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MLMarkland

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Everything posted by MLMarkland

  1. Sure, or I can scrounge up some new stuff, either way, I'll post something soon.
  2. Well, I personally appreciate your interest and excitement, cutter. I know the rest of the team does as well.
  3. Hey thanks for the support. We're working hard to make it a fun, entertaining and unforgettable experience, so I hope you enjoy playing the modules when they are finished.
  4. Verily they are very Planescape, as you say.
  5. These: Tigerlillies Or these: Tigerlillies?
  6. The new trailer for Purgatorio is up at our website: Purgatorio Trailer #3 You'll hear new snippets from the soundtrack and some voice over. You'll see a handful of custom content items in the trailer as well as a few new locations. There are a couple of minor sidequest spoilers, if you're into that sort of thing. Cheers!
  7. FEAR is a fun shooter. Definitely play it with the lights off.
  8. It'll be ready "soon"
  9. Just wanted to add the note that a fellow by the handle of Maio did the mesh and normal map on the spider, and Davion Shores did the diffuse and illumination maps. And Jasperre, the formations stuff looks awesome.
  10. Fallout again.
  11. Also, my general view of the project is pretty simple. What we're doing isn't a competition with anyone else, be they other mod makers or professional game studios. There are really three things that are important: 1) That the team members have fun participating in a cooperative creative effort; 2) That the team members gain valuable experience in game design; 3) That the end product is fun for people to play. Anything else is just noise or gravy or noisy gravy. So back to the topic at hand, wild speculation on expansions: I would be pumped if the expansion gets its planar groove on, but even if it doesn't I'm still looking forward to hearing about it and playing it, because NWN2 really brought back that old infinity engine feeling with the full party control and companions and fun dungeon crawling DnD adventure-goodness.
  12. I can appreciate that it might be helpful. At the same time, I imagine it would be frustrating for someone who's spent a month or so working on, for example, an abishai model, to have one released in the expansion pack. Well, I guess there are two ways of looking at that sort of thing. I'd be more apt to take the glass is half full outlook and say: "now we've got two different versions of an abishai, which means all the abishai in the module won't all look like the same doof retinted over and over" etc. I'll take as many variants of as many different things as I can get my grubby hands on.
  13. Those similarities likely being custom content RD has been working on. You can get to Sigil from the Forgotten Realms. As one of those poor RD bastards, I would be excited for an expansion that goes out to the outer planes or even Sigil. It would mean getting access to a lot of planar content for the modules we are working on, that we would otherwise have to make ourselves.
  14. The countdown timer is primarily a motivating element for the team. Purgatorio has tripled in size since its original conception, and we've gone from doing zero custom content to doing around 1 gigabyte of custom content, so any delays in release are due to the dramatic expansion of the size and scope of the project. There will be a new trailer up on the website in a couple of days.
  15. Agree with a lot of the list, but the Monkey Island oversight is in the "Top 25 Top 25 Games of All Time List Oversights List," at #1.
  16. Fallout 1
  17. Hey everyone, thanks for all the positive feedback. Our web guys made a slight error, and registration on our forums has been bonked for the past day or so. If you tried registering on the rogue dao forums and were unable to, it is fixed now. -Monty
  18. Those are just two of the 30 custom tracks the four composers have created so far, which include full-length area themes, combat themes, and character incidentals for each of the party companions. I've been meaning to add some links to the composer's home pages, so people can check out their other styles of music too, which ranges from more traditional fantasy fare to breakbeat techno stuff. Also, since folks are discussing this on these forums this bears mentioning: This project is not made, distributed or supported by Bioware, Atari or Obsidian Entertainment, it is simply a community DnD project for NWN2, and represents no challenge to the intellectual property rights held by Hasbro/WOTC, or any other respective trademark or copyright holders. -Monty
  19. Hey, I appreciate any feedback on the trailer. The size of the trailer was a concern, but the following problems arise: 1) If I make it much smaller, resolution-wise, the text from in-game will become illegible for all but the most-hawk-eyed of viewers, and 2) If I compress much harder than I did, there will be a lot of compression artifacts, making the whole viewing experience pretty unsatisfactory. I settled on a fair-sized DL in exchange for higher-visual quality on the main version of the trailer. There is also a smaller, lower quality 25 megabyte version on the entry page of our website. By comparison, the new NWN2 official trailer is around 25 megs, and is around 40% of the length of the Purgatorio trailer (not a quality comparison, just benchmarking the filesize), so the filesize of the Purgatorio trailer is in line with the filesizes of most of the other trailers available. -Monty
  20. To expand the visual options for NPCs, we're reskinning all of the NPC_XXXX creature models from the OC, such as Aldanon, Sarya, Torio, etc. The versions in the trailer aren't finished, more rough drafts of reskins, but the artists involved are taking pains to differentiate the characters visually as much as possible. Some of the camera angles are definitely a little out there, but we're trying to give the cutscenes a very aggressive vibe. Also, the trailer isn't showing full cutscenes, just portions of them, so there are instances where you are seeing axis-jumps and other things that are led into more smoothly in the actual game. Finally, there are certainly a few things in the trailer that won't make it into the final version of the campaign, or will be altered in some way when they do, as we are still getting a full handle on what all we can do, etc. Thanks for the feedback! And I'm glad you liked the dialogue. We're certainly making some minor compromises on the Hive Ward in terms of source material (wooden bldgs in Sigil, oh noes!), but one thing we won't compromise on at all will be the dialogue. The entire text of the campaign will be rife with Planar Cant as well. -Monty
  21. I used Premiere Pro to do title clips and the cutting together of the footage, but that's a pretty pricey app, I already had it for film school projects, so had access to it. Camtasia Studio costs less and can accomplish most of the same things. You can also get a demo of Camtasia Studio that lasts 25-30 days, so if you plan out when you will need the program you can get it all done for free. I actually used Camtasia Studio to encode the video and produce the related java script to run it in the embedded player. I also used Camtasia to do the screen capture. Fraps will work as well. You can use the demo of Camtasia or the demo of Fraps (which doesn't run out I don't think, but will paste a "fraps" logo across the very top of your screen captures). -Monty
  22. Here's a link to the trailer for the Purgatorio campaign module our team has been working on: Rogue Dao Studios - Purgatorio Campaign Trailer Some of the areas and cutscenes are things I've been working on, other stuff in the trailer is from Michael E. (Fractal) or Robert Rodgers (The Great Hippo). The trailer really just scratches the surface of the Hive Ward, which encompasses 60 areas right now, that are explorable in a very non-linear fashion. The Hive Ward is the locale of the first act of the Purgatorio campaign, and comprises approximately one-half of the playable game time. The trailer is a large file (~65 megs), and it will take a little while to load up in the embedded player. If you want to save it directly to your HD, just right-click the media window and save as. You can also link to a lower quality, smaller .wmv, but the higher-quality .avi is worth a couple extra minutes of wait. The trailer uses the DivX codec which is linked at the bottom of the page if you don't have it already. -Monty
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