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Mr Robville
Mafiascene Veteran Modder


Joined: 11 Sep 2006 Posts: 552 Location: Dutchland 255861 Bank Notes
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Thanks!
Haha yeah, not to mention the part whey I say the mod isn't "fisished yet"
When I look back at my early use of the English language it's almost cringeworthy. But I'm glad to have improved overtime. On the Shipsim forums, my posts go back to about 2007. Not only did I suck at English, I was an annoying little twat as well worth slapping in the face if I could go back in time.
Well, I hope Bethesda is using a new engine around that time.  _________________
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MatteoCapoletti
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Joined: 05 Mar 2013 Posts: 530
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Truly epic, a labor of love.
I am trying but the words will not come. I think I am simply in awe _________________
Well I am back Jack
My Youtube Page! |
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linukkis
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Joined: 06 Mar 2013 Posts: 536 Location: Lithuania 1294 Bank Notes
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It's so wonderful, Mr. Rob! I can't even describe how respectful I am towards your work. What you're doing is so impressive. Like Matteo, I just can't find the words to express my thoughts and support.
Your name is written in gold letters in the history of Mafia, Rob, and your mod is in a class of its own. Way to go and best of luck!  |
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AsaSK
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Joined: 24 Feb 2013 Posts: 763 Location: London, England 13745 Bank Notes
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MatteoCapoletti
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Joined: 05 Mar 2013 Posts: 530
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AsaSK wrote: | when release date? |
LOL its in the video 2723 or some such date _________________
Well I am back Jack
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lostinmafia_heavenMS
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Joined: 02 Mar 2013 Posts: 118
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It's always inspiring and great to see passion like this, you sir just take it to a new level, 10 years is a long time.
It's so awesome to think all this is done with that 02' game we all hold so dear. |
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MatteoCapoletti
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Mr Robville
Mafiascene Veteran Modder


Joined: 11 Sep 2006 Posts: 552 Location: Dutchland 255861 Bank Notes
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Thanks a lot guys! I really appreciate it.
@AsaSK
 _________________
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Mr Robville
Mafiascene Veteran Modder


