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Posts
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Everything posted by Noceur
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Cranial - Cloak Skeletal - Thermal Masking
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... Do I want to be invisible to people of bots? ... Should I take Hacking or Bot Domination? " Hehe.) <{POST_SNAPBACK}> Hmm, I took hacking... don't remember if I took any invisibility, but if I did it was certainly against bots (since that includes cameras, I believe). Isn't there a third option though? *checks the manual* Electrostatic discharge is what I took, and neural interface. You can be both invisible to bots and living beings in this game, buddy ^_^
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Hehe, Remedy seem to have a thing for dreams and stuff. Sounds intruiging though... I really like In the mouth of madness. Well, 4 days left or so, eh?
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... man, now I'm pondering installing this game again...
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Oh... mods. I haven't installed any mods, other than the texture pack. But the european version, as you have, store the .dds files and stuff in a different subfolder, as I mentioned earlier. Try and copy all the stuff from dynamicallyloaded (man, I wish I could remember the exact folder) to dynloaded(?)/english. Note: Copy, not cut. Might mess stuff up otherwise. There should be a thread about this on some DE2 forum though, where it's explained better. <{POST_SNAPBACK}> mods = texture packs. <{POST_SNAPBACK}> Here you go mate: (From Koif, on Eidos DE2 forum) "Ion Storm have managed to make it so that the european version of DX2 doesnt like the texture pack... "To fix it you need to go to your Program Files/Deus Ex - Invisible War/Content/DX2/Textures/DynamicallyLoaded folder. Select all the files in this folder and copy them to the appropriate english/german/etc subfolder." Hehe, I also found Fionavar's original post... http://www.ttlg.com/forums/showthread.php?t=96505 I read something about someone who had messed up fonts, but I can't remember if it was on Eidos forum on somewhere else.
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Oh... mods. I haven't installed any mods, other than the texture pack. But the european version, as you have, store the .dds files and stuff in a different subfolder, as I mentioned earlier. Try and copy all the stuff from dynamicallyloaded (man, I wish I could remember the exact folder) to dynloaded(?)/english. Note: Copy, not cut. Might mess stuff up otherwise. There should be a thread about this on some DE2 forum though, where it's explained better.
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Doesnt that just mean you write in "drow" in the subrace thingie and then choose dark skin and white hair in the customizer? Like you could do in NWN? "..and there was much rejoice." <{POST_SNAPBACK}> Not anymore, I think they've included that what-are-thems-called tables and whatnot. So the subraces have the bonuses they should have, etc.
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European version of the game? I remember you had to move all the /dynamicallyloaded/ whatnot to /dittofolder/engrish/ or summin if you had the european version. Of course, I'm not even sure if you're talking about a result of having installed the texture pack or not ^_^;; <{POST_SNAPBACK}> It did ask me if I wanted the English - US or English - UK version, and I selected the latter. It did ask me about an ini file that was replaced (and of course, being an experienced technology user, I backed it up :D ), so I'll look at that and the ..\dynamicallyloaded\.. affair. Thanks for the tip. <{POST_SNAPBACK}> If you have v1.2 from scratch (i.e 1.2 on the game disc), then it's the european version. If you have to patch the game to 1.2, it's the US version.
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I suspect that you don't begin the game as Drizzt (i.e fled from Menzoberanzan (+several "z" where needed)) if you choose to play drow. I mean... didn't they say that you grew up in that swamp village?
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Yeah, I'd say at least drow sub-race plus one more, since Ferret said (after everyone went "Boohoo, drow-angst will invade us!") that there will be more sub-races to choose from than drow. And yes, I'd say you can do pretty dang nice things with Aurora. The Witcher is, as they say, abundantly sexy. btw, are you guys sure the Jefferson engine was called "mystary engine"? I mean, it's spelled "Mystery". Unless you're just being funny, of course.
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European version of the game? I remember you had to move all the /dynamicallyloaded/ whatnot to /dittofolder/engrish/ or summin if you had the european version. Of course, I'm not even sure if you're talking about a result of having installed the texture pack or not ^_^;;
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And another thing, NWN2 engine is specifically designed for the 3.5 ruleset. Correct me if I'm wrong, but IWD is D&D (thus an engine already made for that ruleset would come in handy), whilst Jefferson would have to be modified severely due to it being meant for a different ruleset altogether. Err, actually I just lost interest in the subject What'd interest me in IWD3 is not what engine they'd use, but rather the good ol' stuff like making a full party and being totally geeky about it. The only thing I miss in IWD is the lack of in-party character interaction. I used to make my own portraits for the "maincharacter". I remember playing the game with a buddy, and we had extra party member each ... *goes on to tell you the story*
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If Obsidian has the Jeffeson engine they probably would have to work on it a bit, since noone has touched it since I don't know when. But why exactly would they do that if they can just take the updated (Aurora?)/NWN2 engine that they've spent 2 years working on? Both will probably be out of date whenever, and if, they wanted to make a new IWD. So either they make a new engine, rework/update a by then very untouched engine or rework/update a rather up to par engine (NWN2). And I don't see how these engines support more or less members in their parties. AI is AI, regardless of wether it's working for the player (NPC) or against (NPC - monster). I'd say 4 party members in NWN2 is a design choice, not a limitation of the engine.
