|
|
 |
 |
 |
 |
|
 |
 |
|
 |
 |
|
 |
|
General::General Discussion General discussion about EverQuest(tm), EQEMu, and related topics. Do not post support topics here. |

01-10-2006, 01:39 PM
|
Demi-God
|
|
Join Date: Jan 2005
Posts: 1,109
|
|
They change freeport for next expansion !
__________________
__________________________________________________ _____________________________________
I speak english like a spanish cow..., I speak spanish like a english pudding...
But I try to speak good french !!! (Non au langage SMS sur forum)
http://eqfroggy.new.fr : Froggy French Server Website.
|

01-10-2006, 03:03 PM
|
Fire Beetle
|
|
Join Date: Jan 2005
Posts: 3
|
|
Nice but...
Way too tall, especially compared to other EQ cities, too graphical... going to get some negative feedback on EQLive for this one.
|
 |
|
 |

01-10-2006, 05:03 PM
|
Demi-God
|
|
Join Date: Jan 2002
Posts: 1,175
|
|
For outer fortification walls (pre-artillery) the height may be accurate, but they would have to be at least 10 feet thick for realism. Really low walls only came into being with the advent of artillery, followed closely by pointed bastions with sloping walls to deflect the force of cannonballs. If the walls in the shots sloped it would be dead wrong for the era. I would expect inner buildings to be lower, as anything over two stories would be rare (like churches). High-gabled roofs would be well within 11th-century construction techniques, though very expensive (the effort to cut long beams would be on par with those of shipbuilders). Magic could help, but I don't forsee any magic-powered power tools or mages by the name of Vila  Not bad, in all, though the ships look to be riding about 1m too high in the water (assuming fully unloaded), and something about them looks out of place, though I haven't yet put my finger on it (they're pre-artillery, so a high forecastle and aftercastle wouldn't be necessary, but the mast placement doesn't look right. At the very least there should be a lateen rig for early carracks (a.k.a. dao's), or a gaff rig for very late ones, but then that's getting into schooner territory. The jib sail helps, but that came late in sailing (replaced the bowsprit and spritsail to help run closer to the wind). The one-piece masts imply early construction, as well as the bluff bow (yes, I know I'm overanalyzing).
My nick is Windcatcher for a reason 
|
 |
|
 |

01-10-2006, 05:10 PM
|
Demi-God
|
|
Join Date: Jan 2002
Posts: 1,290
|
|
+1 to making Classic Servers more Classic (WE ARE FREEPORT, NOW RULER OF OLD NORRATH AS WELL! City looks bigger than every old world zone)
__________________
www.eq2emu.com
EQ2Emu Developer
Former EQEMu Developer / GuildWars / Zek Seasons Servers
Member of the "I hate devn00b" club.
|

01-10-2006, 05:17 PM
|
Demi-God
|
|
Join Date: Jan 2002
Posts: 1,175
|
|
You know, this could be interpreted as a challenge to the 3D modelers here to create something better. OpenZone exists, people... 
|

01-10-2006, 09:25 PM
|
Demi-God
|
|
Join Date: Jan 2005
Posts: 1,109
|
|
+1 Windcatcher, but we have few 3D modeler here :(
__________________
__________________________________________________ _____________________________________
I speak english like a spanish cow..., I speak spanish like a english pudding...
But I try to speak good french !!! (Non au langage SMS sur forum)
http://eqfroggy.new.fr : Froggy French Server Website.
|
 |
|
 |

01-10-2006, 11:27 PM
|
Fire Beetle
|
|
Join Date: Jan 2005
Posts: 3
|
|
Quote:
Originally Posted by Windcatcher
For outer fortification walls (pre-artillery) the height may be accurate, but they would have to be at least 10 feet thick for realism. Really low walls only came into being with the advent of artillery, followed closely by pointed bastions with sloping walls to deflect the force of cannonballs. If the walls in the shots sloped it would be dead wrong for the era. I would expect inner buildings to be lower, as anything over two stories would be rare (like churches). High-gabled roofs would be well within 11th-century construction techniques, though very expensive (the effort to cut long beams would be on par with those of shipbuilders). Magic could help, but I don't forsee any magic-powered power tools or mages by the name of Vila  Not bad, in all, though the ships look to be riding about 1m too high in the water (assuming fully unloaded), and something about them looks out of place, though I haven't yet put my finger on it (they're pre-artillery, so a high forecastle and aftercastle wouldn't be necessary, but the mast placement doesn't look right. At the very least there should be a lateen rig for early carracks (a.k.a. dao's), or a gaff rig for very late ones, but then that's getting into schooner territory. The jib sail helps, but that came late in sailing (replaced the bowsprit and spritsail to help run closer to the wind). The one-piece masts imply early construction, as well as the bluff bow (yes, I know I'm overanalyzing).
My nick is Windcatcher for a reason 
|
I think the reason ships are out of place are because of the way the metal blends with the wood, I mean all of the metal is rusty, and it has a weird frame.
|
 |
|
 |