Joined: 11 Sep 2006 Posts: 552 Location: Dutchland 255861 Bank Notes
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And so it is 2017 already.
Looking back at the progression made in 2016 which is..... eh...... hmmm.... not that much...
So what's happening?
Is 2017 going to be just as quiet as 2016?
Well I sure as hell hope not. Fortunately I have a plan as I found out what went "wrong".
First of all, I spent quite some time last year being involved with various Titanic projects that used 3D models from this mod. When one project got completed, the next one mailed me. I'm still in the last stages of preparing assets for a last client which fortunately involves an optimization process that was required for this mod anyway. After this is done, I'll no longer accept offers to work with 3rd parties. (Unless they are cousins of Bill Gates of course).
Secondly, I'm in the process of working out an agreement with my current job to take a few weeks off throughout the year as unpaid leave. This allows me to work fulltime on this mod for small stretches without any interference. It should allow for a lot more productive time compared to working in late hours after work. I only need to point out which weeks I want to take off exactly. When a date is set, I'll announce it here. During those weeks I want to post an update at the end of every day.
So what's on the schedule then?
Like I mentioned, the last few assets are being optimized for in-engine use. (only the pool area left).
Once this is sent to the client I can dedicate my attention back to this project again. I'm thinking of scrapping a few more areas from the list (sue me) that are non essential to the storyline. These can always be added later if necessary. I feel that this way I can spend more time on the important areas and save a lot of production time due to the extra work it would otherwise require.
After the assets are sent, I shall proceed modelling the corridors while slowly implementing all finished areas into the game one by one.
For the latter, I may need a hand of someone here who has some experience with converting interior areas. I do need to refine my workflow better for this to work, but I was just wondering in advance if anyone's willing to help out. Due to the non-disclosed nature of these models, I can only hand them over to known modders here on Mafiascene. _________________
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linukkis
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Joined: 06 Mar 2013 Posts: 536 Location: Lithuania 1294 Bank Notes
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I read your post, Mr Rob, and I can safely say that you're the most devoted fan Mafia's ever seen.
Every time I read your posts on this topic (and others) makes me remember how I admire your passion for this wonderful game,
passion which is true in its nature and which is inseparable from you.
I think the work that you're doing, The Titanic Mod, is something unprecedented and absolutely fantastic. Wish you best of luck!  |
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Mr Robville
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Joined: 11 Sep 2006 Posts: 552 Location: Dutchland 255861 Bank Notes
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Thanks a lot linukkis!
The support I'm still getting from a handful of people is what pretty much continues my drive to work on this. So it means a lot reading this.  _________________
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SLON
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Joined: 30 Dec 2014 Posts: 10
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Mr Robville wrote: | The Kjellman LMG is the only automatic machine gun that existed (read manufactured) before 1912. |
The first portable light machine gun was a Madsen Model 1902.
But this is so, by the way. |
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Mr Robville
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Joined: 11 Sep 2006 Posts: 552 Location: Dutchland 255861 Bank Notes
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It's been a while, but I have some good news.
On May 1 to 5, I've been granted a week of unpaid leave in order to work fulltime on this mod.
I made the wrong assumption that when I'd be a working man, that I would have lots of time to work on this. I couldn't be more wrong.
My holidays are less than half of what I used to have during school, and after sitting behind a PC doing 3D for more than 8 hours I can't force myself to do any more when I get home. Besides, there is also a household to maintain.
Before I knew it, I was in the "work-eat-sleep-repeat" routine. No wonder life starts to move faster as you get older, days fly past at the speed of sound. My last update felt like it was two weeks ago. Yet it has been more than a month now. And my last video is more than half a year old already.
Thus, I concluded, if I ever want to get this done any time soon, I have to put the brakes on this fast moving routine called life. The upcoming WIP-week is planned to be the first of a bunch. In this first week, I want to finish all of the ship's corridors and implement them ingame. They have been a bottleneck for quite a while. No other area can be implemented without them, and not a single mission can be programmed without them.
Lastly, I don't think I ever mentioned this, but I feel save to only post this here on Mafiascene and ask everyone to please not spread this word out too much due to my past experiences regarding the subject, and that is a deadline. Because I want to move on from this project and have greater plans after this, I want to desperately finish this mod. Hence I'm taking those weeks off. The deadline I have set is around September 2020, which sounds like a while, but is not much time.
It's still a rough planning, and it's hard to determine the accuracy of that. First I'll have to see if I can finish the corridors like I planned. From that point on I can determine how many more weeks I shall require to finish the modelling. Because when all of the models are done, the mod can finally take shape. Fingers crossed. _________________
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linukkis
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Joined: 06 Mar 2013 Posts: 536 Location: Lithuania 1294 Bank Notes
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Damn, I can only imagine what it feels like being stuck in such a cycle. It so often just drains you out. I'm really glad you'll have some time for yourself, Rob. Give that routine a break, rest and do something nice for yourself
P.S. Fingers crossed too! |
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Mr Robville
Mafiascene Veteran Modder


Joined: 11 Sep 2006 Posts: 552 Location: Dutchland 255861 Bank Notes
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So! This week is finally there. The fulltime progression week.
Not particularly a 9-5 schedule as it is more of a 9-10 one, but the first full day has finally set production into motion again.
My goal for today was to finish the E deck corridors. I made a little misjudgment on the amount of time I had to spend on the doors and fixing the connecting areas, but I made good progress.
This render, I forgot to turn on the ambient lighting, which surpisingly gave an interesting result.
Although I did not finish all corridors of E deck, one big milestone has been reached. For the first time ever in this mod's development, the Grand Staircase has been fully fitted and optimized from top to bottom, meaning I am finally done with this area! Which I consider one of the hardest ones since it runs through so many decks without a single matching blueprint to use for reference.
As you can see on the renders, the starboard part is nearing completion. I divided this deck into 4 sections; fore, aft, port and starboard, the latter requiring most work due to the many side corridors and the sheer number of doors, which all needed to be positioned manually because of the deck's curvature.
Tomorrow I'll add the details to the starboard section and continue on the rest of the doors. Fortunately, the woodwork in 3rd class doesn't need that much work compared to the other areas, and Scotland Road has no corridors protruding outward.
Stay tuned for tomorrow!  _________________
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