Mako Dawn v0.3 released

aaa












aaa












aaa

Image RSS Feed Latest Screens
Reactor Station Reactor Station Reactor Station
Blog RSS Feed Report abuse Latest News: Recent Updates

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. I now work as a freelance visual novel artist.

Media RSS Feed Latest Video
Downloads RSS Feed Latest Downloads
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  (40 - 50 of 272)
jldarkspider
jldarkspider Mar 5 2012, 1:17am says:

I'm having issues with the game. Itll run fine but i guess the skin or texture of the walls keep changing. is there anything i can do to fix it?

S796.photobucket.com

+1 vote     reply to comment
JigsawPieces Creator
JigsawPieces Mar 5 2012, 1:52am replied:

It's probably caused by you needing to activate ArchiveInvalidation Invalidated. This will do it for you:

Fallout3.nexusmods.com

Fallout 3 won't recognise some new content without that activated. If this doesn't solve your problem, you may have the textures directory in the wrong place (though that's very unlikely).

+1 vote   reply to comment
jldarkspider
jldarkspider Mar 6 2012, 2:29pm replied:

Ok, i got that fixed it looks great, but now thew game will lock up after playing for a few minutes. i dont know what to do.

+1 vote     reply to comment
JigsawPieces Creator
JigsawPieces Mar 6 2012, 7:16pm replied:

Hm, if you tell me your operating system, where FO3 is installed (for example, in C:\Program Files\), and latest patch applied to FO3 then I can try and figure out what might be causing it. Also, was the lock up causing a crash to desktop? Did you get any error messages? Does the lock up happen in a particular place in the mod (or after a particular action)?

It sounds like the problem began after you used ArchiveInvalidation Invalidated so make sure you read the 'Important Notes' part under the description section of the ArchiveInvalidation Invalidated page on the Nexus.

Right now I can only suggest making sure you're patched up and not running any other resource demanding apps while playing.

+1 vote   reply to comment
JediXaiviar
JediXaiviar Mar 3 2012, 8:51am says:

I just recently played Final Fantacy VII for the first time, no joke :)
and I think it is awsome... what can I say, getting bored at work makes you do well... anything.

Think mod would be even better if it where transfered to a games with a better engine... like Fallout New Vegas or even Skyrim if you can, LOL!

Good luck, nice work so far, and keep going! :)

+1 vote     reply to comment
JigsawPieces Creator
JigsawPieces Mar 3 2012, 9:21pm replied:

What Neo said :D NV is basically the same as FO3. Skyrim has benefits over FO3, but not many in regards to this mod. Plus we'd lose things, like computers and guns. A lot of what determines the look and feel of the game CAN be the engine, but it isn't always so. A skilled developer can make a mod feel totally different from the base game/engine.

Still, I'd be open to *someone else* porting it later if they want to.

Thanks for you interest :)

+1 vote   reply to comment
Neomonkeus Creator
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   reply to comment
hulk0
hulk0 Jan 30 2012, 7:03am says:

are you going to make just the tower, or whole midgar later?

+1 vote     reply to comment
JigsawPieces Creator
JigsawPieces Jan 30 2012, 7:52am replied:

@fischkopf Making the whole of Midgar isn't something I think anyone can do to be honest - at least not in the sense of making an interesting, free roaming Midgar. Even with a decent sized team making a single sector would be very daunting... and frankly I don't think this mod will ever have a big, skilled team (although I hope it does :D). I mean sure, I could fill up the plates with repetitive buildings and generic 2D-personality characters, but would that really be fun?

If I can complete floors 59-70 to my satisfaction I'd consider doing floors 1-3. And if that also went well I'd consider connecting the tower to the subways perhaps - we do after all have two basically finished train cars. Basically I'd rather go quality over quantity. I guess I should've covered this in a news post :D next time, next time...

+4 votes   reply to comment
Madoka12
Madoka12 Feb 4 2012, 12:50pm replied:

Theres not alot of midgar anyway, in the games we only see the upper plate of sector 8, some mako reactors, train stations, sector 6 and 7 slums and the highways.

Images2.wikia.nocookie.net

I wish your project much luck and hope you guys get more staff to join your team because it was be sad to see something so well crafted die once again.

Oh if I may ask, will you be using content from other FF7 games like crisis core? Yeah I know some of the compilation blew chunks like DOC, but CC was pretty decent and showed more of the SOLDIER devision and parts of the shinra building such as the SOLDIER floor and other parts.

+1 vote     reply to comment
JigsawPieces Creator
JigsawPieces Feb 4 2012, 1:47pm replied:

@Madoka12 It's true that you don't see much of Midgar in FFVII. But even modeling the interior of a reactor... haha. And it'd be in full 3D, not just from one camera perspective. It's not that I don't think I could do it - I probably could - it's more down to time considerations. I enjoy working on this project but I've been with it almost 2 years and there's still no significant release which saddens me. I want to finish it in my lifetime :D Part of my motivation for doing frequent releases is to ensure the ability of anyone to continue the mod if they wish in the event that I stop developing.

In regards to CC content, I don't mind using it to help embellish upon the original game's designs in an artistic sense (although FFVII still takes precedence). I personally didn't really like the story and character additions it made though. I'd be more interested in something like Gast's research of the ancients, his interviews with Ifalna and ultimately his demise at the hands of Hojo. Not to mention a certain headless lady's residence in the Shinra HQ at this time ;) If the soldier floor were to appear in the mod it'd be work I'd delegate to someone else, I wouldn't make it myself.

0 votes   reply to comment
Neomonkeus Creator
Neomonkeus Jan 31 2012, 9:16am replied:

and a partially finished train engine :P

+1 vote   reply to comment
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Fallout 3 Icon
Game
Fallout 3
Contact
Send Message
Release Date
TBD
Mod Watch
Track this mod
Share
Style
Genre
Role Playing
Theme
Sci-Fi
Players
Single Player
Embed Buttons

Promote Mako Dawn on your homepage or blog by selecting a button and using the embed code provided (more).

Mako Dawn
Mako Dawn
Statistics
Last Update
1 year ago
Watchers
371 members
Addons
1
Files
2
News
10