R Soul on 25/11/2017 at 11:51
Commenting out 'mod_path' will work fine.
gamophyte on 25/11/2017 at 23:33
HAHAHA the end creeped me out, not because of the guy running out but the fact that I spend years trying to get out of Jacksonville and the damn movie theatre was in Jacksonville. Even more freaky, is that is the viewpoint of where I worked at on the river. :weird:
Well worth the weight. Glad I could contribute in some way. I didn't see the other two objects I made for this campaign; the cherub lamp and skull lantern. However I now saw the importance of needing a better antenna. I love the miniature too!
Cheers!
Edit: Oh I was going to say, the way you did the particles in the hammer sleeping quarters in the basement reminded me of the floating spores in Stranger Things. Hmmm...
Yandros on 26/11/2017 at 00:59
The skull lantern was carried by the haunt lord in mission 7, you must have missed him. It looks awesome in game! And I'm pretty sure I did use the lamp somewhere, but not sure where. Thanks for all three objects you made for it! And I've not seen Stranger Things so any similarities are coincidental.
gamophyte on 26/11/2017 at 02:24
Quote Posted by Yandros
The skull lantern was carried by the haunt lord in mission 7, you must have missed him. It looks awesome in game! And I'm pretty sure I did use the lamp somewhere, but not sure where. Thanks for all three objects you made for it! And I've not seen Stranger Things so any similarities are coincidental.
Haunt lord? I never saw a stand-out haunt, maybe he was taken out by a priest; I didn't knock out any hammers. I will keep an eye open though for DCE
Gold ;)
Yandros on 26/11/2017 at 05:11
He patrols the graveyard area near Julia's grave on Expert (and maybe Hard). Can't miss him, his uniform is black with gold trim.
gamophyte on 26/11/2017 at 05:46
Quote Posted by Yandros
He patrols the graveyard area near Julia's grave on Expert (and maybe Hard). Can't miss him, his uniform is black with gold trim.Ahhh I banished them all just before seeing what that haunt looked like. I can't take up much room on this work PC so the saved games are gone. Will wait on a later revision to replay it. Btw let me know if you need any help if you ever do a remaster/gold.
ultravioletu on 26/11/2017 at 12:27
When going back to Highwater's, there is a readable mentioning the break-in from mission 2 and the fact that none noticed anything. This would have made sense if the mission 2 had had an objective to avoid being seen altogether, like in OM "Framed". At least on expert... I also feel that the revisit should have something similar as well - R. would be more willing to listen to a "well-behaving" G. than to a "violent" G.
Having said that, kudos to the team for this masterpiece! Stunning visuals, immersive soundtrack, excellent voice acting! I know what I'll be during the next weekends until February or so...
PS: I am still at the beginning, so I still can play with my kids watching, for later missions I might have to wait for them to go to bed. Last weekend I did the mistake to allow them around on sensut's "Nosferatu" and my daughter kept telling me the whole week that she doesn't want to sleep alone because she "was afraid of Dracula" :)
gregsoleman on 26/11/2017 at 14:27
Awesome campaign, really enjoying it and thankfully no zombies yet! Love the music, ambience and theatrical theme.
Just noticed a small issue at the end of "Rendezvous": after the cut-scene, you can break open the unfrobbable door with your sword and Lord Fairbank is there, so you can actually kill him, with no adverse effects on your objectives! Very satisfying actually, he's such an annoying character... Unfortunately he's then alive again in the next cut-scene!
Hilarious voice-over by FenPhoenix as Brother Thaddeus, that guy just cracks me up!!
tafferotica on 26/11/2017 at 15:16
Thanks for giving us this masterpiece! It's good to know that there are so many people out there who still enjoy this game after such a long time. I knew I wasn't the only taffer :D
The thing that impresses me the most is the music and ambient stuff in this campaign. It adds SO much to the feeling. The first time I entered the chapel I just had to stop and listen to the incredible ambience music that began to play. Same in the cathedral.
So my question now is: How did you create them or where did you get them? And where that comes from, is there more?
Greetings from Germany!
Yandros on 26/11/2017 at 21:08
All of the sound sources are listed in the readme as well as the in-game credits in the final mission. :D