Darkfall Demo

110 meg for a demo? How big is the final version going to be?

I hope it's released as a patch because I don't want to have to download this lot again.
 
Well this should be called beta rather than demo i think.
Final version should not be that much bigger in size.
 
@ Darkfall team.

Skill lights WTF? The game already has mechanics in place for repairs and science use, and in my opinion handles them a lot better. At least with the default science consoles you get a sense of doing something as your character tries to use them, and if they fail they learn something from the attempt. Instead of just standing there like a moron. As for repair, if your repair skill isn't high enough you tend to just waste repair kits and sometimes do more damage to the item. Much much better than standing around while a coloured light determines if your skill is high enough.

Instead of trying to re-invent the wheel it would of been nice for some attempt at a speech tree, there's been several methods posted over the years but when I got out of the first mission and found someone to talk to (rather than barter with) they just gave me a quest that my character might not of wanted. Even the FOT's default useage of talk to me again if you want to accept the quest would of been preferable.

And as with Awaken, don't include the exe, or some of the sprites like the deathclaw eggs if you haven't changed it don't include it. Or the gui changes, personally I don't like the new cursors, they were great in Fallout but weren't designed for FOT and feel clumsy. As someone once said to me when I released Deathground with loading screens from the rpgs, "If you want to release a mod to make the game look more like Fallout do it seperately, in one form or another it costs money and time to download stuff, keep filesize's as small as possible or as optional as possible."

On that note I always use the custom music or -m (no music) options and it was really annoying to see that there's so many music files included.

Other groans, change the campaign map image, the majority of the cam filesize is due to the image dimensions and the number of squares it has to cut it into. The actual image or the data make very little difference, I had a look in the editor and only a small area is used, Awaken had the excuse of the locations being scattered but even then a smaller map could of been used saving anything up to 10-15 megs.

One other thing to the Darkfall team, credits to the tile makers would be nice. Senor Deluxe's tiles are used but no credit I could see, and Ed the Monkey's Vault 15 tileset or some of my tiles. I'm not really bothered about the credit since most of the images came from the rpgs but why the change in directory structure? Every time someone does that means more copies of the same tiles in different folders and that begins to add up after a while.
 
How do I download? Using the given link, I get a 7.2 KiB DOS (visually) executable that doesn't do anything...
 
And the SW Empire at War demo is over 700 megs but that's for a new game with the demo engine and textures etc included, not a mod for a game where you've already got the engine and most of the graphics.
 
@silencer


That would be nice - i´ll ask projekt from falloutnow - perhaps they could host, too... :)
 
Siley-baby, don't forget to ask at least one design document if you're seriously thinking about hosting another project site, just to check they're doing their job. We've had enough bummers as it is, imhoes.
 
Wooz said:
Siley-baby, don't forget to ask at least one design document if you're seriously thinking about hosting another project site, just to check they're doing their job. We've had enough bummers as it is, imhoes.

I meant the download, dummy. Also, dont you yhink a DEMO or BETA actually shows more progress than a design doc?

Lay off the booze or sth :P
 
Well, yes. Unless you manage to come that far without a design doc and then feel the need to create one.
 
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