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x17

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Posts posted by x17

  1. For me, there is no more hype for long time for any game ... if I would be hyped for a game, possibly it would be STALKER 2. Not hyped for GTA VI at all and I think they missed the setting, they should have went with 60s, 70s or again 80s for VC revisit, instead of modern age. However, I think Rockstar will deliver with very good game - eventually.

    As for the "wokeness" in games, movies and similar media, there isnt even a question of its presence. Its there and ruining multiple franchises. Lord Hunt mentioned Nexus and Starfield as example, but Nexus is well known for that for long time now ... I have seen the same thing occuring on moddb, despite this is mob pressure for certain mods to be silenced and removed, and there are far worse mods that are allowed to continue. So, stretching of rules to fit the narrative of loud mob means lowering the bar that eventually will ruin many more sites and communities. Which is disheartening and dissapointing.

    For someone who is "woke" - I honestly dont care what or who they are. They should make their own franchises and stories, and not take franchises that are successful and turn them into a ruin. Altough I wouldnt say that Rockstar is necessarily "woke", theyre actually one of more consistent game devs out there. EA, Ubisoft and similar other devs are more "woke" regarding that.

    That being said, to return back to GTA VI ... if I recall good, they mentioned some novelties, like many more interiors than before, and trailers - despite probably deceptive like always - potentially hint to more complex AI interaction in the world. I personally think that 70s in Vice City, or some other city (maybe even completely new setting yet unseen) would have possibly have more charm to many. But I dont think that two protagonists will be popular as GTA V's three protagonists, and especially not solo protagonists of VC and SA.

    Actually, looking at Rockstar, I would say that maybe RDR2 was one of their most complex games so far, and even best. What plenty of people dont know that, for example, GTA IV was more complex regarding some things (like physics) than GTA V... but like always, money equals time and it dictates further why more complex stuff wasnt there in GTA V ... despite I think with Rockstar's budget, it possibly could be easily. But sadly, that will never be the case. I think Take-Two is there as publisher also a big factor and they affected Rockstar more negatively over time.

    As said, for me there is no hype for "big" AAA titles at all. If there would be, it would only be STALKER 2, but im generally seeing pretty good innovation within many indie game devs that actually dare to experiment and innovate unlike many big companies which are strictly profit and schedule oriented. I see the smaller devs and game companies as actual future of game development... but SADLY ... the large companies that make "shallow as puddle" and broken, incomplete games are outcome of general gaming mentality of many, where titles rake in good profit, by recycling same old crap and selling it mostly to kids.

    HOWEVER ... there are some highly hopeful things to see. Remakes and remasters of old games. Especially the work of Nightdive Studios, which pretty nailed almost every single one remake and remaster so far (well, except Blade Runner) say that on horizon there are still larger companies with enough of talent and boldness to make amazing work. And there is still that part of gaming community that sees and appreciates, and rewards that. 2023. was one of the most productive and innovative years in gaming industry in around a decade for sure, maybe even a bit more. And this puts things into a hopeful position, that we will have more innovation down the line, despite the shallow and bland approach of many large game devs.

     

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  2. 58 minutes ago, Skórpion96 said:

    Thank you very much, this has really been a great help!

    When youre capable, give me a feedback about the solution above, what worked for you from these three ... I assume its probably MOD_GUI_FX_VB_test addon that was left active, and once it was deactivated it prevented the conflict between two GUIs. I have seen this occuring with many users, and users generally must understand that they should use only one GUI mod. As said, they can use icons and two gui_elements main UI texture files from other GUI mods, any they want (as long as names of icons are SAME - if theyre not, then it means that location in their IconCollection_Orig was moved or modified), but my own mod doesnt modify just visuals of UI, but pretty much implements much more. So, if someone wants to use other GUI visuals from other mod, and use features from my KE XXI, they would need firstly to install KE XXI, and then use icons and gui_elements files from other mods to overwrite on mine. 

