Author Topic: About adding new items in cRPG (mostly a message to the Item Team)  (Read 8016 times)

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Offline Formless

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Re: About adding new items in cRPG (mostly a message to the Item Team)
« Reply #45 on: September 21, 2011, 10:41:24 pm »
+1
Still waiting on Roman and Greek armour.   :D
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Offline cmp

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Re: About adding new items in cRPG (mostly a message to the Item Team)
« Reply #46 on: September 21, 2011, 10:44:42 pm »
+1
Still waiting on Roman and Greek armour.   :D

And Godot.

Offline The_Angle

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Re: About adding new items in cRPG (mostly a message to the Item Team)
« Reply #47 on: September 21, 2011, 10:46:40 pm »
0
I'm not Turkish - yet I was super fucking happy to see those Boerks.  8-)
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Offline Ujin

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Re: About adding new items in cRPG (mostly a message to the Item Team)
« Reply #48 on: September 21, 2011, 11:15:43 pm »
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Still waiting on Roman and Greek armour.   :D
Byzantine = both roman and greek, technically :>

Offline Brrrak

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Re: About adding new items in cRPG (mostly a message to the Item Team)
« Reply #49 on: September 22, 2011, 12:46:53 am »
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And Godot.

Well, shit, there's our answer on Greek and Roman armor.

Offline Ulmarth

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Re: About adding new items in cRPG (mostly a message to the Item Team)
« Reply #50 on: September 22, 2011, 12:59:00 am »
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Makes me sad.

Good stuff u done there Ujin (or whoeva in the clan that did them)

I also agree the more items the better. Was happy to see all the turk stuff even if i dnt personally use it. Gives characters more personality. Specialy with the amount of stuff on the item list that u never see.

Offline Murmillus_Prime

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Re: About adding new items in cRPG (mostly a message to the Item Team)
« Reply #51 on: September 22, 2011, 01:03:26 am »
+1
ROMAN ARMOUR NAO
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Re: About adding new items in cRPG (mostly a message to the Item Team)
« Reply #55 on: September 23, 2011, 06:15:42 am »
+1
hmm :)

I get what you are saying. Although im not a modeler, I hustled in Black hood with mask, Black Lamellar Vest and Snowflakes into cRPG back in the day.. (With help from kind modelers I found on the warband forums)

It IS daunting to approach Shik! :D

Although from our communication, I learned some things about quality control I didn't know. I sent 5 or so versions of Black Lamellar before he approved. I was happy with the first one, but I must agree the approved one was the best. He rejected 5 out of 6 Masked Hoods. I think chadzius dealt with the snowflakes though.

The reasons for this resistance were clear enough and I do understand him. First of all this game is played on many different gfx settings on many different monitors. It has a certain palette, and objects have a shinyness within a certain range. It is important to keep all new gear inside the contrasts and saturation "limits" of the game, and polycount low for performance issues.

Many people make shiny new items that would stand out like crazy on the battlefield. It seems there's nothing in the gfx engine limiting the colours, they are all done in the palette of the items. I.ex, on my screen I think the new Turk hats have too white, white colour in them. They don't fit well with other white things we have like horses, and armors like the white lamellar or headcloths.

These kind of mistakes break the "visual mood" of the mod, and can throw you off.

Also,  many items are just copies and retextures of old items, and perhaps not worthy of a place. IDK but I assume the more different models and textures you have on the battlefield, the memory and performance get's sucked out of your comp. As this mod requires a steady 60fps with 120 players on to be competitive, and many play on old laptos or old comps (i.e. chadzius) this is important.

New items should be unique in some way, and not be copies of each other or old items with small differences.

So to finish off, yes I think both Ujin and Shik may be right. For sure comms are not working properly.

Here's my suggestion:
- Perhaps we could ask Shik to post some guidelines for modelmakers and texturemakers? About limitations in colour, shinyness, historical accuracy, what they want to see, technicalities on LOD's etc? It's not unthinkable that some non-dev expert could work an in-between quality control before Shik. If such a person exists, raise your hand now.

- Do like the Ninjas, retexture old armours to fit our preferences, and spread our ninja-patch-hacks among ourselves. You may think we look silly in steppe armor, but for us we look uber-cool.

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Offline Civilian

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Re: About adding new items in cRPG (mostly a message to the Item Team)
« Reply #56 on: September 23, 2011, 07:48:49 am »
0

Offline Erase

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Re: About adding new items in cRPG (mostly a message to the Item Team)
« Reply #57 on: September 23, 2011, 07:59:20 am »
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ROMAN ARMOUR NAO


YESSSS Please add Roman or gladiator or greek armor!!!
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Offline BattalGazi

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Re: About adding new items in cRPG (mostly a message to the Item Team)
« Reply #58 on: September 23, 2011, 01:40:13 pm »
+1
Here's my suggestion:
- Perhaps we could ask Shik to post some guidelines for modelmakers and texturemakers? About limitations in colour, shinyness, historical accuracy, what they want to see, technicalities on LOD's etc? It's not unthinkable that some non-dev expert could work an in-between quality control before Shik. If such a person exists, raise your hand now.

That's what I suggested a couple of posts ago.


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It seems that this idea is an attraction for those who can think logically. We should insist on making this happen. The rest will come accordingly.

Offline Armbrust_Schtze

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Re: About adding new items in cRPG (mostly a message to the Item Team)
« Reply #59 on: September 23, 2011, 02:33:24 pm »
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i agree with Ujin.

and a point I want to mention: work together with other mod developers! there are enormous amounts of awesome models and weapons in the world.

The item team should get some criteria for items to be implemented - these new textile steppe armors look like a child drew them.

new items should:

- fit in the time period (about 1000 - 1500 ad)

- have a good and authentic texture

- should be a good model (pretty detailed and no simple re-texture, we have enough different coloured chainmails)


another point is the heraldic tabard or a heraldic gambeson! people begging and praying for it since years. why has such a thing not be implemented yet? shouldn't this be easy for a modeling skilled dev to create it? ( serious question, im noob in modding i can just view files with the openBRF editor)

thats my opinion.
« Last Edit: September 23, 2011, 02:35:43 pm by Armbrust_Schtze »
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