Author Topic: Hamunaptra Mod - Development  (Read 93346 times)

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Offline botebote77

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Re: Hamunaptra Mod - Development
« Reply #135 on: 28 April 2019, 04:09:11 »
Prosoro, i know you're asking sauruz but i have an answer of my own: let us test it and we'll give you answers  ^-^
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Offline sauruz

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Re: Hamunaptra Mod - Development
« Reply #136 on: 28 April 2019, 11:46:31 »
i really enjoy the darkness around the dungeon !

Hey thanks Sauruz  8) I was actually thinking after playing Grim Dawn that my dungeons are too dark and I lighten them up to increase field of view etc.  But idk. You rekon I should just keep it as is?

Grim Dawn's dungeons are quite light but then that allows you to see more detail.  Diablo 2 dungeons are dark which I also like for the scary aspect... so perhaps somewhere inbetween?

For me , you found a good mix between light and dark.

On my personal opinion, caves and dungeons should have less light as possible, and i will try put this aspect on my mod, because it will give a extra input, concept and danger to the players. I liked the diablo 2 caves/dungeons, and its memorable because of that, you dont know what lurks in every side. A miss step and can cause your doom :)



Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #137 on: 29 April 2019, 10:35:51 »
Prosoro, i know you're asking sauruz but i have an answer of my own: let us test it and we'll give you answers  ^-^

@botebote77  lol .."alas my perfectionist habit forever prevents this from happening!"  ;)

@sauruz man you've convinced me heha
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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #138 on: 20 May 2019, 04:00:10 »
Mod Update.

Things have been quiet around here and as many of you are aware, the modding community and their respective projects has been  impacted by the Atlantis DLC - this includes Hamunapta.

The project is still moving forward and I'm continuing to make progress, however with the new issues/errors being encountered it means I cannot test the mod or any new additions/changes I've made.

I am optimistic that we will find a way to fix these things, but for now ill do what I can.




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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #139 on: 25 May 2019, 06:25:09 »

Hey guys,

Wanted to share what I've been working on - here's a sneak peak at a new boss room8)



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Re: Hamunaptra Mod - Development
« Reply #140 on: 25 May 2019, 23:40:31 »
Beautiful, as always. I've come to expect only professional grade artistic quality from the images you post.
You have talent and an eye for detail that is always impressive.
Any progress on the Atlantis map problems?

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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #141 on: 27 May 2019, 10:13:01 »
Beautiful, as always. I've come to expect only professional grade artistic quality from the images you post.
You have talent and an eye for detail that is always impressive.
Any progress on the Atlantis map problems?

Thank you BG, I wasn't sure what to say after reading what you said - but let me say it really means a lot because from the beginning of this mod I set out to achieve a level of quality that might reflect a professional development studio.  A lofty bar to reach indeed I know, but I've kept pushing myself toward this goal.  So, I'm chuffed to have such praise man!

I hope Hamunaptra will bring a refined, high quality experience and showcase to new and old players what the TQ engine/tools can achieve with careful and innovative design.   

Regarding the Atlantis issues... unfortunately no new progress.  I'll do a few more tests tonight, and of course if I have success I'll post my process/fix here.



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Offline Prosoro

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Re: Hamunaptra Mod - Development
« Reply #142 on: 11 June 2019, 10:18:46 »
If you missed this post: https://titanquestfans.net/index.php?topic=994.0 ..the mod woes thankfully are no more  :)

As for this evening I think it'll be devoted to writing and adding lore!

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Re: Hamunaptra Mod - Development
« Reply #143 on: 15 June 2019, 12:21:37 »

Speeeyyydahz - Run! is it worth disturbing the nest??  :o



...testing a now revamped spider lair and boss
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Offline sauruz

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Re: Hamunaptra Mod - Development
« Reply #144 on: 15 June 2019, 12:30:32 »
Look brutal! Loved that narrow path :D, it's the perfect place to get caught in the cobwebs
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Re: Hamunaptra Mod - Development
« Reply #145 on: 15 June 2019, 12:36:45 »
lol yeah its brutal atm, so many spawns casting sticky webs at you!  ;)

Sorry pictures not the best quality
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Re: Hamunaptra Mod - Development
« Reply #146 on: 26 June 2019, 14:12:19 »

Hey guys,

Lately among other things I've been working on adding in some elite mummified soldiers inspired by these guys:






aaand here's my where I'm up to at the moment - still more iteration to do but am happy with how they're coming along  :D




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Offline sauruz

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Re: Hamunaptra Mod - Development
« Reply #147 on: 26 June 2019, 14:25:27 »
Oh yeah! They looks like same as in the movie :D!

Do they will have fast runing animation ?
Check my upcoming TQ project - Titanomachy - "https://titanquestfans.net/index.php?topic=910.0"

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Re: Hamunaptra Mod - Development
« Reply #148 on: 26 June 2019, 14:41:26 »
Fast run animation? Yep definitely!
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Re: Hamunaptra Mod - Development
« Reply #149 on: 26 June 2019, 15:19:22 »
Amazing, dude! You are not making a mod, you are directing a movie, seriously ;D

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