    So, when one installs my mod ... they can go in Addons\KE XXI\Images\Q=Tex032M\Luder\GUI and see majority of icons there that are relevant for customizer. Two gui_elements files are there, too. These files can be overwritten and replaced with other files, but scripts shouldnt be touched.

     The other part of image and icon files in my mod is in Addons\KE XXI\Images\Q=Tex032M\Shared\GUI and there are mainly some icons for PE, for personality editing tab in customizer, and additional image and icon files for KE XXI. All of these files can be overwritten, too.

    The main problem what many have with when related to GUIs ... they leave old mods and old GUIs and probably arent even aware of potential conflict. People should categorize their files and know if they have additional GUi mods installed. As already said, you can use icons and gui textures from other mods, overwriting into other GUI mod. Its easy when you know where location of icons is. But for those who dont want to fiddle around their files and those who dont want to search or copy and paste and overwrite files, stick only to one GUI mod. 

     

  3. Yes, its possible. The main GUI elements textures are located in

    Images / Q=Tex032M / Luder / GUI ... the textures are called "gui_elements" and "gui_elements02", but the one you seek for sequencer is on "gui_elements" - one of the small square textures all to the left (6 tiny ones that then tile) are the texture you seek to change. I dont recall exactly now which one, but will check later.

    "gui_elements" can be opened in any image editor (GIMP, Photoshop, etc) and then textures can be altered and change in any way people want. Making transparent textures, changing colors, etc ... changes are saved again under same named texture, and as PNG format, and overwrite the default texture in same location.

     So, if you make your own addon for GUI - like this

    Make a simple folder structure that follows the names of in game folders... in your case, this is [nameofyourmod] / Images / Q=Tex032M / Luder / GUI. In there, in GUI folder, you put your altered gui_elements and gui_elements02 files (or just one of them, depending what you need to alter) and then you start a game. The changes should be visible now in game.

     

  4. 3 hours ago, Skórpion96 said:

    To be honest, not to a large extent.
      There are many unresolved questions both in the discord and here. Just log in and start looking at the individual questions and dates. It is something sad and sometimes it makes me sad, be
    cause I was also in the place of those people with several doubts. People go there and talk for some reason, looking for a slightly more agile response, in the moment, etc. I'm not saying that certain questions aren't resolved, but in each section there are a lot up in the air.
    The big problem is that there is no FAQ regarding these problems where one can go to solve them if it happens to them, which also seems to be a common pattern among several users.

    I have been trying to go back and update myself for approximately 2 years and I am trying to remember many things again.
    Right now, for example, I'm checking the addons but I don't even see the text at the top left with the names or numbers, whether they are skins, hair, etc. That's very annoying because I don't know what file it is. Plus the letters don't appear.
    install the base game, the updates, and with or without the "New GUI Elements" mod, practically the same thing happens.
     

    1.jpg

    Obviously, a GUI conflict, or potentially wrongly installed / not installed completely. Please note to everyone who uses any addons - general help is mainly only for vanilla stuff, so always check with author of mod for solution

    Note that in case of using my GUI addon, it MUST have either of two

    1. Openstream_def.lua that I have put additionally needs to be copied and pasted into Binaries and overwritten (make backup just in case before of same file)

    or 

    2. System Files protected must be off, unticked, in Options Manager

    I would advise 1., with backup.

     

    However, in your case there isnt even a font appearing, so I assume its not just above, but a bigger conflict. Now, for combining various GUI mods ... you can use and overwrite icons or main GUI elements textures from other mods with mine and all will work normally. But, scripts should be left as they are, because they touch far more than just few changes.

    So, for you case, you can do this

    1. Check if vanilla game works normally, this will narrow it down to confirm

    2. If it works normally, the missing font points out to uiFont.bs script. This is included in my mod, but the font MUST be installed before using the mod, otherwise the font needs to be switched to some other. If font isnt installed, it wont be displayed because you dont have it on your system. Its easy to open uiFont   in Scripts / Shared / GUI / uiFont.bs - to change into any font you want, open uiFont.bs and search for "UI_UnicodeFontName" and "UI_FontName". There, both inputs are replaced with name of font you like. But as said, I have already input my font I used, it just needs to be installed and its ready, so check if you did that.

