SP Fantasy Age of Descent / Development will be continued by Roborob. soon new thread.

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although a suggestion would be to eventually make some scarier clothes for the zombies (like, gutsy stuff falling apart, so it matches the face  )

for future versions surely. there are some "degrees" of mutilation i have the possibility of implementing, so i'm planning stuff like: one-armed ghouls(they only use one arm for atacking anyway, so i might as well make one invisible, along with a clothing mesh that depicts the arm as being ripped off, and a claw glove that has one hand invisible), bullet holes(again a modification with a specif clothing mesh) and some other stuff.but that's for the future, as it's really time consuming and complicated.

nice blade btw stoned-dude . i would eventually make some scabbards for some of melee weapons i put togheter(most of them from your hands  :smile: ) but that's for future version( ah the time...so lacking) . and perhaps you would get dilligent for the task till then :grin: , but then i ask too much perhaps  :wink:


cheers
 
maybe you could make different claw (like 2 or 3)...just a bit different...like with missing fingers, a tad deformed, etc...
 
progress is very well. I'm mostly writing the quests and dialogs, setting everything up. I'm also glad to say stuff like the damm musket firing delay are fixed and i believe the ghouls attack animation will be good to go soon. Also I think hopefully you won't be bugged by grammar and punctuation crapness(english is not my native language...) Since Bryce is being kind enough to revise what i write( hell, he even changes a lot of stuff, almost a co-writer or something like that).

I guess it makes no sense updating this thread all the time since i think I really showed everything I can show about what's the mod gonna be like. The rest should be seen first hand when I release it off course.

I will post some screens/concept of scenes, menus and characters, maybe next week. I still need help with scenes, any help with that would make it all go smoother since it's so time consuming.

cheers
 
it's a workaround, and I'm far from the first to use it. I completely removed crossbows, removed those bolt pack meshes that show on the player, and assign "itp_crossbows" to all muskets. The language modding stuff adds the possibilty of renaming weapons proficiencies, so I renamed "firearms" to "pistols" and "crossbows" to "rifles". it works and feels like a charm, the only problem really is the elimination of crossbows. heck, i made four new crossbow models(some wicked repeaters) and won't get to use them. but i guess it's the price to pay.
 
BTW, I assume your using fire_crossbow and reload_pistol atm?  When Raz has made that animation It'll need to replace crossbow reload anyway so you would have had to got rid of em anyway.
 
Ealdormann Hussey 说:
BTW, I assume your using fire_crossbow and reload_pistol atm?  When Raz has made that animation It'll need to replace crossbow reload anyway so you would have had to got rid of em anyway.

sorry, I really haven't assigned a new reloading animation and tested it, but it SHOULD work. Jhermes has been doing this workaround for his mod since i can remember, but he hasn't removed the bolt packs and renamed the proficiencies. I will pm him later tough, he will probably like this stuff. btw, import an invisible mesh into brf, delete the bolt pack meshes and name the invisible mesh with the bp name.(i suppose you know this already anyway)
 
and hussey, when this animation will be ready? I really hate reloading muskets using the pistol animation  :smile:
 
It'll be ready shortly after Thorgrim releases the BRF edit with animation support for the new version.
 
Hey hussey, just forget about the whole thing, Armagan is going to fix the musket delay in the next version ( .808 I hope...) . good news huh?
 
Great_Duke 说:
Hey hussey, just forget about the whole thing, Armagan is going to fix the musket delay in the next version ( .808 I hope...) . good news huh?

Man, a .808 is already in the works?  This is way more fixes than any version I have heard of!  Good news that your problem will be fixed, though.  Maybe they will fix the skeleton scaling, as well.
 
there was a lot more demand for this version than there's ever been, so they released as quickly as possible to get it into our hands and then finish work on it once that's done. that's the only reason there're so many updates, they may not have even tested it.
 
yes. you can expect a first version by late january/early february  :wink:

I can use help with item stats and scenes if anyone is up to it. it would speed things up.
 
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