Neomonkeus

Im sure you'll be interested to know I joined Dec 8, 2009

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 101)
Neomonkeus
Neomonkeus Aug 27 2013, 1:54pm says:

We won't!

+1 vote     media: Legend of the Galactic Heroes meets Triple Triad..
Neomonkeus
Neomonkeus Aug 12 2013, 1:09pm replied:

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

+2 votes     media: A visual history of OpenMW
Neomonkeus
Neomonkeus Mar 26 2013, 5:59pm replied:

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.

+1 vote     member: Neomonkeus
Neomonkeus
Neomonkeus Mar 22 2013, 10:22am says:

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

Are you just doing renders?

+1 vote     media: Mystery Location
Neomonkeus
Neomonkeus Mar 11 2013, 7:02pm says:

Is this in-game or render?

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

+1 vote     media: Junon Lamp
Neomonkeus
Neomonkeus Mar 11 2013, 7:01pm says:

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.

+1 vote     media: Junon Lamp
Neomonkeus
Neomonkeus Sep 20 2012, 8:12am says:

Looks amazeballs

+1 vote     media: Fuel Car (Mako Dawn)
Neomonkeus
Neomonkeus Jul 23 2012, 10:15pm replied:

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. ;)

+1 vote     mod: Mako Dawn
Neomonkeus
Neomonkeus Jul 13 2012, 11:41am says:

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.

+1 vote     article: Interested in premises and fundin for a team? And gaming future of Ireland!
Neomonkeus
Neomonkeus Jul 8 2012, 8:47am says:

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

+1 vote     article: Update!
Neomonkeus
Neomonkeus Jul 7 2012, 6:13pm replied:

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

+1 vote     mod: Mako Dawn
Neomonkeus
Neomonkeus Jun 22 2012, 10:11am says:

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.

+1 vote     media: WIP Props and Structures
Neomonkeus
Neomonkeus Jun 14 2012, 8:50am says:

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.

+1 vote     media: The good ol' days
Neomonkeus
Neomonkeus May 8 2012, 8:52am replied:

From the strong man :D

+1 vote     article: Development Indefinitely Ceased
Neomonkeus
Neomonkeus May 7 2012, 10:14am replied:

You were always looking for approval ;)

+1 vote     article: Development Indefinitely Ceased
Neomonkeus
Neomonkeus Apr 22 2012, 7:18pm says:

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

+2 votes     media: Ballistic Shield
Neomonkeus
Neomonkeus Apr 20 2012, 1:34pm says:

Snapp'in good picture. :D

+1 vote     media: UDK snappable kit piece test
Neomonkeus
Neomonkeus Apr 12 2012, 3:14pm replied:

Oh no he didn't

+1 vote     media: Development Paused
Neomonkeus
Neomonkeus Apr 9 2012, 9:57pm replied:

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.

+1 vote     media: Development Paused
Neomonkeus
Neomonkeus Apr 8 2012, 9:06pm replied:

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

+1 vote     media: Development Paused
Neomonkeus
Neomonkeus Apr 8 2012, 5:08pm says:

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

+1 vote     media: Development Paused
Neomonkeus
Neomonkeus Mar 30 2012, 10:34pm replied:

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.

+2 votes     mod: Mako Dawn
Neomonkeus
Neomonkeus Mar 30 2012, 4:04pm replied:

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.

0 votes     mod: Mako Dawn
Neomonkeus
Neomonkeus Mar 29 2012, 5:59pm replied:

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

+1 vote     mod: Mako Dawn
Neomonkeus
Neomonkeus Mar 9 2012, 11:33pm says:

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

+1 vote     group: Final Fantasy Fans
Neomonkeus
Neomonkeus Mar 4 2012, 10:46pm replied:

Still alot said for putting in the effort to actually look at the mod and warrant a response which means it had some affect. Half the time people don't even bother checking out mods, more so if you have predisposed bias. So either way something is catching peoples attention. :D

+1 vote     mod: Mako Dawn
Neomonkeus
Neomonkeus Mar 3 2012, 12:36pm replied:

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.

+1 vote     mod: Mako Dawn
Neomonkeus
Neomonkeus Mar 3 2012, 1:29am replied:

Was that render made using Cycles?

+1 vote     media: Midgar WIP
Neomonkeus
Neomonkeus Mar 2 2012, 12:28am says:

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

+12 votes     media: Underhell Chapter One Waiting Trailer
Neomonkeus
Neomonkeus Feb 17 2012, 7:24pm says:

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

+1 vote     download: Nifskope
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