    3. If youre using mod called MOD_GUI_FX_VB_test (located in your Addons folder), delete its update.lua

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  5. 1 hour ago, Pagla Choda 2.0 said:

    Really appreciate your effort!

    Ah, yes... now I recalled. Iran was never part of default vanilla flags, so yeah - no flag texture for it, and game will simply revert to default flag/nationality setting, which is US.

    So, no, the flags probably all work as intended ... but only those who have their flag textures. Those who dont, they need to have their images implemented. And considering that old way to implement flags is through tiles, thats cumbersome, opening editing every time same tile for one flag or similar. All of this will be obsolete with next update... and it has these nationalities

    download-17.png

    download-18.png

    So, my vision is here to have all real countries of the world currently. Some fictional movies / games / series countries or organizations. Some real organizations. Some real historical (past) countries. Some quasi-historical. And I will add more and more eventually, people just need to tell me what they would like to have and if it has sense and logic to have in game I will implement it. One can also define ethnicity for their model. I thought initially about maybe having ethnicities as selectable, but its a massive list and its much better to have it as text input. Some fictional factions are covered ... like Blade Runner, Warcraft, Starcraft, Star Trek, Star Wars, Resident Evil, etc... the intention is simply to give means for people to have any model background and story as they wish to.

    Also, Im not learning a lot about GUi just for this... this is a small part of it what I have in plan. Remake of PE is already underway, and eventually full remake of game customizer, too. But differences will be drastic, there probably wont be similarities with old ways ... so this will possibly be a my own branch of game where I will go fully as I wish to in remaking main game mechanics and GUI elements. 

  6. download (13).pngdownload (15).png

     

    Just two small previews of new system ... please note that this will be updated in KE XXI, not in nationalities extended. Disregard the text placeholders, these are just placeholders and not intended data, except the data that is linked immediately through hardcoded parameters, like Species, Age, Voice, Specializations, etc. 

     

    The above you see six tabs underneath that are buttons which can be selected and open new tabs. From left to right they are : 1. main tab and specializations, 2. Skills tree 3. Body and Psyche stats 4. "Pseudo" inventory tab 5. Profession tab 6. Biography and other tab

    So it will look like this. The main design of Scene Browser is completely redesigned, with having short bio where basic data was, and that basic data was spread around other tabs. Nationality and Species (Sign) are there on right, with smaller texts beside that will explain more in detail. Specializations are still there like in current KE XXI version, three specializations (replacing Personality, Orientation and Relationship hardcoded inputs). Still thinking what I will put on first tab on left from specializations.

    Second tab will be a full skill tree. Possibly even something truly RPG-ish like, but flavor only (for now). One will be able to link icons of skills they want and make names of skills as they want.

    Third tab, body and psyche stats is shown above (2nd lower pic). It has bunch of basic data as text input, some can be selected in personality editing, but many will be only input through scripts. People will be able to select a body part and have three potential fields / images linked to it. This is intended for like, physical and mental traits, and similar.

    Fourth tab, "pseudo" inventory. Shown in above (1st pic). This isnt a real inventory like in customizer (thus, "pseudo" inventory) , but we can make anything here, and link it. The certain body parts are linked to inventory slot per body part, but I think that maybe instead one large field there, I could add two fields at least, so more could be put.

    Fifth tab, profession tab, isnt shown here, but its basically one large field with intended Profession image (thats hardcoded and auto-changes through personality editing) and corresponding text to it. 

    Sixth tab, is for "biography and other". This will be just one large image where people could put anything they want for their own model. 