01-12-2006, 09:07 AM
|
Forum Guide
|
|
Join Date: Sep 2003
Location: California
Posts: 1,474
|
|
The city looks pretty nice - as do the ships. Looks like I may have to log on to live and see for myself sometime. My 70 necro has not been played in months...
I'm getting ready to receive my 3D package (Truespace 7) in the mail next week and I'll be real busy making lots of medieval stuff for WC
GeorgeS
aka Mr.G
|

01-12-2006, 11:31 AM
|
Discordant
|
|
Join Date: Mar 2004
Location: New Hampshire, USA
Posts: 267
|
|
which one is this from again? Depths of Darkhollow?
|

01-12-2006, 12:04 PM
|
Demi-God
|
|
Join Date: Jan 2002
Posts: 1,175
|
|
Quote:
I'm getting ready to receive my 3D package (Truespace 7) in the mail next week and I'll be real busy making lots of medieval stuff for WC
|
Sweet! We'll have to work out a way so people will have an easy way to find and make use of whatever you make. As a side note, I've finished skinnng my elf model (pathetic, but workable) and I'm trying to get an importer into OpenZone that will directly read the .an8 file and export to .s3d.
|

01-12-2006, 01:35 PM
|
 |
Dragon
|
|
Join Date: Mar 2004
Location: England
Posts: 776
|
|
That city shot is reminisient of EQII , wasnt that like the worst game to come along in awhile?, Remember all the pretty graphics and suck game play? I guess EQI has finally been effected by it ....I can allready hear the sound of a vortex suction as it quickly goes down the norrathian drain to end up alongside EQII.
I still cant believe I went out and bought that damn game when it came out , I still have the CDs tacked to the wall in my computer room for some serious EQII target practice ....
BTW , I am in the beta and I tell you . It is like day one of development for the expansion with all the misery that can possibly befall one game so .....It should be on live tomorrow 
|

01-12-2006, 06:59 PM
|
Fire Beetle
|
|
Join Date: Dec 2005
Location: UK
Posts: 3
|
|
I really can't believe anybody would buy these new expansions - Live is so un-EQ nowadays, it's crazy. It's all sizzle and no steak.
|

01-12-2006, 09:43 PM
|
Demi-God
|
|
Join Date: Jan 2005
Posts: 1,109
|
|
See the title !!! this is the NEXT extension "Prophecy of ro" !
Not actual extension in eq, you can't see it.
Site adress : http://eqplayers.station.sony.com/ex...yofro/media.vm
__________________
__________________________________________________ _____________________________________
I speak english like a spanish cow..., I speak spanish like a english pudding...
But I try to speak good french !!! (Non au langage SMS sur forum)
http://eqfroggy.new.fr : Froggy French Server Website.
Last edited by Belfedia; 01-13-2006 at 05:47 AM..
|

01-23-2006, 04:58 AM
|
Fire Beetle
|
|
Join Date: Sep 2002
Posts: 11
|
|
Who the hell goes to Freeport anymore?
|

01-23-2006, 02:50 PM
|
Demi-God
|
|
Join Date: Jun 2004
Location: Heaven.
Posts: 1,260
|
|
People who like tall walls.
__________________
namespace retval { template <class T> class ReturnValueGen { private: T x; public: ReturnValueGen() { x = 0; }; T& Generator() { return x; }; }; } int main() { retval::ReturnValueGen<int> retvalue; return retvalue.Generator(); }
C++ is wonderful.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 09:26 AM.
|
|
 |
|
 |
|
|
|
 |
|
 |
|
 |