I'm Dylan. Artist by heart, game dev in practice, and writer on the side.
Pleased to make your acquaintance.
Google Drive or Mega should get the job done, Drive being the easier of the two.
I truly have no idea, sorry. You may be experiencing a hardware-specific issue that's out of my control, as I've been unable to recreate the problem myself.
Sure thing, just send them my way and I'll get them uploaded.
No, I mean the 1.1 patch for this mod, not for the game.
The UV warping is intentional, that's a real artifact of PS1 rendering that I wanted to recreate. However, the warping should be fairly subtle, so if it seems really overpowering then the mod may not have been installed/set-up correctly.
Is cache loading disabled in your game config, and did you install the 1.1 patch?
I've become a little obsessed with the PS1 in general recently, and I'm glad someone shares my enthusiasm for its particular brand of janky rendering.
Thank you kindly.
And by all means, go right ahead. My friend actually has the full soundtrack on his YouTube, but it's all in one big video, so if you'd be willing to upload each track as its own video and then slap them in a playlist, that would be perfect and I would be forever in your debt.
Huh, that's odd. I'm glad you found a fix for it, though. I haven't been able to recreate the issue so I'm not sure what specifically is causing it.
Edit: It turns out that, due to a quirk of how the level editor saves map files, the maps included in the initial release didn't duplicate properly, and as a result were outdated. The stretchy floors were fixed a long time ago, but the files in the release predated these fixes.
I've uploaded a patch that remedies the issue, so floors should now be only PS1-stretchy, and not cosmic-horror-stretchy.
There's fog that shortens the draw distance substantially, but otherwise everything should be the same brightness.
Does your game look darker than the screenshots on this page? And is your gamma setting set to the default value?
Depends on how warpie "really warpie" is. Everything in the game has UV warping, as this was an actual artifact of PS1 rendering, and it should be about the same on floors as everywhere else.
If it seems ridiculously warped (ie. the textures stretch off into infinity) then you may still need to disable cache loading in your game config, as the maps were edited to prevent that kind of extreme warping, and cache loading prevents the new maps from being loaded.
You don't need to delete anything. The game only uses one save location, so you can have as many separate installs as you want, they'll all use the same saves.
I am thoroughly impressed by the scale on display here, and I love the gloomy mood of it all. Looking very promising.
It's still going, thank you for asking! I'm generally busy with other things but I find time to work on it when I can. Hopefully I can show some cool stuff in the near future.
This is a truly fantastic description of something I think hasn't been explored enough in games (as evidenced by our best example of it being a game from 25 years ago). I feel it's important that you distinguished "thingyness" as relating to, but not entirely being, immersion/realism, because it's very easy to lump incidental elements of games together and call them the same thing.
I've been thinking along somewhat similar lines recently, though I'd been using words like "tactile" and "physical" to describe it. While it is somewhat nebulous, I think "thingy" is the best word for it, because the world is full of things, and things make up the world, which to me is the impression thingyness gives to a player; that there are things in a world made of things, and you're in that world.
Best of luck in integrating thingyness into Innkeep, I love seeing the progress you're making.
That means quite a lot to me, thank you dearly.
I can't say yet when I'll be finished - the project has grown to be bigger than I could have possibly imagined at the start - but I do have a handle on how much work I actually need to do before I can even think about a release.
Hopefully it won't be too long a wait for you, and hopefully the end product doesn't disappoint.
Don't worry about it, nothing happens unless the mod you report is actually breaking some rules. You're fine. :P
Yep, it works perfectly with full conversions too (given that they don't modify the same files, which I don't believe any other mods do).
This scene could really benefit from caustic refractions from the lights in the pool (if you do have any, they're so subtle I can't see them, and real caustics are anything but subtle).
Water is one of those weird substances that messes with light in ways we don't normally think about, but we still understand as natural when we see them. Caustics are probably the best example of this, as light is distorted as it travels through a volume of water and comes out the other side going in all different directions.
All you really need is a couple of green spotlights with the animated caustics gobo, pointed up out of the water. Trust me, the difference in atmosphere is well worth the effort.
Thanks for the heads up!
v2.0 is now up, which should fix most of the problems with the old bloom. It still alters image contrast, but now it's intentional, and only evens out bright spots.
Fixed it, nobody panic.
Thank you for the feedback.
I've downloaded and run through the map you were using to test, both in-game and in the map viewer, and the only problem I've been able to recreate is the white box when picking up items. The other things you mentioned might not be directly related to my shaders, but rather to your game's installation, meaning there's nothing I can do to fix them.
I'm looking into fixing the box now, and I'll update the mod with the results.
Thank you. Sadly, I can't say when this will be released, as it's far from the only thing I work on (in fact, I joined a very large project late last year, which takes up quite a bit of my time).
I can, however, say that it WILL be finished and released. I am dead-set on that.
First off, thank you. :D
Second, most of the mountains in the scene use a landscape mesh by "The Chaser" of the Frictional Games forum, just scaled vertically to look like mountains. Each mesh is pretty big, so they go pretty far back on their own. Behind all of those though, I have a custom mountain range texture I made from photographs of real mountains, mapped to a dome surrounding the entire level.
Hope that helps.
Sure is. Though I admit, it'd be a lot easier on HPL3.
I am, just been busy as of late. I've still been working on it intermittently, so whenever I do the next Dev Log there's gonna be a lot of cool stuff to talk about.
Ultimately, the tools you use to make the mod are of greater consequence to you than they are to us. If you can do in Unreal what you can do in Source, only easier and faster (and prettier), then I'd say go for it.
Whatever you feel most comfortable using for this project is going to be your best option, especially since your resources are limited now.
Tasteful color palettes and aesthetic choices will always outshine raw graphical fidelity in my book.
Oh, if only we were making this in Unity...
Actually, you'd be surprised how well you can fake sun/moonlight with spotlights, though the shadow quality tends to suffer from the sheer size of the lights.
I've also played with scale to make the castle and towers in the distance look farther away than they really are, which makes the whole area feel more expansive.
If performance is a concern, you can always disable the specularity on the lights (set the alpha value to 0, basically). Games that run on deferred rendering, like Amnesia does, can have a near infinite number of non-specular lights while barely taking a performance hit. Specularity is relatively expensive, but lighting is still really cheap in HPL, even with it.
And if they look too bright, you can always half the RGB values to make them dimmer. Really small bright lights tend to look unnatural, so darkening them and increasing the radius might be a good idea.