     

    The current progress is that Im finished with all except skills tree and potentially new icons for professions. But... I think Im leaning for there to be also a set of bonuses and / or maluses for certain inputs for various categories, and then implement that as some kind of quasi-RPG system. Despite it currently doesnt have any connection to real game and game modes, its not excluded it will be in future. Its a bit of questionable, because I would like to have some kind of automatic system there ... but also for people to make any input they like, at least currently when this is all just for "flavor" and has no real practical usage within the game.

    • Like 1
  7. I dont think "Personality Freedom" ever worked as intended here. At least Im not sure in this version - but I have used that mod very shortly and implemented my own changes that expanded it beyond.

    This occured because there is default value for flag input, which is US value. It means if there is an error within scripts or incorrect scripts, the value will revert to default value. If this occurs for all other inputs, and always show US flag, then its undoubtedly that.

    Overall, I have explained to you in one other post, my current GUI work, including a complete rework of SceneBrowser to include a myriad of data related to model, and also that includes completely new system for nationalities and flags + many new nationalities and flags, is in process of being finalized for several weeks now. Will release it before Christmas, so people can check it for themselves.

    Overall, the tutorial how one can make their own inputs related to personality editing in customizer is here

     

    Note that above example uses already existing premade hardcoded inputs, like "Sign" (which is in default game Zodiac signs) and then replaces it with my Species input. The same logic is for Nationality, but Nationality keeps same inputs and expands. However, in newest version Im finalizing, there isnt anymore icon tiles for flags - that system I have ommitted completely because of its cumbersome approach to edit and mod things, and now flags are all separate images. The other tutorial to check is also here, related to linking of images into the game

     

    This is mandatory for any new additional images. But with new system I implemented, the tile select parameters like .TileSelect and .TileDimensions will be history and not necessary anymore. But understanding the above image linking and how to make new inputs in personality editing will enable you to make your own changes as you want to. Besides, my vision for this completely new model personality editing is exactly for people to make their own inputs as they wish.

    • Like 1
  8. 54 minutes ago, KOYOT said:

    Butts are very good! But everything should be in moderation! Asses! Asses! Asses! Big asses! Huge asses! The larger the crowd in the frame, the more asses and the bigger the asses!

     

    Honestly, I think they should have went with maybe 70s to 80s era within Vice City. The original VC was 80s era. The GTA VI will be Vice City within modern age, which IMO loses part of its charm.

    Even GTA : SA put its setting in 90s, rather than modern age back then. Which had its charm to an extent.

    There was also less known GTA title before that was still part of old top-down GTA (pre-GTA III) gameplay, which was GTA : London 1969. ... and ofc as name says, was set in London in 1969. Unsure why Rockstar never again went for such interesting attempts, but I assume it could be just that fictional 3d cities are far easier here to work with, and more flexibility.

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  9. Only in a sort of "indirect way". Not directly within the game, as that would require some genius to develop AI specifically for this game. As "indirect way", for example, you have text-to-3D generators that have capability to make basic 3d models, or you have text-to-2D that can certainly generate certain textures, HDRIs and similar imagery related to game. Yeah, even the AI voice modulators could be used to generate TTS from some known voices.

    But all of these resources are then used manually within the game. So, not an "instant solution". just resources preparation.

  10. 8 hours ago, vi363R said:

    Oops guess it was my ignorance! 😉 I did check and indeed those lines are missing.. omg I have some updates outstanding. And another script to add.. yay 🙂

    Yep, possibly it could be resolved directly in CtK through Python... but I have no experience there currently and would need to check it all more in detail. The issues arent big, really small things, all should be solvable. Unsure is newest 4+ made some other changes ... Blender is really progressing in fast pace and I cannot keep it up, lol.

     

  11. 12 hours ago, hueyb said:

    Bad ass, thank you. The blender file attached is after I converted the jpg to png with an addon tool. I'll remember that that the next time. 

