[WIP] Darknut's Greater Dwemer Ruins II

Post » Thu Jun 14, 2012 2:41 am

I thought I would start a new DNGDR WIP thread since my old one is long gone.

to do list:

1: fix script bugs & dirty refs ( already did this actually ... just never released it)
2: fix some puzzle loop holes based on gamer feedback I received .... its damn hard to think of every possibility & I was amazed at some of the ways people thought up to get around some of my tricks (non cheat ways)
3: I'm going to add several things I had planned to originally but was to burnt out from the 1000 + hrs of modding I had already spent making this thing.

I am going to tweak the end fight with DU a little more .... not necessarily harder but more epic.

I've been playing thru DNGDR over & over the last few days trying to get my head back in the zone .... to tell the truth I can't believe I made this ...... I must have been insane in 2007 :smile:


a few pix

http://i61.photobucket.com/albums/h61/TheDarknut/DU01.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/DU02.jpg
http://i61.photobucket.com/albums/h61/TheDarknut/Lava01.gif
http://i61.photobucket.com/albums/h61/TheDarknut/adu03.jpg
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kat no x
 
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Post » Thu Jun 14, 2012 11:53 am

This is a repost from your other thread, but thought that the feedback / questions should live under this thread as well.

Hey DN, welcome back!

And for what it's worth, I very much use and enjoy NOM. Support for it would be greatly appreciated.

I also would like to say... my first experience beating the game was with Greater Dwemer Ruins installed, and it was an absolute blast, especially the ending sequence. It was a gaming experience I will never forget. I just thought you should know that. My mind knows no other version of the end of the game than yours. Some day I'll go back and play the vanilla version just to see how much you added. I also have tremendous respect for your level design and aesthetics; I felt like the entire area was laid out like a really good Half Life 1 level(s), with environmental puzzles and all. The grid-based areas with secret sliding doors was also masterfully done.

Ok, I'll stop bowing down now. :bowdown:

I'm glad you're looking into using BTB's script fixes. When playing your GDR for the first time, I also found several cells that are pitch black, I believe because of a fog / lighting issue with the cell data. I hope that you will be looking into this as well? I don't have a list of the cells in question but could provide them if asked.

Also, along with NoM, please investigate supporting http://www.gamesas.com/topic/1344967-rel-mountainous-red-mountain/. He's already released a compatibility patch for GDR v1, and I'd like to see it continued to be supported.

Again, thank you for the hard work and providing an epic and memorable end to my game.
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Louise Andrew
 
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Post » Thu Jun 14, 2012 7:39 am

Dont constrain things too much. One of the things with MW is that its open.
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Scott Clemmons
 
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