EDIT: They are noticable. But should be fixable one way or other later. It indeed occurs with the death animation.


images taken by JackHonda
Yea well, if someone like DamianX could be gotten hold of again, as i said in my edited post, he made great skins, some of which he released here on OU as well.Victor Delacroix wrote: ↑Fri Jul 09, 2021 5:58 pm Yes, but in turn, this particular skin was designed for the character. IMO it would be more faithful to recreate it, rather than use a similar replacement.
Deadly Kiss, yeah, first level. My original one didn't have the boat and
stuff so someone totally just slapped that on. I was in High School at the
time when I was working on that and something had come up where the map
just never got finished.
Jason
Yes, the Story and the level list are from different periods. This was already confirmed before, hence the confusion and indeed crista's last version leads to stronghold start room directly (while forcrista.unr is never used).Victor Delacroix wrote: ↑Fri Sep 17, 2021 4:55 pm I did some digging and...
the SD_List.txt level order DOES REFLECT the order on Infinity's page, in section Credits. HOWEVER, judging from the STORY, indeed, as you said, Stronghold and Lavaplant should be switched. Because, Stronghold is shielded and going through the Plant deprives the shield of energy source, so unless we plan a story rewrite, it's best to just put LavaPlant prior to Stronghold.
Ultimately, it's your call.
that might be for the best indeed to keep it closer to the original vision. once/if i get fully into it I might decide to do the cover pack standalone like initially planned, or do SDE after the fact, but probably the former since the point was to cut down time of both projects and even though I had ideas how to fit those maps into the SD story it might be best this way.Victor Delacroix wrote: ↑Fri Oct 22, 2021 2:57 pm I'll look into all these inputs but yeah, Yrex and I are focusing on vanilla SD maps, without adding other unrelated maps.
IMO bundling more standalone levels into a pack is risky. There's one guy specializing in this already, Stvaan Ivanhoe, and depending on who you ask, opinions vary. While I really appreciate his remixes of existing maps with new storyline twists, some others outright call it stealing maps. So these types of releases may occasionally draw community ire. While FLP didn't, more... would end up attracting undue attention IMO.
Well aware (you said this before), however I chose a different approach. I asked Yrex to readd missing geometry to finalize Jolly Roger, while keeping its original texture theme. Let Spantobi remain Spantobi, it has its own story, it has its own gameplay (enemies), while Jolly Roger was meant to be a part of Steele Dawn from the start.Leo T_C_K wrote: ↑Fri Oct 22, 2021 1:18 pmSince there are basically two jolly rogers in theme difference and all (the second one culminating in the spantobi unexpected threat release which was also put on some cover cds), I wanted to actually split them into two separate maps with the second one serving as the actual final map but the first one altered so it doesn't feel like a copy of the second one.
<raises wine glass in toast>
While I am unsure about Liberation specifically, you just gave me an idea. I'll check Steve's maps overall... maybe there is a more completed, personalized Old Township out there? That would be a huge burden lifted off our backs. Since the two first levels, Parde's and Farrow's are larval, having access to a more completed Old Township made by the original author would help immensely. I haven't thought of checking that. Will do so on Monday.
For the time being we are making sure to keep it 225-onwards compatible, however an UT version of SteeleDawn.u with weapons classed as TournamentWeapons and olWeapons would be a nice touch. However that is for another day. For now, 225 U1, then we'll see. I won't toss everything on Yrex' head. Also, could you kindly ask JackHonda to contact me? If he's handling your releases now and helping with projects, we'll coordinate better if we're all in touch.
In my opinion, not only it wouldn't cut the development time but it would even extend it. Handling TWO JollyRogers, additional maps in-between while finalizing those that are in decent shape or have the potential to quickly become such (I'm lookin' at ya, Starport!) is a lot and IDK how exactly it would help with Vegra or Old Township, which are the only ones completely larval.
No harm done. I kept this under wraps either, primarily because I wanted to surprise you with something nice once you pay a visit in PL as we've discussed. But for now your visit doesn't seem to be happening so I decided to unveil the surprise via online channels. I hope it is to your liking.
Thank you for the warning. I'll give the maps another, closer look and note out all the differences to be restored.
I somehow missed it, or haven't noticed there is one. I'll check this out. You're saying it doesn't even have a mesh? I'll check what would fit but to be honest I'd rather avoid Unreal II weapons, even if alpha ones. I think they wouldn't fit thematically. I'll look into that Demolisher from DoomReal instead, maybe I can extract/convert that model somehow. It wasn't with any Unreal alphas or source codes, was it? So, Demolisher with 220UTFlakCannon look, am I getting this right?
Since this is very clearly a mini-nuclear-warhead launcher, yeah, a flak cannon mesh wasn't going to cut it. For the time being I asked Yrex to give it a miniaturized Redeemer look. If you insist on a peacemaker mesh... I don't know, it could always be switched but I honestly don't think this is a good idea. The peacemaker is the peacemaker and works completely differently. For now I'd rather keep the 'deemer mesh on it, it honestly fits once you think of it, it's the only canon nuke weapon so it makes sense.