    "The rule was: 1 object, 1 material, 1 texture, 1 .png file." I remember reading that in the CollaTKane tutorial but I haven't figured out how to make that happen. The GUI is completely different in my Blender version. Should I stick to Blender version 2.79 or can I accomplish the same thing in 4.0 (at the time I had no idea I could use any version of blender I needed)?  In my screenshot, I was assuming I would rename it here but backed out from making any changes I didn't fully understand what I was changing. Would I change the names in 1. For example, rename Dining_Room.002 and everything under it to the same name?

    You're right! I do not need that mess.

    Thank you. I appreciate the help. 

    3.png

    DR.blend 2.2 MB · 1 download

    Im unsure on newest 4+ Blender versions, but they should probably work, as newer 2.8+ versions do work with CtK, but do require few small easy edits within the main Scene.bs file, which you can see the example here

     

     

     

    So, its basically just adding a few lines that were omitted during porting with newest CtK version, with Blender newer than 2.79 version. So, it will create issue with culling of texture, as well as display of it, and these small edits all fix things.

     

    In future, I could maybe check the CtK more closely, lately I simply didnt have time nor will to check anything there in details, and it should be maybe possible to fix this directly in CtK to make it work for newer versions without any need for post-edits.

  12. The AI can already generate a lot of stuff... but its still very problematic and makes plenty of errors without proper human input. As time goes, the AI will learn and improve. But Im fairly sure, from my own POV, it will never reach a true "sentience" level in this reality we are in.

    If we would have AI that had capability to create mods for this game from scratch by some very basic text input, this would be some very complex AI. In other words, you would see this AI much before raking up massive $$$ for some big named faceless and bloated company, rather than being publicly available. Even if hypothetically it would be possible, and its not yet ...

    So, the proper way for this game, and only way - learning and improving on one's modding skills, learning new things, letting the creativity flow... there really isnt a simple instant way, it will always require good effort, lots of time and proper motivation.

  13. IMPORTANT : Avoid commenting in game scripts where possible


    To explain, what is a code commenting ? Its basically // and /* ...*/ within a game code, omitting certain lines or whole blocks of code when implemented in scripts, adding additional comments into the code directly, while not affecting the code. Altough this should be the case, this isnt the case always. I was briefly discussing this issue with hfg2, and culprit could definitely be the way of how game encodes and decodes the scripts. It could also be the case only retaining to my work in SceneB

     

  14. 16 minutes ago, Square said:

    They just jumped to 64bits.

    Gain: a little faster loading a more available memory

    Loss: great ghaphics and lightning, skin layers and the H5 Objects posiblities (like making new rooms from scratch with exising objects!)

    The past and the future of this game is VX (so KE), until some company makes a new core game with similar characteristics to this one with modern graphics, there will be no other like VX+H5

    Any changes within a stability of the game ? I assume small gain in stability, but because of core code issues, still persistent.

  15. 6 minutes ago, hfg2 said:

    DP16 told me about Druuna, watched a couple of chapters, was interesting at first contact but gave up after a while. Not sure why, but it was more like the adventures of a girl called Druuna and that was the focus on, however each chapter had some erotic/sexual parts. Now I believe a lot of audience actually starts reading those for the erotic/sexual part but gets fed up at some point with her complicated challenges.

    Sometimes I think about how much eroticism/sex scenes can be added/introduced in a movie like Mad Max. Se we have blood, gore, madmans, but can we add sex in this?

    Don't have many other references, but I remember Spartacus (the TV series), while the movie with all its violence was acceptable to me, I was having some cringe moments when they were fucking like rabbits.

    So yeah, I think sex and blood and violence don't mix well for me. 🙂

    For Druuna, I was, funnily, more interested into story itself than any erotic element in it. Italian comics sometimes have surreal elements, and this is felt even more within the SF and horror genre. Sadly, many Italian comics changed over time ... primarily because of change in main authors, and artists who drew the comics. The "golden years" of Italian comics were 70s-90s.

    But I think the highest potential for porn - and especially porn, not just erotic parts - is within the genre I have thought for some time, of how to implement into TK17, or if not into TK17, then as new project. And thats technically, an "RPG porn game". Well, someone will say, they already have it and its Skyrim... but Skyrim was never dedicated porn game.  And no matter how much one mods it, theyre still bound to same old environment.

