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I'll need to set some free time aside for this. Can't wait to see what's been added since the test version was released.
I believe that's because the official 1.3 update came out today. I went to open the level editor and got the same error, and when I went to re-install it, I found a text file in the main directory called '1.3 changelog'. On the forums, too, you can find the download for the 1.3 update.
This is a pain that needs to be felt to be understood. I have felt this pain.
I amend my previous statement. No longer using candles.
I could only guess with it being in the state it's in now, but the levels are a good size and it's meant to be played slowly. It'll be a decent length, don't worry.
It stands for 'Work in Progress'. I just have it there to remind people that nothing is final yet.
I love the colors, but I feel like the light from the window should be casting shadows. Just looks a little off to me.
I don't have a set release date at the moment, because whether or not I can work when I want to is largely situational, and I have an inconsistent schedule anyways. I'd like to have it out sometime in March of next year, just for the sake of rounding off a two-year development cycle, but I really can't guarantee anything beyond that.
Honestly, I'm still on the fence about using candles on the walls instead of hanging lanterns from the ceiling. Aside from that, I'm happy you like it.
Glad you like it. This level has been revised and redone so many times, I'm just happy it looks nice.
I'd be careful with fog and water. The HPL Engine doesn't like the combination, and it can start to look very strange with thicker fog levels.
Those are some very pretty shrooms.
I'm not entirely certain how I feel about this.
I keep seeing people mention this patch, but I can't find it no matter how hard I look. Do you know where I could get my hands on it?
I believe your spotlight's upside-down.
Lighting-wise, I'm not sure what I'm looking at, but I don't think I like it.
Are those black squares in the roof windows? If so, they'd look better with the window texture from the cellarbase set.
Thanks. Always good to see I've piqued someone's interest.
Bah, I wish that was the case. I'd say it's medium-low end, the APU's decent and the RAM's good, but it has some weird-as-all-hell sound card (the audio pops in 25% of the games I play) and 30 fps is the most I can scrape together out of most games. Gets pretty hot too, even with the cooling pad I use. We're probably pretty close performance-wise.
Even if the emptiness is intentional, I don't think it's a good design choice. Environments that lack detail fail to engage the player, and careful attention needs to be payed to the way a level looks and feels. The only way I could justify bare-bones level design would be if you were supposed to blast through it like the end of the first Oblivion (which was plenty of fun, truth be told). Other than that, empty rooms end up feeling lazy and rushed to the player, which is something you definitely want to avoid.
I know the feeling. I lost a ridiculous amount of progress on my custom story "Lament" when I backed it up incorrectly (a result of saving my work in the Amnesia directory, I highly recommend saving it externally) and, to be entirely honest, I still haven't made up for all of the progress lost. That being said, it was easier to improve the level's designs while remaking them than it would have been originally, so I don't consider it a complete loss. Anyway, I wish you luck in your endeavors, and I look forward to seeing the finished product.
Glad to see you're interested. As far as voice acting is concerned, a handful of characters probably wouldn't work the way I want them to without being fully voice acted, so I'll definitely look into it when the time comes.
Yeah, been meaning to do that. The whole demo thing fell through, and I've been lacking motivation ever since. I'll see about updating the page in the next few days, though.
It's certainly an interesting idea. I'm all for it.
That means quite a lot to me, thank you.
You probably don't have Justine installed. The MovePlayerForward command is exclusive to the Justine update, so if you don't have it, this custom story won't work properly.
Cozy and claustrophobic, yes indeed.
At my current work-rate, I'd say we're a few months out from a full release. I'll be releasing a demo sometime in the near future, though, maybe in a couple weeks.
Is the spotlight on that lantern set to cast shadows? If not, I would highly recommend it.
It is a pretty major flaw, though.
Much better. Good job.
I see what you're getting at, but it's not the glass that I want lit. It's hard to explain exactly why the point light HAS to be there, but to put it simply, it's just a matter of realism. Were I to remove the point light, the window, and the area around it, would not be lit at all, leaving only the spotlight and giving it a very unrealistic look. What I have done since reading your comment, however, is split the one point light into four smaller, dimmer ones, and spread them apart so that the light isn't focused on the center of the window, but rather spread out and more diffuse. I think it looks much better that way.
Ah, that makes much more sense. Probably because there's a couple halos and a point light there. Really nothing I can do about it without making the halos impossible to see and/or the point light unrealistically dim. I'll see what I can do, though.
I'm not entirely certain what you mean. There are two spotlights coming from that window, one of which is meant as direct sunlight shining through the window using a gobo (though you can't see it in the screen, it's over behind the bed), while the other is meant to simulate refracted light through the glass with a high fov, and is significantly dimmer (it's the one lighting the majority of the room). Both spotlights are positioned in the center of the window for the sake of specular, normal-map, and shadow accuracy.
I like the look of this. Keep up the good work.
That is indeed a room. And a pretty spiffy one, at that.