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Re: [Preview] Requiem for Kraken's Arm
Posted: Mon Jan 19, 2015 2:31 pm
by Ixnatifual
That snow scenery looks so harsh and uninviting. I'm looking forward having my party freezing to death there

Re: [Preview] Requiem for Kraken's Arm
Posted: Mon Jan 19, 2015 10:45 pm
by sapientCrow
The snow area looks awesome. Based on the screenshot it looks a lot less square and definitely unique.
Looks great!!
Re: [Preview] Requiem for Kraken's Arm
Posted: Tue Jan 27, 2015 3:20 am
by minmay
Skuggasveinn mentioned a rope ladder in the thread for
his snow tileset, so now I have to post a screenshot of
my rope "ladder" (which is unfinished) so that I have proof in the future that I did not steal anything from him:
This is not an interesting screenshot in any way, just an unfinished model with an incorrect UV map and no animation yet. But if you look carefully you can see one of the mod's finely detailed snowflakes.
Re: [Preview] Requiem for Kraken's Arm
Posted: Tue Jan 27, 2015 4:16 pm
by Drakkan
minmay wrote:Skuggasveinn mentioned a rope ladder in the thread for
his snow tileset, so now I have to post a screenshot of
my rope "ladder" (which is unfinished) so that I have proof in the future that I did not steal anything from him:
This is not an interesting screenshot in any way, just an unfinished model with an incorrect UV map and no animation yet. But if you look carefully you can see one of the mod's finely detailed snowflakes.
that rock and flake seems high quality textured. I wonder how performance is going to be up

also it is little unfortunate that we will have TWO great snow assets, on the other side maybe combining it together would bring even better feeling. Looking froward to it !
Re: [Preview] Requiem for Kraken's Arm
Posted: Tue Jan 27, 2015 7:13 pm
by minmay
The rock texture is just a recolouring of the original beach/forest rock, with the same resolution (2048x2048). Texture memory requirements should end up being about the same as the original campaign since a lot of standard textures aren't needed. Maybe slightly higher. You can always reduce texture resolution in the options if you have to.
Re: [Preview] Requiem for Kraken's Arm
Posted: Wed Jan 28, 2015 4:40 am
by Azel
Enough with the teasing, release the Kraken, bra'

Re: [Preview] Requiem for Kraken's Arm
Posted: Thu Jan 29, 2015 3:07 am
by Grimfan
Can't wait to play this dungeon. So many innovative features that will set it apart from most other mods (particularly those of us without your classy skills). Curse me for not starting to learn this stuff until I was old, grey and half-senile.
By the way, I think of your rope ladder as more of a knotted climbing rope than a "true" rope ladder (that basically resembles a ladder made out of rope). If you eventually release your rope for public use I would probably use both your rope and Skuggs rope ladder together, as the more climbing options there are in the game the better.
Re: [Preview] Requiem for Kraken's Arm
Posted: Thu Jan 29, 2015 3:10 am
by minmay
Yeah, that's why I put "ladder" in quotes. I know it's not a rope ladder; just a plain old rope, that happens to be functionally identical to a ladder.
And yes, the entirety of the mod's assets will be released for public use at the same time the mod is, under the most permissive licensing possible; same situation as Lost Halls of the Drinn. The way licensing information is listed in the source is also greatly improved: every file has a corresponding .txt file detailing all sources used and the resulting most permissive possible license. Most assets are CC BY or CC 0 compatible with some CC BY-NC.
Re: [Preview] Requiem for Kraken's Arm
Posted: Thu Jan 29, 2015 3:17 am
by Grimfan
minmay wrote:Yeah, that's why I put "ladder" in quotes. I know it's not a rope ladder; just a plain old rope, that happens to be functionally identical to a ladder.
Did I mention my failing eyesight along with my encroaching senility.

Re: [Preview] Requiem for Kraken's Arm
Posted: Sun Feb 01, 2015 11:19 am
by minmay
A big weakness of Lost Halls of the Drinn was that it didn't work properly with low rendering quality. Translucent models became invisible, that sort of thing.
This will not be the case with my Grimrock 2 mods. Not only does the new Config.getRenderingQuality() function allow me to adjust asset definitions accordingly, I've added many other graphics options:
- The detail of weather effects, such as the rain, clouds, and lightning shown in previous screenshots, can be adjusted, or they can even be turned off entirely. Combat particle effects can also be adjusted.
- For running on
really low performance computers, you can limit draw distance.
- You can adjust the distance at which models stop animating and/or switch to their low detail meshes. Compare
these two screenshots side by side for a demonstration; the first one is default, the second is max detail (models always animate and use their high detail meshes). The difference in the screenshots is subtle but it's very noticeable when you're actually playing.
- Most importantly, these options don't require any saving/reloading like changing resolution etc. does. Some aren't
quite real-time - the mesh distance one has about a 100ms delay (depending on the level) since it has to update so many models - but they don't cause any significant wait.