     

  16. 2 minutes ago, Oz70NYC said:

    Thank you for clarifying, because from your initial statement is sounded as if you were taking a dump on the contributions of pretty much everyone here making comics and long form video content here on KE (which includes myself and HDiddy). All of my content is story driven, which elements of sex and eroticism added in, as opposed to sexual content with story elements shoehorned in. 

    LOL... no.

    There are big differences in movie porn stories (completely uninteresting, at least from my POV) and comics and games... altough games are few here and there, the capability to make your own story is there. Now thats the biggest difference ... its not the same if you observe passively story, and if you make the story on your own.

    And also... I would say there is a difference between purely porn stories ... and stories with erotic elements. Would almost say that stories with erotic elements are maybe a bit better. Subtlety is sometimes powerful.

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  17. In my case, at least from my POV ... there werent too many stories in porn that were interesting to me. In vast majority of cases, those were cheesy "quick" scenarios without any depth, just there as filler. Main part of this were the porn movies. In some rare cases, there could be an interesting story, or at least story "tickling" our imagination. Some other sources, like comics and games, I think they could rely such stories maybe in better way. For example, I mentioned above Druuna - which is a part of interesting Italian comics. In my country and pretty much majority of Balkans, Italian comics had deep influence. Basically some even had their own "cult following" and there are even quotes and similar things that people used through generations as they read these comics. It could be put like this, for folks in US, what Marvel was for them, Italian comics (especially "Alan Ford", "Zagor", "Dylan Dog", "Martin Mystere", "Il Grande Blek", "Tex Willer"... ) was for us on Balkans. 

    So what I wanted to say, Italian comic is one example where Druuna is a good example of erotic comic made in good way. But there were also other comics that werent necessarily erotic fully, but had elements that were erotic in stories. On the other hand, the games, with their high interactivity and immersion, were always more successful in presenting stories to people than even books, comics or TV.

    So, for me, there is a big difference in stories of porn on TV / movies ... where there hasnt been a single porn story that interested me ... and possibly comics and games and porn stories within them.

  18. Do you mean parts of the porn that we regularly watch and stumble upon something that we dont like, or do you mean generally in porn anywhere and anything ? Im putting here for generally anything ... 

    1. In my case - anything related to anal was always uninteresting to me, and in general dislike it heavily. This could sound odd to some folks, but to me its that.

    2. Anything related to scat is utterly disgusting to me. "Golden shower" is even relatively ok with me, but absolutely nothing with scat (or vomit, ugh...).

    3. I hate to see violence, forced sex or similar. Especially forced on women... in general, there could be a bit of "playful" BDSM, but nothing too overboard. Especially not seeing blood.

    4. Mentioning blood, absolutely no guro (gore) in any way. Its one of things that makes me physically sick to a good extent even if I would see something remotely ... interestingly, I do like Junji Ito's work, but mixing body horror with sexuality is highly disturbing when its focused on sexual arousal. I would say that folks aroused in that way, are probably maybe even hidden sadists or worse, at least I got such impression.

    5. And finally, I dont think it needs to be mentioned, but probably attempts in making a "story" in porn. Nothing more cheesy than that, and nothing more irrelevant and pointless than story in porn. Altough ... there could be some interesting stories in specific examples - for example, especially in comics like Druuna and similar, which have plenty of eroticism, altough I dislike body horror in it. 

     

    From the above mentioned, well, the violence, forcing, blood, guro and scat are probably stuff that disturb me and would never watch anything with it. Anal scenes I could watch, but nothing really arousing to me. Cheesy stories is just a "noise" in porn, and doesnt bother me much as I always skip it.

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  19. 5 minutes ago, Joots said:

    My argument is that without Hook 5 this game would be completely forgotten by a potentially large subset of the userbase. Yes Hook 5 is optional and graphics aren't everything but it is a large reason why I think this game has the longevity that it does and I think that is largely due to Hook keeping this game relatively modern and relevant.

