Author Topic: New Version Released: 0.15 (January 27th 2012)  (Read 16714 times)

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KnightPeter

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Re: New Version Released: 0.15 (January 27th 2012)
« Reply #15 on: January 27, 2012, 12:20:57 PM »
Thanks for update! i will start a new game tonight and planing to play a long campaign. But where should i begin i mean as which area better for a start and see for new stuff? i would like to enjoy game content and i wonder which area rich and worked by mod team most? some voices tells me i should look for iberia and around HRE.  :D

Revan Shan

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Re: New Version Released: 0.15 (January 27th 2012)
« Reply #16 on: January 27, 2012, 01:47:19 PM »
The most worked area is Iberia. Quite logical, as we are working from West to East and Iberia is the oldest woprked area and therefore the one with most fixes, research and stuff

Revan Shan

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Re: New Version Released: 0.15 (January 27th 2012)
« Reply #17 on: January 27, 2012, 02:30:50 PM »
Poland, Bulgaria and Arbër will probably feature in 0.16.

Apart from that I think we should work on making this game more reallistic or HQ looking.

Many people have been talking about Europe 1200 not using Polished Landscapes.

I think we should not include it, but we should enhance a lot of stuff which we could change with some files from PL.

Somth like what I did for my mod, Hiridia.

So, things we should do to elliminate the Native feeling:

TEXTURES AND MODELS
- New ground textures for turf mainly, but maybe for others as well. We should leave the one for desert, rocks and pebbles.
- The village road path is also very iconic from Native, so it would be good to find or make another texture.
- New scene borders. The Native borders simply suck. If I'm not mistaken PL has some which look really good. But I would take from the model the part with trees, cause those trees (like in the borders we have now) can look gigantic if the scene is big.
- Checking for new trees. With all the stuff I've already listed the game should look quite nicer, but the trees coming from Native kind of suck hard. We could try taking out the worse trees and putting in their place already existen ones (copies). And from there, we could look for new trees. Way of the Crusader has some new trees which we could fin useful for the tuntra/desert areas, and maybe somebody could make some nicer (but not highpoli) trees.

SCENES
We have quite a big problem here. We have the biggest map ever made for MaB, with a bunch of historical cities and castles. But lets face it, making scenes for all of them is impossible. We should only make the important castles and cities. Now, I'm sure you already know that, but then we are leaving 98% of settlements with poor worked Nativeish scenes, which are more than known to MaB players, and are very small.

So, my suggestion is, making very nice placeholder scenes. This way we could take out those little already known city and castle scenes, and give all places a new look. We could make 2 or 3 castle scenes and 2 or 3 city scenes, and use them all over the map, elliminating the old ones. Perhaps we could have a castle and a city scene for each culture (not faction), north african, mediterranian, russian, etc...

Then, once the new placeholders are done and the old scenes have disappeared, we could focus on specific scenes for important places, like Constantinople or Jerusalem.

The idea for these placeholder scenes cames to me from the castle and city scenes from Medieval 2 Total War. So the thing would be to make relatively big settlements (so the player feels he enters a really populated space), with a square of walls surrounding it, with a central plaza and a church.

Note: We have a totally new and really nice church building, done quite long ago, which we aren't using.



We could make scenes look even bigger and make work easier by just making the city up to the plaza, and leaving the rest blocked to the player. Exactly how the Nuremberg scene is done. I really like the scene from Bremen because it really gives sense of inmersion. It looks like a complete medieval scene, with its market district and Church, and a clear principal road.

TOWN WALKERS
But we don't want desert scenes! The bigger the scene is the more walkers it has to have. So I strongly suggest to add more town walkers, maybe twice their number, to make the new cities look really alive.

quapitty

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Re: New Version Released: 0.15 (January 27th 2012)
« Reply #18 on: January 27, 2012, 03:01:15 PM »


SCENES
...
So, my suggestion is, making very nice placeholder scenes. This way we could take out those little already known city and castle scenes, and give all places a new look. We could make 2 or 3 castle scenes and 2 or 3 city scenes, and use them all over the map, elliminating the old ones. Perhaps we could have a castle and a city scene for each culture (not faction), north african, mediterranian, russian, etc...

Then, once the new placeholders are done and the old scenes have disappeared, we could focus on specific scenes for important places, like Constantinople or Jerusalem.

