[Locked for Posterity] Residual Decay Development
Moderator: Mister_Prophet
- Hellscrag
- Founder
- Posts: 4007
- Joined: 11 Nov 2007, 19:14
- Location: In a random access memory of dreams
Subject:
Post Posted: 23 Nov 2009, 19:24
UBerserker wrote:It's a different SP Project developed by Proph himself.
A single-map project, which was conceived as an entry to the UnrealSP speedmapping competition but overran. Check the Upcoming Maps section.
Welcome back btw, Da Spadger.
Life is what you make of it.
- Mister_Prophet
- Red Nemesis Leader
- Posts: 3099
- Joined: 11 Nov 2007, 23:30
- Location: Lost in Oraghar
Subject:
Post Posted: 24 Nov 2009, 01:19
There will be a formal section for Dead Cell on the RN website eventually, for the uninitiated.
- nikosv
- Skaarj Berserker
- Posts: 284
- Joined: 03 Aug 2008, 23:07
- Contact:
Subject:
Post Posted: 09 Dec 2009, 04:45
Something I've never quite understood— how are your lightmaps so sharp? In every RD map preview I see, the shadows are as sharp as they are in UT2004.
Current Project: None. WTFs2 had to go to sleep, RIP.
I still sometimes sculpt PS2-style terrain by hand with Blender 3. Some passions always linger.
I still sometimes sculpt PS2-style terrain by hand with Blender 3. Some passions always linger.
- Buff Skeleton
- >:E
- Posts: 4173
- Joined: 15 Dec 2007, 00:46
- Mister_Prophet
- Red Nemesis Leader
- Posts: 3099
- Joined: 11 Nov 2007, 23:30
- Location: Lost in Oraghar
Subject:
Post Posted: 10 Dec 2009, 04:28
I tend to use higher resolution textures at a larger drawscale, scaled back for shadow lighting. Most people only do this sort of thing for standard instances of sunlight/moonlight shadow casting, usually from a overhead window source. But with RD I got into the habit one day of just doing it all over each level, so any light can cause crisp shading effects.
---
As for updates, the next one will be concerning Dead Cell.
---
As for updates, the next one will be concerning Dead Cell.
- Jet v4.3.5
- Skaarj Elder
- Posts: 1247
- Joined: 24 Dec 2007, 17:40
- Contact:
Subject:
Post Posted: 20 Dec 2009, 01:02
How are you revamping or changing the basic translator message, and how will it be different both functionally and visually as apposed the the basic beep and read system from Unreal? If the translator concept is being replaced by another style relating to the scan eye and other aspects of gameplay that will be new in Residual Decay, in what circumstances will we be performing the functions similar to the translator system where we read a message related to story and events that may support the events of the story or assist us in solving basic puzzles and problems that are recorded by people or computers?
- Mister_Prophet
- Red Nemesis Leader
- Posts: 3099
- Joined: 11 Nov 2007, 23:30
- Location: Lost in Oraghar
Subject:
Post Posted: 21 Dec 2009, 18:45
Pretty sure I've answered that somewhere. Check the Q&A on the RD about page.
In general, Jet, I notice that you ask questions that we've typically answered often. Do you know where to find the Q&A on our site, because I think that'll satisfy many of your queries. Not that I mind questions
But for the sake of it, I will relate what I've said about translator messages in RD again. Quite simply, we don't have them. The system is composed of downloading data (text and audio) that can be read or listened to in your Smart Log, which acts as a kind of menu (think Fallout3's pipboy or something similar, a lot of shooters have this). No more screen popping up during gametime. You can read data, or listen to it, in the safety of a paused menu. Graphically? I can't really say until we have it done, in which case I'll just show it. But it's going to be a multipaged kind of thing with different buts of information on each page. You'll track your inventory, stats, and other things through here (maybe even a level map if we can pull it off).
In general, Jet, I notice that you ask questions that we've typically answered often. Do you know where to find the Q&A on our site, because I think that'll satisfy many of your queries. Not that I mind questions
But for the sake of it, I will relate what I've said about translator messages in RD again. Quite simply, we don't have them. The system is composed of downloading data (text and audio) that can be read or listened to in your Smart Log, which acts as a kind of menu (think Fallout3's pipboy or something similar, a lot of shooters have this). No more screen popping up during gametime. You can read data, or listen to it, in the safety of a paused menu. Graphically? I can't really say until we have it done, in which case I'll just show it. But it's going to be a multipaged kind of thing with different buts of information on each page. You'll track your inventory, stats, and other things through here (maybe even a level map if we can pull it off).
- Jet v4.3.5
- Skaarj Elder
- Posts: 1247
- Joined: 24 Dec 2007, 17:40
- Contact:
Subject:
Post Posted: 21 Dec 2009, 21:56
Sorry about the Q&A thing and me repeating half of it. I've read all of it, but I was only wondering about how the feel for the systems in RD will be, and also, I've never played Fallout 3, but I might be getting it soon, just right now I have little to no idea what that means. I guess, though, I was curious a bit more of how useful it is and how the options work. Thanks, though.
- UB_
- Nali Priest
- Posts: 7960
- Joined: 11 Nov 2007, 21:00
Subject:
Post Posted: 21 Dec 2009, 22:07
Fallout 3 it's a pretty ultra-amazing game.
Its inventory is the PipBoy, a computer attached to a hand bracelet. It basically takes care of all of your inventory, map, messages, everything. Would be cool to see something similar in RD.
Its inventory is the PipBoy, a computer attached to a hand bracelet. It basically takes care of all of your inventory, map, messages, everything. Would be cool to see something similar in RD.
- Mister_Prophet
- Red Nemesis Leader
- Posts: 3099
- Joined: 11 Nov 2007, 23:30
- Location: Lost in Oraghar
Who is online
Users browsing this forum: No registered users and 4 guests