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Yeah, sorry... I found it on the official website a mere second after posting The only beef I have with Riddick is the deformation. Especially on Riddicks arse, as seen when he crouches and climbs. If you don't know what deformation means; it's what happens with the geometry when you move the bones of a model. The vertices move (lower arm, upper arm) etc, and that's all swell... but in areas like the shoulders and armpits you get problems because if the wrong points move too much or don't move, it'll look unnatural. Like in Max Payne 2, when you aim upwards, the upper arm close to the armpits shrink. In Riddick the same thing happens... his ass just dissapears Deformation is of course more difficult to get right with low-poly/game models than with high-poly models (especially with weightmaps and stuff like that, that you have in 3D animation software... Half-life 2 DOES have weightmaps, although I'm not sure they are tied to animation or not.)
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I downloaded the Riddick demo a few days ago, and it is entertaining. Especially since I've seen a lot of the game while watching a pal play it on the XboX. So I know some stuff I can look forward to, should I purrrrrchase the game. It'll be interesting to see how The Darkness turns out. There's no demo of KotT out, is there?
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Yeah, Probably something like that. Flails and such have chains, as opposed to morning stars and maces which is just metal on a pole is what I've always believed. These days I'm leaning towards it all being names for similar things used in different countries. I think that the morningstar is a certain german mace, for example. (morgenstern). Another theory (which probably is more correct) is that the morning star is any mace OR flail that has a ball with spikes on it. So a mace is a pole with some metal on the end, like a ball or "blades" such as the Flanged Mace, while a flail is anything that has a pole, a chain and a piece of metal or similar on the end. Thus, a mace with a spiked ball on it makes it a morning star mace, and a flail with the same spiked ball makes a morning star mace.
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I haven't actually played any of their games... just the demo for enclave, then some on the Xbox. Riddick's damn good, my friends say, though. You know, I actually sent a job application to them back when they were spanking new... man, I think I was 17 or something. The 3D stuff I sent must've sucked ass, but they replied and even gave me some texturing tips and stuff. Hmm... I wonder what THEY are working on? *Google-time!* EDIT: Starbreeze is working on a game based on The Darkness (comic book I've never heard of). Will be presented at E3 this year. Info, at least.
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Oh dude, you're a fin'. :D (didn't look at your location). And yeah, of course I do... I've always had a great respect for the Finnish and their exquisit knowledge of Code, although I prefered working in FT2. I also know about Starbreeze's roots, which may be less shocking to you (considering I'm swedish, and have already stated that I had/have an interested in the Scene). Their first game was a great disappointment though. Especially since the game idea changed drastically when it went console.
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Yeah, I was looking into what we'll see at E3 and stuff a few days ago, and checked Remedy's website out... err and so I saw the teaser. Could be interesting. I personally think that Max Payne 2 feels more like a game than M.P 1 for some reason. I was very enthusiastic about Max Payne when it was in the making, because I was a big fan of them when they were in the demo scene (as Future Crew). Purple Motion and Skaven composed absolutely fabulous music (composed on software exclusively coded for them (Scream Tracker (with adlib support!))) and 2nd reality was totally mind-boggling. Anyway, the dream sequences in the first game are a bit boring. Blah, blah, nevertheless I think it'll be very interesting to see what these guys cook up with Alan Wake Murr!!! Skaven's Website (Remedy dev now) Purple Motion (Not Remedy dev)
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Man, I wish I had seen that episode. That's what I hate most about following a show on TV, I always end up missing a heckload of episodes.
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Now, Leonard Nimoy's Bilbo music video... now THAT'S deep. Or just twilight zone weird.
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I loved The Best of Both Worlds episodes in TNG. Also, Farscape was a damn good show. I just love how characters (Scorpius and that 2nd in command guy) that were supposed to be in two or three episodes end up being with the show until the very end. Strangest thing, but not until now do I realize that Data is TNG's Spock o_o Perhaps he's so much of his own character (while still being logical like Spock) that I haven't really cared to make the connection until it was mentioned here. Or perhaps it's just that there's only one Leonard Nimoy out there... singing about Bilbo... stuff like that... dude.
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The community texturepack does contain some John P textures though, right? At least Koif has some of the John P textures in the screenshots on his/her website.
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Thanks muchly, Baley! Are Koif's best? I suppose I should install that first because I don't want to have to uninstall and re-install the game again... I'll post my result here when I have done so. :cool: Oh-oh. Can't download John P's textures from his website. There will be a short delay .... :ph34r: <{POST_SNAPBACK}> I don't remember Koif's textures, but I know that John P's textures are good. There SHOULD be a texture pack containing John P's textures along with a whole bunch of other high-res textures (maybe Koif's as well?). Although the male PC looks a bit weird. EDIT: Hmm... that texture pack smells like Koif texture pack. I think you can install the koif one, then John P's over that. If this is what I did, then I believe that John P's textures far surpass those of the Koif pack. EDIT 2: This may be what I used http://deusex2.filefront.com/file/DXIW_texture_pack;22988