• Register

This member has provided no bio about themself...

Comment History
INTERRUPTOR
INTERRUPTOR - - 16 comments @ DevBlog #1: The development process

There are no tools for *.orc files. There are only for *.ork. Regarding Reshade. It would redundant without screen-space lights and global illumination with rt. Don't forget i use it with addon system. So it's not just color adjustment.

Good karma+1 vote
INTERRUPTOR
INTERRUPTOR - - 16 comments @ Armies of Exigo: The Third Prophecy

No, there is not

Good karma+1 vote
INTERRUPTOR
INTERRUPTOR - - 16 comments @ Armies of Exigo: The Third Prophecy

There will be news soon with project's roadmap

Good karma+2 votes
INTERRUPTOR
INTERRUPTOR - - 16 comments @ Armies of Exigo: The Third Prophecy

Yes it will. Mostly for fit new core mechanics and adding combat micromanagement

Good karma+2 votes
INTERRUPTOR
INTERRUPTOR - - 16 comments @ Armies of Exigo: The Third Prophecy

Currently mod is incompatible with vanilla game. There will be vanilla edition after completion of third prophecy campaign. It may be necessary to rework the original maps, as the lighting is physically incorrectly organized there, which will make it look strange with mod

Good karma+3 votes
INTERRUPTOR
INTERRUPTOR - - 16 comments @ Armies of Exigo: The Third Prophecy

Still working on separated shadows. If you want to get more news about development process you can follow my blog at Vk.com but it is on russian

Good karma+1 vote
INTERRUPTOR
INTERRUPTOR - - 16 comments @ Armies of Exigo: The Third Prophecy

There will be no new factions

Good karma+1 vote
INTERRUPTOR
INTERRUPTOR - - 16 comments @ Armies of Exigo: The Third Prophecy

Since there will be only human campaign so won't. Orcs and lizards will appeared for some episods as in vanilla game

Good karma+1 vote
INTERRUPTOR
INTERRUPTOR - - 16 comments @ Armies of Exigo: The Third Prophecy

Still working on separated shadows for pseudodynamic lighting system

Good karma+2 votes
INTERRUPTOR
INTERRUPTOR - - 16 comments @ Armies of Exigo: The Third Prophecy

As I mentioned in summary section "extended functionality for scenario editor" is expected but it is "critical improvement that may be implemented (depends on popularity of the project)"

Good karma+1 vote
INTERRUPTOR
INTERRUPTOR - - 16 comments @ Armies of Exigo: The Third Prophecy

Mainly working on dynamic lighting and stuck with some unpredictable things. Anyway developing is continuing

Good karma+2 votes
INTERRUPTOR
INTERRUPTOR - - 16 comments @ Armies of Exigo: The Third Prophecy

Currently widescreen feature developed and compatible for the mod only. In future Im going to edit that feature and some ones for vanilla game.

Good karma+1 vote
INTERRUPTOR
INTERRUPTOR - - 16 comments @ Armies of Exigo: The Third Prophecy

There is no sense to unpack these files because you won't be able to modify them. But you can use any of existing ones if you know its names of course. In order to pass filename (with path) to PlayInGameAnim function (bypass selecting file window) you need to create template of command. Open "commands.trig" and find line PlayInGameAnim DATAFILENAME LastAnim: MBOOLEAN. If you want use for example 01_01_001_00.GOBJ you should add next line: PlayInGameAnim OBJECT\HIGH\INGAME\CAMERA\HUMAN_INT\01_01_001_00.GOBJ LASTANIM: TRUE. Then in trigger editor you will see that command and just click on that to add in your scenario trigger.As for me I don't plan use this approach, because that strongly limits my cutscenes

Good karma+1 vote
INTERRUPTOR
INTERRUPTOR - - 16 comments @ DevBlog #1: The development process

Visual Studio, IDA, Cheat Engine

Good karma+1 vote
INTERRUPTOR
INTERRUPTOR - - 16 comments @ DevBlog #1: The development process

I don't open *.orc files, I get access to *.orc data after its loaded during *.scn initialization.

Good karma+1 vote
INTERRUPTOR
INTERRUPTOR - - 16 comments @ Armies of Exigo: The Third Prophecy

Nowhere, it is in development

Good karma+1 vote