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This is the kind of design choice I've seen developers struggle with on a few occasions in the past. As a developer, it's easy to think that players will always act logically and in a way that maximizes their enjoyment of a game by means that they already fully understand, but that's very rarely the case. Most players will act on impulse if given the chance, and the decision they make will probably lean more towards gaining material of value efficiently than doing something because it might be fun.
I'm glad to see you're thinking of gameplay options this way, and I'm interested to see how it pans out in the future. Keep up the good work.
Your choices in color are fantastic. This is really beautiful.
I hadn't considered it before, but I'll see what I can do.
Shouldn't be terribly difficult.
Glad you like them! I want to make more interesting effects in the future, but for now I'll have to keep it pretty straight-forward.
I used to try to guess, but far too often something happens in my life and I end up getting very little work done for a very long time.
I know it isn't a very satisfying answer, but I don't want to let people down by failing to meet their expectations. All I can really say is that it will be done eventually.
A different breed of horse in a different land would actually make a lot of sense. I'd like to see that.
I hope you have extra-large mitts.
Glad you asked!
For the most part it's been business as usual, but I've also been doing a lot of cool stuff with new particle systems and lighting entities, which I plan to feature in an article sometime soon.
Aside from that, I've been putting extra time into some of the "cinematic" sequences that are in the game, but I'd rather keep those a surprise for release.
That's cool as hell. Wish you all the best.
Holy hell, I didn't expect this much of a response!
Truly, thank you. You guys are what keeps me going.
I must say, I'm quite flattered.
Rest assured though, I won't let this die any time soon.
Can't say how long it'll be until it's actually finished, sadly, but it certainly won't die.
Sorry it took so long to respond, I wasn't really expecting any comments yet.
I'll make sure to message you when I start beta-testing, just be aware that testing is a long ways off right now.
Take all the time you need. Nothing should be more important to you than your own happiness.
Sounds like you'd only really need to scale the textures down.
I haven't played The Fugitive yet, so I have no clue what resolution those textures are, but they're probably way too large if they're causing crashes.
That's cool as hell.
But probably not the temperature kind of cool.
I believe he's referring to the wall texture itself.
And, honestly, it does look like broken color compression.
I must say, I'm very confused by that title.
Does the landlord of a different mansion have his own separate mansion, or is this the only one? And if it is the only one, who's living in it right now and why isn't it considered their mansion? And if the landlord's living in it, then why is he called the landlord and not the occupant? Unless by landlord you mean "the lord of the lands", in which case he would be closer to a baron than a landlord.
But, maybe I'm just overthinking it.
I checked the Steam store page to be sure; Skyrim doesn't use DX11. Just DX9. And adding support for a newer DirectX version would require some rather big changes to the game's engine anyway (see: Dark Souls 2 - Scholar of the First Sin).
DX12 would be nice, but ultimately Bethesda doesn't have much to gain from adding something like that to a game that's been out for three years.
It doesn't even have DX11 support, though.
This is more a matter of design ingenuity than it is of engine quality. Eleven year old tech is inherently less capable when compared to more recently developed software, not to mention the fact that IdTech 4 struggles with large environments, which I can only assume is very restricting on the development side.
Still, props to the level designer for doing some fantastic work here. It looks awesome.
Ah, just doesn't feel like Doom without gallons of blood. Love it.
I like it. Doesn't just look like a box with a photograph on it anymore.
Just as a lighting tip, you might want to try adjusting that spotlight's aspect ratio to match the shape of the window. Otherwise, it looks less like light shining through a window, and more like a spotlight with no physical source.
I know that, sometimes, it can be pretty easy to build your work into something that's way out of your comfort zone to work on. Once you get to that point, you'll probably end up trying too hard to keep ideas you like, even though they don't work with the story. Sometimes you just have to let stuff go.
Not to say you should trash everything that doesn't fit this particular story, just that you might consider splitting the book and the mod into two unrelated projects. Dial it back on the complexity, and think about where your ideas fit into your stories, if at all.
;-; Don't scare me like that, man.
This is archived now? Hell, I was really looking forward to this.
I guess that's that.
Hey, if it worked for me, it'll work for you. Sometimes the best thing you can do is start over.
That's more reasonable.
I don't mean to imply that your frustration is unwarranted, only that you shouldn't direct it at developers. I do understand how you feel. 1.2 launched just under four years ago, and nobody wants to lose four years' worth of custom content.
All I'm saying is that it's unfair to call a mod unplayable when the problem lies in changes you made to your copy of the game. It's not the developer's fault 1.3 doesn't work for you.
You need to stop being so salty about this update thing, man.