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Akaifan Nights - QF2 - Screenshots
Posted: Wed Jun 05, 2013 3:13 pm
by bigbadbogie
Re: Akaifan Nights - QF2 - Screenshots
Posted: Wed Jun 05, 2013 4:26 pm
by Ded10c
That is quite something. I'd never have thought we'd see someone reach "breathtaking" in BZ2.
Re: Akaifan Nights - QF2 - Screenshots
Posted: Wed Jun 05, 2013 7:13 pm
by DarkCobra262
Pictures aren't appearing for me :/
Re: Akaifan Nights - QF2 - Screenshots
Posted: Wed Jun 05, 2013 8:52 pm
by Red Devil
looks great, bbb
Re: Akaifan Nights - QF2 - Screenshots
Posted: Thu Jun 06, 2013 12:44 am
by bigbadbogie
DarkCobra262 wrote:Pictures aren't appearing for me :/
They're here:
http://www.moddb.com/mods/qf2-essence-t ... 2#imagebox
Red Devil wrote:looks great, bbb
AHadley wrote:That is quite something. I'd never have thought we'd see someone reach "breathtaking" in BZ2.

Re: Akaifan Nights - QF2 - Screenshots
Posted: Thu Jun 06, 2013 4:36 am
by jack775544
That looks absolutly amazing.
Re: Akaifan Nights - QF2 - Screenshots
Posted: Thu Jun 06, 2013 4:51 am
by bigbadbogie
Thanks mate!!
I'm thinking that I might re-use that sky in the HD mod. It could fit Mire pretty well.
Re: Akaifan Nights - QF2 - Screenshots
Posted: Thu Jun 06, 2013 7:08 am
by jack775544
IMO Mire has a foggier atmosphere and there isn't really any night maps for it in vanilla.
Re: Akaifan Nights - QF2 - Screenshots
Posted: Thu Jun 06, 2013 7:19 am
by bigbadbogie
I was thinking of the 'on-foot' mission where you have to trek through the jungle. That is set at night.
The purpose of fog in the original game was to reduce the viewing distances. I'll be increasing them for the HD mod, so the amount of fog will be reduced on all maps.
Re: Akaifan Nights - QF2 - Screenshots
Posted: Thu Jun 06, 2013 7:30 am
by Red Devil
i'm thinking a day/night cycle would be nice
also, thinking of calling you b³
Re: Akaifan Nights - QF2 - Screenshots
Posted: Thu Jun 06, 2013 9:59 am
by Ded10c
I prefer to use threebie

Re: Akaifan Nights - QF2 - Screenshots
Posted: Thu Jun 06, 2013 11:10 am
by bigbadbogie
Red Devil wrote:i'm thinking a day/night cycle would be nice
I'm not making any missions that last for a full day.
Re: Akaifan Nights - QF2 - Screenshots
Posted: Thu Jun 06, 2013 3:10 pm
by Red Devil
not in real time
Re: Akaifan Nights - QF2 - Screenshots
Posted: Thu Jun 06, 2013 3:50 pm
by General BlackDragon
Now you have to make a real time day/night map

something with no end, for fun ...
Re: Akaifan Nights - QF2 - Screenshots
Posted: Thu Jun 06, 2013 5:55 pm
by Zero Angel
bigbadbogie wrote:Red Devil wrote:i'm thinking a day/night cycle would be nice
I'm not making any missions that last for a full day.
That wouldnt be necessary. The map could start at dusk, and have it gradually transition into night (by, say loading 5 or so steps of sky files over the course of 20 minutes). The next mission could then start out at night and transition into dawn. You would effectively have a bit of a day-night cycle.
The multiplayer mods that do implement it do have a bit of a problem of day/night flashing whenever theres a resync but it could work nicely in an SP campaign.