Neomonkeus

Im sure you'll be interested to know I joined

So I have finally started to post some of the backlog of posts. I have been mainly doing this as a form of procrastination from other projects that I am currently involved in. I will do more recent updates once stability happens though I wont have an excuse to procrastinate then. The blogs are mainly supplementary to the posted images. Images maybe worth a thousand words but without overall context they lose meaning. I also welcome feedback and constructive criticism.

Comment History  (0 - 30 of 98)
Neomonkeus
Neomonkeus - - 98 comments @ A visual history of OpenMW

Its a visualisation of all the changes that have ocurred to the code base.

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Neomonkeus
Neomonkeus - - 98 comments @ Neomonkeus

Not lately. None as regards modding or games related stuff, the rabbit hole goes deep on what I have been doing for the past year on plug-in coding.

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Neomonkeus
Neomonkeus - - 98 comments @ Mystery Location

Surprised you did not put in the lamps for good measure :P

Are you just doing renders?

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Neomonkeus
Neomonkeus - - 98 comments @ Junon Lamp

Is this in-game or render?

Also how is the coiled wire achieved and what is the polycount?

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Neomonkeus
Neomonkeus - - 98 comments @ Junon Lamp

You forget that my army of minions spreads far and wide. I am kept informed of things, only appearing when the need arises. This reminds me of the olde times.

Now the most important question, where is the switch so I can turn it off and then on repeatily. Will it explode if this happens repeatily....It should! Good work. Moar explosions.

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Neomonkeus
Neomonkeus - - 98 comments @ Fuel Car (Mako Dawn)

Looks amazeballs

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Neomonkeus
Neomonkeus - - 98 comments @ Mako Dawn

Yeah I am a bit confused too. I haven't received any contact form you so not really sure what you think is happening or what you are saying when you refer to the MDMD mod website?

As it says in the posting, I am currently the co-admin of the project, website hosting, forum, storage etc. I have already stated that I am willing to work with anyone who wants to continue this project, but like Tempus said, he will only this will only pass over his admin status when he is satisfied that the person is capable of continuing the project.

Assuming that people are just going to appear with the necessary skills is a fathal assumption, one that caused one of the projects iterations to fail. Taking over the project without the necessary skills would be an extraordinary undertaking.

If you mean that you want to continue it on as a separate project, then that is fine, but if you want this project to continue on you know how to find us. ;)

Good karma+1 vote
Neomonkeus
Neomonkeus - - 98 comments @ Interested in premises and fundin for a team? And gaming future of Ireland!

I will be nice and get the ball rolling and see if it peaks anyone else's interest. Have my people talk to your people. Holytaco.com Drop me a line when you spy me online. I'll drop up some time once I sort things out.

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Neomonkeus
Neomonkeus - - 98 comments @ Update!

You might want to set smooth on your models and check out stuff on texturing rather than using direct materials for coloring.

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Neomonkeus
Neomonkeus - - 98 comments @ Mako Dawn

We already have a resource share going on between the mod and the guys over on Qhimm so they are eagerly awaiting the package is coming. :D Its then up to them to do so with the stuff as they please, if they decide to use anything at all

Good karma+1 vote
Neomonkeus
Neomonkeus - - 98 comments @ WIP Props and Structures

Glad you decided to group the wip as one image. Although it is clear that they are wip, the fact that there was a lot of them being releases in a short period time left me a bit comfuzzled. Previous updates often took along time to come out but were of extreme polish. Keep up the good work.

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Neomonkeus
Neomonkeus - - 98 comments @ The good ol' days

Nothing to do with the engine, you just need to be able to create 3d models, using standard techniques, good topology, normal maps etc; the rest is easy after that.

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Neomonkeus
Neomonkeus - - 98 comments @ Development Indefinitely Ceased

From the strong man :D

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Neomonkeus
Neomonkeus - - 98 comments @ Development Indefinitely Ceased

You were always looking for approval ;)

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Neomonkeus
Neomonkeus - - 98 comments @ Ballistic Shield

I know this is probably still wip but is the model a little blocky?

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Neomonkeus
Neomonkeus - - 98 comments @ UDK snappable kit piece test

Snapp'in good picture. :D

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Neomonkeus
Neomonkeus - - 98 comments @ Development Paused

Oh no he didn't

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Neomonkeus
Neomonkeus - - 98 comments @ Development Paused

I think you need keycard level 64 clearance and above so no comment, the company insists that I direct you to the media spokesperson's official update. I could lose my job and my biscuits otherwise.

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Neomonkeus
Neomonkeus - - 98 comments @ Development Paused

Told you that we shouldn't have bought that years supply of biscuits!

