Onysfx Posted September 20, 2013 Posted September 20, 2013 I'm not sure if you should make the Bartender have to be killed. Kind of committing murder there.There could be the key card where the blaster was originally. Or a button behind the bar to open the lock.I agree. Kyle Katarn shouldn't have to murder the bartender, even if he is a bit mean. Barricade24 likes this
katanamaru Posted September 20, 2013 Posted September 20, 2013 Of course there could be a bonus key to get off the dead bartender for a locked door later with goodies. Ya know, dark side, easy power and all. Onysfx likes this
Onysfx Posted September 20, 2013 Posted September 20, 2013 Of course there could be a bonus key to get off the dead bartender for a locked door later with goodies. Ya know, dark side, easy power and all.Ah, good idea!
eezstreet Posted September 20, 2013 Posted September 20, 2013 I thought murdering the bartender was optional in DF2.
MagSul Posted September 20, 2013 Posted September 20, 2013 I don't remember it having any profound effect. I think his death resulting in obtaining a key-card leading to some decent equipment's not a bad touch, though!
Futuza Posted September 20, 2013 Posted September 20, 2013 If the bartender tries to kill you, it wouldn't be all that dark.
Onysfx Posted September 20, 2013 Posted September 20, 2013 If the bartender tries to kill you, it wouldn't be all that dark.But he doesn't. xD.
katanamaru Posted September 21, 2013 Posted September 21, 2013 He just shuffles around afraid of the gun fight going on in his bar. There is an e-11 under his counter, but that's it.
Tempust85 Posted September 21, 2013 Author Posted September 21, 2013 He turns on you so it's kill or be killed lol.
Circa Posted September 21, 2013 Posted September 21, 2013 I think there should be a unique bartender. At least a reskin.
MagSul Posted September 21, 2013 Posted September 21, 2013 I'm a fan of it not being in the nature of every NPC in a level to kill you on sight. What you could possibly have is him call in some brutes for security! Circa likes this
Tempust85 Posted September 21, 2013 Author Posted September 21, 2013 Not every NPC will kill you. I just wanted the bartender to turn on you for causing trouble in his bar. He doesn't just kill you at first site.
MagSul Posted September 21, 2013 Posted September 21, 2013 I'm going to be playing this mod on the lowest possible settings for maximum authenticity. katanamaru, Bek and Futuza like this
MagSul Posted September 21, 2013 Posted September 21, 2013 Aye. Texture and geometric detail on lowest! (Among other things...)
MagSul Posted September 21, 2013 Posted September 21, 2013 maximum authenticity. I partially jest. In reality I just can't stand the whining noise my PC makes.
Tempust85 Posted September 21, 2013 Author Posted September 21, 2013 I'm now going area by area finishing up the details and doing the lighting. Bar first. I ditched the bartender door key idea, there's now a thug running into the bar to join the others. EDIT: OlgO, Bek, Omicron and 2 others like this
Onysfx Posted September 21, 2013 Posted September 21, 2013 Good....GEWD! Looking forward to playing it xD.
Omicron Posted September 21, 2013 Posted September 21, 2013 Good....GEWD! Looking forward to playing it xD.
MagSul Posted September 21, 2013 Posted September 21, 2013 Very swish! Reminds me a lot of the original source, which is very good!
Pande Posted September 22, 2013 Posted September 22, 2013 Lighting in the bar looks quite off, why so much light above those lamps? It looks like maybe they aren't spotlights.
Tempust85 Posted September 22, 2013 Author Posted September 22, 2013 Lighting isn't my strong suit by any means. I'm trying to have a spot effect but not have everything else pitch black either.
MoonDog Posted September 22, 2013 Posted September 22, 2013 Lighting isn't my strong suit by any means. I'm trying to have a spot effect but not have everything else pitch black either. Try playing with different ambient values in the worldspawn. ex "ambient" "10" Using -bounce ought to help brighten it up just a tad as well. It's hard to notice, but it does. You can actually use -dump for each pass to get a better idea of how it's doing. (Places the radiosity lights into numbered prefabs. Not usually useful unless you are keeping light differences from exterior to interior sharp by importing and selectively deleting. Cool nonetheless for understanding how light is re-diffused off the surfaces) I wouldn't worry about it too much right now. Finish your geo and core design goals.
Barricade24 Posted September 22, 2013 Posted September 22, 2013 Didn't the MOTS mod have some civilans you could use that were close to the ones from Jedi Knight? hhunter6 likes this
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