    Thats true, that game would be forgotten by many ... how do I know ? Well, for starters ... high probability that I wouldnt even be here if there wasnt for H5 and vastly improved visuals over the vanilla visuals. The game could "hold" to some extent, even up until 2010.-2012. with vanilla visuals, but after 2014. the poor quality was more and more obvious. There probably would be some community, altough in much smaller extent than it is now.

    I would say, this is one of very rare games where I would say that graphics are a massive part of it. Because there isnt actual "gameplay", in a sense. Pose Editor is the part of the game where majority of time is spent. And the "main game" part, storymode, its really boring, linear and very limited and uninnovative.

    • Agree 3
  20. Just now, jimbob76 said:

    I have no issue with H5, I just don't think it needs to be a requirement. Lots of people have issues with it.

     

    H5 is always optional, and will stay optional ... even if someone wanted to make it "mandatory" and part of the main game, they wouldnt be capable to. Because H5 is graphical injector operating separately from the main game. Its all about source code of the main game, which is not public.

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  21. To put it plainly like this... to put into perspective more for those who dont know about it or are relatively new to TK17. 

    White Rabbit was the guy who cracked the whole game and made it possible to exist as a "branch" of the original one ages ago. Yes, hes the actual "team leader" of TK17 community, if he would even want to call himself like that, but I have seen him very very rarely appearing, even back on MG. The sole financial supporter of Modsgarden, for YEARS, was Morotaika. She single handedly propped up whole community with her capabilities regarding that part.

    The second person I have seen that did a lot to the game was Rick9, and this was before I was even active on MG, so I learned that from people who were before. Thats why many assets were "R9..." within their name. Seems to me like he could be the guy who rearranged a lot within the game structure. 

    Third big name within TK17 core modding was Raistin Kane, and many people here know very well of his influence on the game capabilities.

    There were many many more modding names here that I havent mentioned separately like Euphie, Driver, hfg2 ... etc , and they all contributed a ton to the game in their own ways and "specializations". For someone to affect the game in larger scale, they need to have vision, experimentation and implementation all combined into one. Knowing the assembly code and "hacking" the exe of the game is way to modify it beyond its hardcoded capabilities, and I have very rarely seen people do that.

    There is one definite red line here, and thats attempting to prevent people to mod the game. Thats what "team" exactly does, by above Richter Belmont's posts. Thats the direct and clear sign that everything about V11 was just about ego patting, and not about expanding the game capabilities. They use a stolen, pirated game ... to claim it is suddenly "theirs" and putting DRM onto it - if that is not hypocrisy, I dont know what it is. Throwing Avarteas onto the curb is just putting a salt onto the wound.

    I would say, the best course of action here would be to just let those individuals full of themselves to just bark about it - because their actions on their own show everyone in community for "what they stand for", and they stand for themselves and only themselves. Altough in some cases, they have definitely overstepped and tried to directly harm KE and TK17 community with their actions. This goes on ever since KE began.

    But what youre seeing now, is exactly what I told above ... the V11 became a corpse dead on arrival for ego vultures like K17, Richter Belmont, Oyster Mug and similar to them ... the irony and utter egoism in claim "they want credit", while stealing others work and slapping their names over it, is astounding. Credit given where it is due, and noone from those mentioned above ever did anything meaningful for TK17. If this is correct about Avarteas, then V11 is a final version without single doubt. No HOOK5 extended capabilities = inferior visuals in every way. And this game is all about visuals, 90 % of it are visuals. As said, one cannot take one step forward, and two steps back, to claim theyre "going forward".

    Reshade is a post-processing injector of "filters" into the game, and it cannot be compared in any way to H5 with capabilities. This game needs H5, H5 extended, to get the maximum regarding visuals. Without it, the game becomes pre-2006. visuals at best, even with V11, because if you check those screenshots ... yeah. Doesnt look good at all, not even remotely comparable to H5.

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