The idea for these placeholder scenes cames to me from the castle and city scenes from Medieval 2 Total War. So the thing would be to make relatively big settlements (so the player feels he enters a really populated space), with a square of walls surrounding it, with a central plaza and a church.
I agree on this. (But still a lot of work...)
Quote
Note: We have a totally new and really nice church building, done quite long ago, which we aren't using.
But I cannot find it in the scene props. Which one are you talking about?

Quote
TOWN WALKERS
But we don't want desert scenes! The bigger the scene is the more walkers it has to have. So I strongly suggest to add more town walkers, maybe twice their number, to make the new cities look really alive.
Yes, if cities are bigger it would be good to have more town walkers. But for villages it may look odd to have 5 clones of each type stumbling around a little place. So it would be good if that would be able to separate.

Revan Shan

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Re: New Version Released: 0.15 (January 27th 2012)
« Reply #19 on: January 27, 2012, 03:24:58 PM »
Well, not a church, a cathedral, but still, I haven't seen it on any new scenes:

http://www.moddb.com/mods/europe-1200/images/cathedral-warband-version-wip#imagebox

"So it would be good if that would be able to separate."

As far as I know it goes separate, so it shouldn't be a problem.

smv

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Re: New Version Released: 0.15 (January 27th 2012)
« Reply #20 on: January 27, 2012, 03:26:27 PM »
Yohoo! :D Can't wait to play it.Congratulations, and keep up the good work.
To bad the saved game won't work :roll:

Mithrur

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Re: New Version Released: 0.15 (January 27th 2012)
« Reply #21 on: January 27, 2012, 03:27:46 PM »
Hi
installed and crash pretty much after a few seconds in game
i get this message: get_object failed for mesh : pic_soldier_world_map

I was hiring as a freelancer

Ok sorry, wrong thread
« Last Edit: January 27, 2012, 03:32:41 PM by Mithrur »

quapitty

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Re: New Version Released: 0.15 (January 27th 2012)
« Reply #22 on: January 27, 2012, 04:06:25 PM »
Well, not a church, a cathedral, but still, I haven't seen it on any new scenes:

http://www.moddb.com/mods/europe-1200/images/cathedral-warband-version-wip#imagebox
What a shame. If it was in, I'd have used it two times already........ it looks very very good.

Also not all helmets from the progress thread are included as far as I see or at least they don't show up. Seems like there is a lot of stuff that is simply waiting to be recovered... (Like on my desk.....)
« Last Edit: January 27, 2012, 04:09:52 PM by quapitty »

Tsewe

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Re: New Version Released: 0.15 (January 27th 2012)
« Reply #23 on: January 27, 2012, 08:01:58 PM »
Revan Shan, If you don't mind, i'll copy pasta your post to the "Progress / Dev Thread" because i have things to add about what you said, and i think it belongs more to that new thread than to this actual one.
« Last Edit: January 27, 2012, 11:41:51 PM by Brubar »

MihailoSRB

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Re: New Version Released: 0.15 (January 27th 2012)
« Reply #24 on: January 27, 2012, 08:57:09 PM »
To bad the saved game won't work :roll:
Well, if you had a high-level character, you can always export your him and play a new game with him.

Alex_S

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Re: New Version Released: 0.15 (January 27th 2012)
« Reply #25 on: January 28, 2012, 12:22:05 AM »
I see a real improvement in performance, it still freezes for a little bit sometimes when it gets messages but it's much rarer than before.
And i understand the need to fix that glove and arrow bug but some of the armor stores sell more gloves than everything else put together now lol
Anyway great work on the update, better performance and cool new features, normally wouldn't have expected this much even from an official game patch.

WithOutFun

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Re: New Version Released: 0.15 (January 27th 2012)
« Reply #26 on: January 28, 2012, 12:32:11 AM »
lol, I just started my europe 1200 module after like 6 months to play a bit of great europe 1200 again, and now I see this! Awesome!

Udud

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Re: New Version Released: 0.15 (January 27th 2012)
« Reply #27 on: January 28, 2012, 02:59:27 AM »
Maybe update download and description thread?

Revan Shan

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Re: New Version Released: 0.15 (January 27th 2012)
« Reply #28 on: January 28, 2012, 09:42:28 AM »
Revan Shan, If you don't mind, i'll copy pasta your post to the "Progress / Dev Thread" because i have things to add about what you said, and i think it belongs more to that new thread than to this actual one.

Ok, perfect.

orome

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Re: New Version Released: 0.15 (January 27th 2012)
« Reply #29 on: January 28, 2012, 10:56:46 AM »
on the first page I wrote that I find 2 bugs, why nobody didnt say anything about it? Am I only who found them? Can I fix them somehow?