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Re: Pumo Mines Thread

Posted: Thu Oct 11, 2018 7:40 pm
by Irontower
Hi Pumo, I hope you are fine ! Is Pumo Mines dead or are you still working on it ?
best regards

Re: Pumo Mines Thread

Posted: Wed Nov 28, 2018 10:47 pm
by Pumo
Hi Irontower, long time no see. I just logged in to post an announcement regarding Pumo Mines and saw your post.
I'm doing mostly well as for now, and will talk about current state of Pumo Mines, so check the next post.

Re: Pumo Mines Thread

Posted: Wed Nov 28, 2018 10:48 pm
by Pumo
-.!IMPORTANT ANNOUNCEMENT!.-

Hello everyone, Pumo here. :)
Ok, so... I think it's time to get things clear about the current state of Pumo Mines - Kartsal Motivation project.
D2X-XL is mostly (and sadly :( ) a dead project now, and many don't even use it anymore, and Overload is the new kid in town, but still, Pumo Mines is and will always be my Descent dream project and want to see it done.
So, this year I'm resuming the work on the project, but some things must change in the way they will be made.

First of all:
I will focus on all unfinished levels, with just small changes to already made and complete levels.
This means there will be some inconsintency, mainly on the door frame designs (Levels 1 to 5 didn't had a 3d shell around the doors, but starting on level 6 they do. However, and at least for now, it's too much of a hassle to add those 3d shells to already made level structures).

Another thing that Pumo Mines won't have for now, are complex 3d pre-rendered movies.
I know the 3-level demo had a couple of movies, but again, if I want to focus on the campaign design, I won't be able to get the time to made those. However, there will be scripted exit sequences and effects on some levels (using accelerator triggers and stuff).

About 3D Models, I managed on previous years to finish the design of 3D models for the weapons (thanks to Metalbeast!), but many scenery props and level assets won't be made by me, will be used from royalty-free 3D assets that are (or were) available on the web (like SolCommand, Nobiax, etc)

And finally, but not least important, I will try to release a new playable version with some of the new levels as soon as possible, but you may encounter some issues with it, as I prefer to add updates and patches to it than keeping it unpublished for years (I will also made a poll, to see how do you prefer the new Pumo Mines versions to be published).

I hope you may understand, I've been struggling with some real life issues and health problems since some years, and making such a mod is very demanding for just one person, but I really want to see my project fullfilled, so these changes are a must (and I think they will be for the better).

Thanks for reading and for your support! See you in the PMC mines, take care and beware of the Hosako Empire! :D

PS. I'm also working on a simpler Descent project that you may see released soon, and it's related to the Pumo Mines universe ;)

-Some screenshots of Pumo Mines as it's now:
ImageImageImageImageImageImage

Re: Pumo Mines Thread

Posted: Mon Dec 24, 2018 8:33 am
by Irontower
Hi Pumo :clap: It's realy fine to hear from you and tthat you are doing well ! Yes, Overload is there and I lke it. But what should I say, I didn't get the same feeling as when playing D2 !? In the meantime I'm retired and have plenty of time :D I'm realy happy to hear that Pumo Mines is alive and I hope to play it in the near future :D
Best regards and Merry Christmas !

Re: Pumo Mines Thread

Posted: Mon Dec 24, 2018 11:40 pm
by karx11erx
I didn't think you were still working on this. Really cool!

Re: Pumo Mines Thread

Posted: Tue Dec 25, 2018 7:42 am
by Irontower
karx11erx wrote:I didn't think you were still working on this. Really cool!

So kaun ma si teischn ! :lolol:

Merry Christmas and happy new year to all !

Re: Pumo Mines Thread

Posted: Sun Feb 17, 2019 1:58 am
by Pumo
karx11erx wrote:I didn't think you were still working on this. Really cool!

Of course! I stopped working on it on 2015 due to personal reasons, but now I'm back baby!

Glad to see there are still people interested on it, even some users on the Overload discord channel asked me about Pumo Mines.

Here's a small update of how it's going, as I applied new higher quality texturing (thanks a lot to Irontower for some of the textures that I used as a base!):
I finished most global textures, and also finished the per-level ones of levels 1 to 5.
Here you can see how it looks (screenshots of levels 4 and 5 are at the bottom of the picture) :)

Image

Re: Pumo Mines Thread

Posted: Sun Feb 17, 2019 4:45 pm
by Alter-Fox
The stuff of legend. :guru:
I just wanna eat it all up.

Re: Pumo Mines Thread

Posted: Wed Apr 03, 2019 6:19 am
by Obi-Wan Kenobi
Looks bootyfuls Puno! :clap: :cheers:
I really hope this project will meets it's final release some day :)

Re: Pumo Mines Thread

Posted: Mon Jul 08, 2019 12:44 am
by Pumo
So here are more news about Pumo Mines.
Now it will be divided in three episodes. Each episode can be accessed from an initial hub level.
Each time you end an episode, you return to the hub but with locked entrances, so you'll need to exit to the main menu and start a new game to select another episode completely fresh as in a cold-start (no gathered weapons and powerups).
Thanks to Alter-Fox and LightWolf for helping me with the hub ideas and work.

The three episodes will be Mineral Valley (an 'origins' story), Kartsal Motivation (the one most are familiar with) and Muchikuche (16-year later story).
Everything is part of the same campaign/mod, but will use D2X-XL features to make the episodes work.

Work on first and second episodes is going pretty well, have been steadily progressing as of lately.

So here are some scenes of episode 1 (Mineral Valley):
Image

And the entrance to one of the levels of third episode:
Image

The soundtracks to the Mineral Valley and Muchikuche levels has also been published on my Bandcamp website, if you want to check them out: http://ramland.bandcamp.com/

Hope you will be liking the new updates! :)

Re: Pumo Mines Thread

Posted: Thu Jul 11, 2019 5:40 am
by Yokelassence
Every screenshot looks great, and I think it's awesome that you're still motivated to get Pumo mines fully polished even if D2X-XL isn't really being developed anymore. It's been a project years in the making, I say see it to the end.

The important thing is living the dream. I had a dream of my own descent mission as a kid and The Sphere is a culmination of that. It would have only been possible with the D2X-XL features. Even if nobody played D2X-XL, I would have still done it just to make the dream happen. So live the dream, buddy

Re: Pumo Mines Thread

Posted: Mon Jul 15, 2019 6:05 pm
by Pumo
Exactly! glad to see you think the same.

Much like your Sphere project, in my case Pumo Mines is also a project I dreamed of since I was a teen, even before D2X-XL or any other source port even existed.
You would imagine how happy and grateful I'm now that D2X-XL exists, and after Diedel added some features I asked for that were specifically made for Pumo Mines.

Even if it takes its time, I WILL finish my project, take that for sure! :mrgreen:

Re: Pumo Mines Thread

Posted: Tue Aug 20, 2019 9:57 pm
by Irontower
Oh Pumo, can't wait to play it :!: