Logical extremes I hope!
The mod includes all the default Ultima IV sounds. Nothing new here.
Logical extremes I hope!
The mod includes all the default Ultima IV sounds. Nothing new here.
It is pretty close to the original Apple II version. Of course, regular DOS didn't have them in dungeons, and where it had them you could hardly notice them.
So now it will be more tempting to use the Skull...boohoohhahhahah!
Feelies are just a simulation, though digital versions of several are done and ready for production. Glad you like the look of them!
Music was always low on my priority, as I played without it. You can always fire the original music from any version you want up in youtube and play along. It can get pretty repetitive in some places, so blissful/meditative silence might be for the best.
All the images for this game entry are incorrect. They are images from Ultima VI, not Ultima VII.
It may join the fallen many, though that would likely be because I don't want to do a digital release. The actual game is releasable now, and is just going through extensive final polishing.
I looked into it, and though it is possible, 60% of the add would have to be scraped to make way for the music. So, no chance.
Unfortunately, no. Though, if I could squeeze that in, it would be the Apple II Mockingboard version! (They are both really nice though).
I think there is a mod out there somewhere which adds in the original Apple music for the Dos version via a patch. That patch would likely work with Threat of the Trinity.
Thanks for your interest!
This is just a tech demo, so it contains no actual mod content. There would be nothing to play, as I am just looking for people to test the code for any big bugs. I don’t want to release a file that just confuses people, as it seem a good number have already thought this demo was a demo of the actual mod, which it is not. Just a slice of its new functions.
I suggest using the Brave browser to try the demo.
If you are not into testing, just hold tight for the actual game, which will be downloadedable eventually.
It's a modification of the Dos port. So no music. However, there is another mod out there that adds music in for dos. So that could be added to this after. Though, it might be nice to include it in a final build.
One vote for the original dos? I'll count that as dos.
I will assume you are referring to me, as my files and articles are the only ones here on the Ultima IV page.
Glad to hear you like what you see so far! Still lots of work going on everyday. Polishing, bug hunting, polishing, occasional feature addition etc.
I have tried to stay canonical. Before I removed the oracles the plot was very much tied into the principles, and the virtues, and how they work, along with developments in following Ultimas regarding them.
However, I removed much of that, as it was getting too large, and threatened to overshadow the original 'Avatar/codex' plot.
The current plot(s) is trimmed down, and connects to ideas in Ultima I,II,III,IV,V and VI? subtly, without mucking about too much with the virtues and principles.
I think it ties in fairly well with the general theme you mention, or at least does not upend it or undermine it.
Should I have coding space, the actions, or non-actions, of the avatar in these plots, could have an effect on the final 'victory'. Not sure about going that far though...
Congratulations! You are the first comment ever on this mod, in any form anywhere! I appreciate your interest. Frankly, making a mod for 30 some year old game can be a bit...quiet. Soul crushing disinterest from the mass of gamers in the world is not the best motivator. Nevertheless, work carries on!
I am currently culling back a few features, to prioritize getting it done and out the door. So stay tuned!
Yes, this is a new one that creates a room similar to the original intention (I think) of the three rooms in question. The old fix, at Ultimaaiera.com uses the original, though likely incorrect room, by hacking in a secret door. When I built this fix I discarded that approach, because it was obvious that the rooms were meant to be symmetrically related, and the addition of a misaligned secret door seemed quite 'kludgy'.
Wow, Thaiauxn, it looks like you really pulled it off. There is so much here, that I cannot really take it all in. I'm really sorry I could never offer you more help, back in the day, but it looks like you have managed just fine. Congratulations on what looks to be the most epic Fallout mod ever (And there are quite a few epic Fallout mods out there.)
Amazing!
That looks really good. The lighting and wiring are fantastic.
Thanks! At least one person will enjoy the game, I hope.
Glad you like it. In game it is actually dynamic and animated. It just cycles through scenes in the Middle States.
Looking very nice indeed, and it has obviously changed A LOT from the original resource. Nice work.
Looks amazing! I especially love the skies. ;)
Same to you Thaiauxn! The look of what you've pulled together for Brazil already is amazing. Totally immersive atmosphere. As you already used my old vault 88 resource, you are more than welcome to use anything in Vault 24, or any of its assets, however you wish. I would be honoured if you did.
Good to hear that progress is ongoing! How about some more in game shots? Those you have generously provided already really raised interest in this project. Regarding porting to NV..is it really worth the effort? Certainly it has some more features, but the effort to to the port seems to have nearly taken the life out of the project. Or so it seemed...
The entrance is hidden in a utility room, back behind some shelves. If you have explored the whole sewer, just look on the mini-map and you should see an icon for the door which links to the Vaults' entrance.
If you are getting exclamation marks, then you have installed the files to the wrong folder. Try to reinstall it, but be careful where you are putting the files. The exclamation marks mean that the game cannot find the models that the .esp is telling it to use.
Looking very detailed. Can't wait to try it out.
Well, two versions might just be more work. Perhaps just a very basic optimization, at least enough to let people with average computers run the mod. As it stands the levels are pretty huge and brutal to a below average computer. With a re-texturing mod in play it could be a big problem.
My main concern is that no one will actually ever use it as a resource! Maybe it is just too big for general use. And in that case, if someone did you it, they just use chunks or sections of it. And in thaaaat case...they wouldn't need my optimization for the most part. They could have to customize for their own layout.
I actually thought that whole quest could be transferred to the Vault 24 layout. It would be a chunk of work, but could give a fresh, massive and brutal spin on the original mission.
The vanilla game has really lame elevators. They just fake the movement by having everything move around you. These elevators actually move. Which is kind of fun, and opens up some gameplay possibilities. Plus, thousands of people have always wondered what Fallout's vaults' elevators might have looked like. Well, now they know! At least SpeedyB64s and my interpretations.
heh heh...not the greatest screenie I'll admit, but I'm just trying to show that I actually made working 'elevator type doors'.
Sorry, but I have halted development on this mod. There was just no interest in it. I have moved onto a different project that does not need as much debugging. If only you and four or so other people had come along a little sooner...
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