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Messages - Mordaan

Pages: [1] 2 3 ... 54
1
General Discussion / Re: Let's get ancient players back...
« on: April 12, 2024, 02:35:12 pm »
Ha!  Consider this ancient conjured!   ;D

Just thought I'd stop by and hay 'Hi'.  Some day I hope to have the time and download/install/drop in the game again.

2
Unreal Engine / Breast physics?
« on: August 09, 2020, 08:57:06 pm »
Saw this and had to post it.
https://www.youtube.com/watch?v=3FOekfPyHVY

How THAT'S attention to detail.    :lol:  :lol:  :lol:

3
Fan Art / Re: The Official Phase Two City Contest: Amdeneir
« on: April 02, 2019, 01:40:36 pm »
Amazing job, Zweith!   \\o//

I can't wait for a day I can go explore the new Amdeneir.

4
The Hydlaa Plaza / Re: 'Sup
« on: October 29, 2018, 09:31:43 am »
* Mordaan waves at Indygo

Hiya Indy.  Good to hear from you again.

5
Fan Art / Re: The Official Phase Two City Contest: Amdeneir
« on: May 17, 2018, 03:45:52 pm »
Woo!  Good luck with the project.  Though the new parts of the city will be quite empty until we populate it with NPCs, but first thing's first.   :)

6
In-Game Roleplay Events / Guild house auction - any interest?
« on: April 08, 2018, 03:44:25 pm »
It's been awhile since we've had a guild house auction.  At least one guild is interested.  But we'll need a few to make an auction worthwhile.  Any others interested?  If so we can use this thread to help set up an event.

7
PlaneShift News and Rules / Re: Dev Q&A 23/10/2017
« on: November 08, 2017, 12:19:20 pm »
By the way, the issue of the bug tracker pane on the main page not updating has been resolved.  Thanks to Talad.

8
PlaneShift News and Rules / Re: An Unreal Arcade
« on: February 20, 2017, 04:16:10 pm »
Ok all you mac users!

Talad now has a mini-mac at his disposal so at long last, the mac folks can test the demo.

The Mac OSX version of the game is available and ready to test
www.planeshift.it/public/download/CrystalHunt.app.zip

9
Unreal Engine / Re: Update 21/01/2017
« on: January 23, 2017, 01:24:33 pm »
Yep, bit by bit we move closer.  Also, Talad is in the process of organizing all of PS's code to port to UE.  With millions of lines of code, it's quite the task.  The more code that can be brought over "as is" the faster it will go.  But certainly a lot of the CS related coding will have to be rewritten or adjusted to work in UE.

So far we have the obvious stuff like maps, characters, a UI, char creation -> character into the world and all that goes into that, then engine stuff like scripts for combat, magic, crafting, quests, etc.  Then eventually expanding the UI to interact with it all.  It's a LOT, but piece by piece we'll get there.

And keep in mind that UE4 was designed much more for first person shooter games and not MMOs.  So some of these things are real challenges that haven't really been done before.  Big props to Talad and ravna for digging into this stuff and working it out.  And to Venalan for working on the map improvements.  And to Eonwind for working on a linux build.

And cool character shadows by the way.  :thumbup:

10
PlaneShift News and Rules / Re: An Unreal Arcade
« on: January 11, 2017, 09:50:45 am »
with only the line  r.DefaultFeature.Bloom=False added i get 62 fps (capped there?)

Agreed.  That line removed the "fog/glow" for me.

11
PlaneShift News and Rules / Re: An Unreal Arcade
« on: January 04, 2017, 03:24:13 pm »
aka Unreal Molecular Blue, aka Hungry Hungry Kran!   ;D

Also remember, this is a very stripped down product.  Just a first step to learn and build on.  We've been talking about UE for quite some time so it's great to finally have something concrete using UE4.    \\o//

Feel free to report feedback, FPS (with your specs), high scores, and anything interesting you may have encountered.

12
Development Team Blog / Re: PS launch news page
« on: December 17, 2016, 09:40:39 pm »
I think it had been broken ever since the move to the latest server.  Now this fix will not only mean it's working again, but from this point it will be even easier to update the news.

13
General Discussion / Re: Mine Indicators
« on: December 13, 2016, 11:23:22 am »
Is it just an art issue?

Art and the decision that it's ok to do so.  Maybe a long time ago someone decided it was better to have signposts one has to click on.  *shrug*

14
General Discussion / Re: Mine Indicators
« on: December 13, 2016, 10:53:23 am »
I've always been in favor of better signage.  Actual signs, not those sign-posts you have to click on.  A nice little banner over the arena tunnel stating "Hydlaa Arena {arrow}".  But maybe that's just me.

Again, such things would be map art and that's not likely to be added any time soon.

15
General Discussion / Re: AFK Indicator
« on: December 13, 2016, 10:22:35 am »
I'm in favor of either changing the label color or maybe making it italics.  This can be triggered by the player OR by being idle for a specified period.  Of course, there are those that prefer to play without labels displayed.

Like Venalan said, it would require a code & client update so not likely to be done any time soon.  Might be one to add to the UE4 demo wish list.

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