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Neomonkeus
Neomonkeus - - 98 comments @ Development Paused

I knew I should have paid the electricity bills....

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Neomonkeus
Neomonkeus - - 98 comments @ Mako Dawn

No, a full voice script is not simply a compiled version of the scripted dialogue. This is a script specially produced by the dialogue writer. It contains additional annotated material needed by a voice actor during the audio recording session. These include; character direction, emotional state, biographical/background information, voice style, etc.

I am not criticising all the voice acting in Underhell, the fact I can't remember the other means that they kept me immersed into the whole scenario. However, a british sounding voice actor used a couple of colloquial terms/word mis-pronunciations which were off-putting. This resulted in loss of game flow when you find yourelf going, "Hmmm that voice actor is saying that weirdly again".

This is not the same as some quirk of character or nuance that the game character may have had, it was the voice actor. Again it might not have been Underhell, it could have been Disolution, either way it was just an example I remember.

Your last point about no voices due to the text being unreadable is probably down to a technical issue, where the blank audio file is not sufficiently long enough.

For the mod voice acting is not a necessity and your point about using it because it is there is not very valid. There are many things available to us through modding Fallout, which will not be used in the mod, like giant robots :D

Either way the dialogue provided as-is is just placeholder material, like much of the content. It is very much a work in progress and dialogue will be made once things of higher priority have been completely. Voice acting is not a priority for a featured release.

Anyways this is taking up alot of road frontage. If you wish to continue, you my contact details are there. People are always welcome on the forums/IRC.

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Neomonkeus
Neomonkeus - - 98 comments @ Mako Dawn

I have to strongly disagree.

I was playing a mod yesterday, ER-mod as it happens. It was clear that the eastern European voice-actors native language was not English. It was grating to have to listen to it.

Another example is Underhell which has a British voive actor who puts unnecessary inflection on a number of word.

In both cases these mods were enjoyable to play but bad voice acting serious detracted from the experience. I would rather not have any, than poor quality.

As for my previous point, which I didn't elaborate on; FF7 primarily used a text based system, so we will be forgiven for not having them. The text based conversation systems suits the needs of the mod.

Although the design document is being worked on and a game scenario being drafted, we would need a full voice script prepared and voice actors which we is not our main goal at the moment.

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Neomonkeus
Neomonkeus - - 98 comments @ Mako Dawn

Priority at the moment is getting the tower modelled out. A storyline is being scripted, so that side of things will be worked at a later stage, but that has not really stopped us putting in things like characters, etc, to test out some ideas and see what peoples reaction are.

To answer your question, possibly is the best that I can give. Fo3 has a text based system which suits our need. If we can get voice actors of a high enough calibre then we will use them. There is nothing worse than poorly voiced mod. I have played a few of them recently and they totally ruined immersion.

We keep a list of all idea. After we do the main release we will then go back and sift through the ideas and iterate on the next major release, i.e v1.0

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Neomonkeus
Neomonkeus - - 98 comments @ Final Fantasy Fans

Just a heads if this group is still alive - Moddb.com - Mako Dawn. FF7 based mod for Fo3.

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Neomonkeus
Neomonkeus - - 98 comments @ Mako Dawn

Although the mod now is viewed as completely separate entity to what has gone before, the devs which are still with the project have already been there and thought theses thing through many times.

That said the devs have been around long enough to have seen the mod move from Morrowind to Oblivion, then Fallout. The reason it has stayed using Fallout 3 as its base is the time and effort involved in a move to a new game.

A move is a big thing. You need to understand what is new, how things have changed, what are the limits of the system, new systems introduced. Content needs to be updated, time needs to be invested in the tools to see whats new, changed, broken.

To specifically answer your question, as to why we aren't going to move to those specific games, Fallout NV has no specific benefits over FO3 for what we want to achieve.

As for Skyrim the tools we need, specifically modelling plugins are light years off from where we would be comfortable using them. Believe me I know ;)

That is not to say that it will never happen, just that things aren't likely to change soon. The releases are rolling out so not much point in taking steps backwards.

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Neomonkeus
Neomonkeus - - 98 comments @ Midgar WIP

Was that render made using Cycles?

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Neomonkeus
Neomonkeus - - 98 comments @ Underhell Chapter One Waiting Trailer

Seriously good trailer, know the development process can be a long road but by some of the stuff shown it will be quality.

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Neomonkeus
Neomonkeus - - 98 comments @ Nifskope

This is not the latest version of Nifskope. Also the preview image is from Max?

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Neomonkeus
Neomonkeus - - 98 comments @ Cargo Car Interior

I can see floor 60 D:<

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