic view.

    I have a peice software (came with my nikon camera). When you take the pics you make sure that each one slighly overlaps the next (my cam has a function to do this (hard to do in thief as you have no way of measuring the overlap). then using the softweare you load up all the images and and the software then comverts it into a long panaramic picture

    Here yah go, the rocksbourg inn, in-game stylii

    http://www.bikerdude.org.uk/taffer/image_5.html

    biker

    Quote Originally Posted by Yametha
    It's rather complicated. Once this is over I'll explain it in detail.
    Last edited by bikerdude; 15th Jan 2006 at 18:38.

  19. #19
    Vertical Contest Winner 2009
    Registered: Sep 2002
    Location: The Great White North
    and i'm going to try to break yandros' scripting and whatnot, i love torture testing.

  20. #20
    Member
    Registered: Jan 2001
    Location: the Sheeple Pen
    Quote Originally Posted by Bikerdude
    I have a peice software (came with my nikon camera). When you take the pics you make sure that each one slighly overlaps the next (my cam has a function to do this (hard to do in thief as you have no way of measuring the overlap). then using the softweare you load up all the images and and the software then comverts it into a long panaramic picture
    Yeah, I thought it could be done like that... must be very difficult to make work properly though!

  21. #21
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    Well this is fun. Something to look forward to this whole week.

  22. #22
    bikerdude
    Guest

    nikon thingy watsit

    Yer, it dont like something about the images im giving it, Ill have to tweak it etc so i can get it just so :-)

    here is my first attempt:
    http://www.bikerdude.org.uk/taffer/image_5.html

    Quote Originally Posted by Tomi
    Yeah, I thought it could be done like that... must be very difficult to make work properly though!

  23. #23
    Member
    Registered: Aug 2002
    Location: Maupertuis
    Anarchic Fox thought we should make our lockpicks more "T3" ... Yametha was happy to oblige.

    Nope. I wanted them that way for realism's sake, not to be like that unfortunate conclusion to the series.

  24. #24
    Member
    Registered: Jul 2001
    Location: cesspool
    Looks great
    I think CoSaS was planned to be a work of professional quality in every aspect from the very beginning, it's the main reason why it takes so much time I guess. I have a question though. You guys most probably had to reduce size of the campaign/quantity of missions during the development, seeing that such detailed, complicated, and polished missions require a way too much time in reality. T2X was a good product, but I think in some aspects it felt rushed (mission design, graphics), as it appears, 13 missions is too much for a fan project. How many missions you plan to release for the CoSaS now?


    PS: That journal is great, such wonderful things really adds atmosphere to FMs.
    Last edited by 242; 15th Jan 2006 at 20:33.

  25. #25
    Desperately dodgy geezer
    Registered: Nov 2001
    Location: The Wailing Keep
    Quote Originally Posted by Ottoj55
    and i'm going to try to break yandros' scripting and whatnot, i love torture testing.
    Greeeeat.

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