Mako Dawn v0.3 released

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0 comments by JigsawPieces on Jun 23rd, 2013

I was supposed to upload this about a year ago. Well, that didn't happen. Sorry! This is the final update of the mod I'll be making. I'm not developing this again, nor is anyone else. Despite a few expressions of interest in the project it seems incredibly unlikely it's going to be actually developed for again, unless the original dev picks it up again. As you'll be able to see from the credits section of the readme, he and I made well over 90% of the content released. Which reminds me...

Killerx20 may have made the base of the tower (below the barrel bit), the barrel thing and maybe the upper tower. I really can't remember whether they replaced at some point or not. I know that I remodelled the back part that juts out over sector 1 & 8 so yeah. I really have no idea. I zipped & uploaded the mod when I realised I hadn't included this and can't be bothered waiting for it to upload again.

If you're interested in FFVII stuff, check out the qhimm forums. Team Avalanche is working on a graphics overhaul (among other things) for the original FFVII. There's a lot of neat stuff there so take a look.

Lastly, if you're interested in what I'm doing for some reason, you can follow my dA or SoundCloud for my art and music respectively. Right now I'm part of Arrival Studios, a visual novel developer. Our site, designed by me, is still a work in progress. Also, I go by "Tempus" on a lot of sites and use the avatar I'm using here.

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Mako Dawn Music Pack

Mako Dawn Music Pack

Aug 28, 2013 Audio Pack 0 comments

The music I arranged for the mod was requested by someone so I'm uploading it here. It can be used freely by anyone provided they credit me as the arranger...

Mako Dawn version 0.3

Mako Dawn version 0.3

Jun 22, 2013 Full Version 3 comments

Includes floors 59, 60, 61, 62, 65, 66, 67, 68, 69 and 70 of the Shinra Building + stairwell and elevator access. Also includes subways, train, reactor...

Mako Dawn version 0.2.2 (old)

Mako Dawn version 0.2.2 (old)

May 5, 2012 Demo 1 comment

Includes floors 59, 60, 61, 62, upper and lower elevators, upper and lower stairwells, and Midgar.

Post comment Comments  (20 - 30 of 275)
salty88
salty88 Mar 30 2012, 4:36pm says:

Turning from a caterpillar into a butterfly! Good luck with the work!

+2 votes     reply to comment
SalesKital
SalesKital Mar 29 2012, 5:41pm says:

are there going to be voices?

+1 vote     reply to comment
JigsawPieces Creator
JigsawPieces Mar 29 2012, 9:22pm replied:

It's very unlikely.

+1 vote   reply to comment
Neomonkeus Creator
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   reply to comment
SalesKital
SalesKital Mar 30 2012, 3:48pm replied:

if there is any one thing that breaks immersion worse than anything else for me, it is a mod with no voices at all, in a game where every character has a voice.

Even poorly voiced mods are better than no voice mods to me because at least then the character has a voice, I've even pratically stopped working on my own mod until I can get help making my character's voice actually work. as it is the files are all there, but the unique protectron won't speak with the audio I provided it.

+1 vote     reply to comment
JigsawPieces Creator
JigsawPieces Mar 30 2012, 4:19pm replied:

"Even poorly voiced mods are better than no voice mods"

I beg to differ here. Having an unconvincing voice actor can really detract from the character. Also, a key difference with this mod compared to others is that its source characters were originally unvoiced.

0 votes   reply to comment
Neomonkeus Creator
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   reply to comment
SalesKital
SalesKital Mar 30 2012, 5:00pm replied:

full voice script? you mean the dialogue you currently have for the characters simply having voices put to them.

Also I found the voices in Underhell to be quite good. It gave the character some well, character.

It doesn't matter where the source of a mod's inspiration came from, when putting the mod in a game that has all characters voiced it ruins immersion more to have no voices than to have simple ones. Especially at times when the text goes by too fast for people to read.

0 votes     reply to comment
Neomonkeus Creator
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   reply to comment
Archimonde88
Archimonde88 Mar 17 2012, 4:28am says:

Damn, how far this has come! It's looking great ^^,) I remember I used to compose 'n sketch up stuff for this at the real early stage a good couple of years back, then real life struck me. Still have the files from its early Oblivion day :p You guys are doing great! Keep on the good work!:D

+2 votes     reply to comment
JigsawPieces Creator
JigsawPieces Mar 17 2012, 6:35am replied:

I remember finding this mod page back in 2009 before I could even mod. To think that I'm now the developer :S 'Tis good, I suppose :D

I'm glad you like it :)

+1 vote   reply to comment
Archimonde88
Archimonde88 Mar 19 2012, 6:33am replied:

well you did something right then :p
Btw, pixels'n'polygons (if I remember correct, it's been a while), is he still up 'n running or did he leave everything to you 'n went away? :p Real life kinda ruined my part in this, so I lost contact with him quite sometime ago -,-

+1 vote     reply to comment
JigsawPieces Creator
JigsawPieces Mar 19 2012, 7:46am replied:

I took over mid-January this year and I lost contact with him then. He apparently didn't have enough time anymore and I don't think he'll be returning as a developer.

Were you on the old z9 forums?

+1 vote   reply to comment
Archimonde88
Archimonde88 Mar 19 2012, 8:52am replied:

Ah yes, I thought so. He barely had the time when we spoke, poor lad. Hope he's doing alright tho ^^,)

I just found it wasn't the Oblivion but the Morrowind stage I was in, just checked those files I had :p But yes, I think I did. I still get some notifications on mail from a Pixlz'n'Pol forum now 'n then :p

+1 vote     reply to comment
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