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Messages - Redlinelies

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61
Forum Suggestions & Ideas / Re: Possible Map Submissions?
« on: June 13, 2016, 04:45:57 pm »
It would probably be possible, but sitting down, holding hand and be someone's mentor the whole time they make a map that could work with the game is not the best idea, neither that they'd need to be trusted with the information they are given, neither would it be as fun as making a random map, as making a specific type of map with certain limitations.

Making a patch map is not quite the same as making a map that you really want to make with the only consideration being that it needs a portal from cape.

Not trying to shut down dreams or anything, but it would probably be the best to have some faith in that potential future maps will eventually create more diversity and open world feeling, but also sense than good maps randomly put into the game ever would, if that makes sense.

62
Game Help / Re: Bumps in Map? (Map Maker issues)
« on: June 13, 2016, 03:06:46 pm »
As far as I recall from other people having this issue, it's either that they've not used some sort of blur tool properly, or more likely that the picture is set or has been saved to 8bits channel instead of 16bits which causes it to be more choppy and blocky.

Don't know where exactly that menu is in Gimp though as I use PS.

63
Forum Suggestions & Ideas / Re: Possible Map Submissions?
« on: June 13, 2016, 01:24:53 pm »
Sadly not the best idea as the way you make maps in the game now is not the way one makes maps for the actual game.

This is to prevent abuse of the maps and changing it around to the game breaks down completely. As it's also done for safety sake we cannot really tinker around and let anyone make maps for the patch, as then everyone would be able to make it so, and if they had bad intentions many less good things would come from it.

Now it's not a complete bone breaker as there's probably some ways to make maps that users create compatible with the regular FH maps after it's actually done so it's not impossible.

But then there's whole question that most users seem to forget or not grasp, as most of the current maps and future maps has not been made for the main purpose of being cool as a "map" but to fit in and be a part of the world we're trying to create. In the old game it was just random maps spread out everywhere, in different directions, with different environments and broken bearings, nothing really made sense. If you've kept a close eye you can see how all maps are properly connected and environments slowly change to create this world and we hope that it will continue to expand in the future.

Making a map is not quite the "I'm going to sit down and make this one amazing map" as it's more, how am I going to sit down and make this amazing map to complement the rest of the FeralHeart world. There's limitations in some cases on what can be done or should be done, how the world around the map should look not only in it, how it got there, things like borders and walls around the maps, types of objects and textures chosen.

It would need some understanding and would need to be placed in a rather specific place in the game world now. And giving information and instructions and then have people make work just to deny it or ask them to scrap it all together is not really a good way to go, as it needs closer talking and communication which has even so been tricky on a staff level sometimes.

I get that many users wants "in" on the action, and see a good chance now as we're expanding, some users out there are most likely better than us on the staff to make maps too if it was about making a pretty map, but as it stands now I don't see any good way to let users make random maps that makes it into the game, and even if we tried I could see quite some things go wrong.

I think that it's rather safe to say that this is probably not something that will take place in a near future as this new world is still in it's infancy. Hope that explains it.

64
News Archives / Re: // Feral-Heart Game Update June 2016 //
« on: June 10, 2016, 04:47:25 pm »
Well opinion is rarely facts so it's alright.

You're more than welcome to pack down a version that works if it's not meant to be any hard as I'm certain you have some free time on your hands and knowledge about it, staff is being quite busy keeping up as of right now. There's many reasons why mac has been behind on game ports in many cases but for FeralHeart the main reason is that FH was only made for windows by the game creator, and there never were a native version for mac.

And well, that mac runs faster than windows doesn't have much to do w ith the question as of why most games come to windows, nor is it really true at all as as an operating system is just a part of it, and hardware and actual software inbetween is what really will matter.

65
News Archives / Re: // Feral-Heart Game Update June 2016 //
« on: June 10, 2016, 02:37:33 pm »
Let me get this straight-- Items, markings, and emotes are the only mods that cannot be transferred to the new version? Animations, music mods, GUI mods, and maps are good to go?
And when you said 'The Grounds' were added, did you mean just the main grounds, or are the connected maps(Sundown Valley, Trench, Ocean, etc.) added, but not listed?

That is correct. Even though I must clarify just again that you can install these mods, it's just that they will not work as intended and break compatibility...

Music mods and gui mods, even animation mods can be slapped back on again as they edit things that do not have a specific listing config. This grounds is not the grounds that you might refer to from an old map pack of mine, this is a completely new one.

66
News Archives / Re: // Feral-Heart Game Update June 2016 //
« on: June 10, 2016, 03:08:56 am »
Wait a sec. What about us Mac Users?o-o You guys tore down the Mac torrent now so is there no Mac port planned with the update?

We might look into that, but as FeralHeart never had a native MAC version and the game itself is made for the windows platform, every update or change not only done to the game, but also that apple does to MacOS could cause problems.

The older mac version was a packed down windows FH running through Wine, and something similar must be done again. If users know how to they're more than welcome to do this until we might get one.

I know someone seemed to be able to download the game and extract it's content into the old mac game, but it might not be for everyone to do. Right now we do not have a mac version as we never really have a native mac version.

I'm a mac user. so we have to wait for a mac version? or use windows Emulator for now?

Any way to emulate a windows platform and install the .exe is the way to go right now until a better solution is worked out.

67
News Archives / Re: // Feral-Heart Game Update June 2016 //
« on: June 10, 2016, 02:56:03 am »
Wait a sec. What about us Mac Users?o-o You guys tore down the Mac torrent now so is there no Mac port planned with the update?

We might look into that, but as FeralHeart never had a native MAC version and the game itself is made for the windows platform, every update or change not only done to the game, but also that apple does to MacOS could cause problems.

The older mac version was a packed down windows FH running through Wine, and something similar must be done again. If users know how to they're more than welcome to do this until we might get one.

I know someone seemed to be able to download the game and extract it's content into the old mac game, but it might not be for everyone to do. Right now we do not have a mac version as we never really have a native mac version.

68
News Archives / Re: // Feral-Heart Game Update June 2016 //
« on: June 10, 2016, 02:52:54 am »
To manually update a mass markings pack and use it, could you just add in all the marking files, and then copy/paste the new marking code into the new .cfg after the main markings?

Like:

[Main markings code, tiger, cheetah, etc. Base game markings, this part of the cfg is untouched]
[Mass Markings NEW markings code only(tabby, badger, etc), pasted into the cfg file after the main markings codes]

i'd assume that'd be how to update it properly without messing up the base game's marking order?

I guess that's a way to put it. Users can manually make this edit themselves, make sure that they add all the MM after the standard game markings in the markings config, and then play. But the problem still remains that everyone must do the exact same thing, and do it correctly, and sadly that's rarely the case.

The best thing would be if the mod creator made an update that works and is compatible with the new version of FH, as a marking mod pack is very reliant on that everyone installs the same mod correctly, otherwise the listing will be wrong and everyone will see each other with different markings.

69
Game Help / Re: Neverending Loading
« on: June 10, 2016, 02:49:22 am »
Server is busy with requests of all users going on at once. It can take quite some time before it calms down and will let users connect properly again. Try to check in every once in a while.

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