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much better holy frick
when i get new parts i'll take some caps
Some images I might be able to optimize even better, but I'll have to go through them individually to find out.
If you find any image where the compression produced noticeable artifacts, please contact me (preferably with a screenshot).
>you seem quite bothered by this mod
didn't mean to give off that impression - you responded to me so i responded back in kind with everything i thought could be improved. was a bit of a dick about it but that's just me.
@Phyuck Yiu Thank you, I'm glad you enjoy it.
- stop taking every submission you get and keep every loading screen at 5-6 variants to save space. 500 MB for a bunch of jpegs is absolutely inexcusable regardless of what you think. the very idea of you justifying this mod being 500 MB because of future mods that will actually add something worthwhile to the game is absurd and frankly narcissistic.
- take your own pictures. if you can't, for some reason, make a sub post, which you so far haven't had a problem in doing when announcing your "updates", and request screenshots of the areas that need them. you're guaranteed to at least start to make up the difference.
- remove the renderings. it makes no sense why you thought it was a good idea to put them there. the pictures are meant to illustrate the general setting of the level while also remaining consistent with the aesthetic of the game and sometimes just putting players in the mood of the level they're about to play. personal taste has nothing to do with it.
i'm sure it was very hard saving those pictures as a different format and putting them in a folder compared to those other mod authors who actually make content that changes and helps the way you play the game.
>i'd love to even them out, but i pretty much had to go with what i could get
right because evening them out would require effort on your part
>i like the images i've included so far and i do think they make for interesting loading screens
a rendering of some pots and a rendering of a minecart. that really gets me into the mood of the level i'm about to play.
And the question of whether a single or group of images looks good is mostly about personal taste. I like the images I've included so far and I do think they make for interesting loading screens.
And I understand that this mod is huge compared to other ones, but this is pretty much the first mod that includes more assets than a few icons and Lua code (i.e. text files). If (when) we get additional modding tools and the community starts creating additional maps or other content, we will see much larger bundle sizes than this.
And compared to the 50GB game, a 500MB mod is pretty manageable.
i get the need for having more options in terms of loading screens, but having over 500 MB worth is just ridiculous. i would say you could compress them before dumping them in a folder, but even then i feel there are just too many to justify that kind of file size. you should probably settle for having 5-6 variations per level that way every level can have a variant, instead of taking every submission sent and winding up with 13 screens for empire and only 1 for blightreaper.
community screenshots are a fun idea, but i feel some of them could do with some saturation tweaking to be more consistent with the original screens, but some of them as is look great.
Those images were created by Patrik Rosander, senior concept artist at Fatshark. You can check them out here: https://www.artstation.com/raven .
However, if you think some images are assigned to the wrong map, please let me know which ones, so I can check them again. And the same goes for incorrectly sized images.
50/100 in my opinion.
The one labeled Athel Yenlui is the Pit so that could be spesific for the pit
I will switch to a map-specific algorithm, once I have a decent amount of images for each map. Right now I have about 3 of them, there wouldn't be much variation for each map.
as is its probably best to put in an option to have one static loadscreen for each level. hard to beat what we have in the game right now, which is literally the first piece of concept art they grabbed off the artist's desk (AY and FG don't even look like the levels themselves).