Archive Thread of Screenshots of Ridunkulous Quality and Size [2007-2015]

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\I wonder what exactly is the purpose of choosing a voice for you character. From what I've seen, you have no speaking lines.

Probably like it was in NWN. Your character yells stuff out when fighting or picking locks and stuff. I kinda hope it can be deactivated as all the male voices sound ridiculous IMO.

Here's my Human Rogue.






 
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Is the character creation tool better and more advanced than say the one in Oblivion?

And with Oblivion I mean the gimped ingame character face editor and not modkit editor one which was way superior.
 
Is the character creation tool better and more advanced than say the one in Oblivion?

No. The editor, while it is pretty nifty, doesn't have half the features of Oblivion's character editor. It is pretty expansive, though. From what I've seen in RPG's and the like, Aion had the most impressive character editor. I never ran into a clone in the beta.
 
There are tons of parameters to adjust your character's face, but everywhere else the customization is pretty light. Choose your gender, race, class, and background (for my rouge I could only do Human Noble). Figure where to put your attribute points. My feats were picked for me.

Hopefully the customization gets a little more fleshed out as you level up. It was a bit too constraining IMO.
 
They're not of a 'ridunkulous' quality and size but, I've recently been doing a fair bit of work on my Duke3d maps (with the new Polymer renderer for dynamic lights and whatnots);

walldetail.jpg

dpol2.jpg
 
Great screenshots Ink!


Now here some more GTAIV with Natural environment mod v5 and modded blur values.
 
Nothing speaks a greater truth about character creation than THIS comic:

680542469kwuq3l.jpg


God bless whosoever decided to instill a character creator for DA:O prior to launch. It took me about a week to create a character.

"It is the closest I will ever come to giving birth."
 
...countinued:




Aliasing remains quite persistent in the game, despite the available AA mode selection (up to 8x) -- it's just not enough, at least for me. Specular/shader shimmering is visible on some high-frequency surfaces, but the biggest letdown are the relatively low resolution shadow maps.
GFX settings are stored into an XML file -- not much to be seen there.

Overall, it's a nice console port with some DX11 dressing over it.

p.s.: Note that those are impressions from a demo version, probably compiled from an earlier code base, and there will be way more different tracks to be seen in the final release.
 
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