Page 1 of 34

Pumo Mines Thread

Posted: Wed Jun 04, 2008 6:49 am
by Pumo
Hi to all!

In this thread i will put from time to time information about Pumo Mines and its progress. I've created a thread like this before, but it was lost since the problems with the forum server, so i'm opening it again! :D


----

PUMO MINES 3 LEVEL DEMO v1.0 RELEASE

OK, finally after a long wait, here is a new Pumo Mines release.

This release includes 3 levels and all possible features including movies between levels,
briefing sequences, custom OGG music, high-res models, sounds and textures and all the good stuff. ;)

It has also a lot of fixes since the last official and beta releases, including some light tweaking,
robot difficulty and size adjustments, some model adjustments, better music quality and a lot more, including
the new features (movies, etc).


Some screenshots:
ImageImageImageImage
ImageImageImageImage

--------
Check also this link to see a small 'trailer' showing some of the new stuff:
http://www.youtube.com/watch?v=vJlaJTaffLo

And of course, the really important stuff, the download links :D :

Mirror 1 [Mediafire]
http://www.mediafire.com/file/ls8uwc5la ... o-v1.0.rar

Mirror 2 [FileFactory]
http://www.filefactory.com/file/b2c24e5 ... o-v1.0.rar

File Size: 109.42MB


After downloading, remember to read the included manual! (it's important to read it first!)
On the manual you'll find detailed instructions and information on how to play & install PM,
as well as information about changes between PM and original D2, and much more.

For more info, check my website or my forum:

http://www.pumosoftware.co.nr
http://http://3d-get.de/pumosoft/forum/

Now enjoy the new release and stay tuned for future news on Pumo Mines!
__________________________________________________________________

NOTE: After a lot of testing and playing i've noticed a few things that may be D2X-XL bugs that will be reported.
e.g. on Level 3 some cameras are screwed up, and the Orbit XC has a gray square on the back thruster
(not specified on the ASE model file) that appeared since D2X-XL included rotational thrusters for the Pyro.

--
POST EDITED on 07/29/2010

Re: Pumo Mines Thread

Posted: Wed Jun 04, 2008 6:59 am
by karx11erx
Pumo wrote:PS. As on my previous Pumo Mines thread, can this be a sticky Diedel?

My pleasure.

Posted: Wed Jun 04, 2008 7:45 am
by Aus-RED-5
WOW! That's looking good Pumo. :thumb:

Posted: Wed Jun 04, 2008 1:49 pm
by Alter-Fox
That looks absolutely fantastic! Awesome!!!

Posted: Wed Jun 04, 2008 2:06 pm
by karx11erx
Alter-Fox wrote:That looks absolutely fantastic! Awesome!!!


X10! :bounce:

Posted: Wed Jun 04, 2008 3:17 pm
by blarget#
But still like i said a long time ago, are you going to let us see the 2nd lvl a little bit plzzz!!!!!!!

Posted: Wed Jun 04, 2008 9:24 pm
by Pumo
blarget# wrote:But still like i said a long time ago, are you going to let us see the 2nd lvl a little bit plzzz!!!!!!!

The problem is that i don't have nothing to show of level 2 :P
Although i may show some screens of level 6 and 3...

Anyway, i'm mostly working on robots and textures right now, so there's not much progress on level design (yet ;) )

Posted: Thu Jun 05, 2008 7:50 am
by karx11erx
Just show us something - DROOL!

Posted: Thu Jun 05, 2008 1:55 pm
by Sirius
Seems to go from Doom or maaaybe Duke3d up to more or less Unreal. I'd say it worked.

Posted: Fri Jun 06, 2008 2:06 am
by blarget#
i understand sort of. :roll: I'm more of a lvl desinger then a modder.

Edit:

Anyway, i'm mostly working on robots and textures right now, so there's not much progress on level design



why don't you show us your robots or textures? :wink:

Posted: Mon Jun 09, 2008 4:31 am
by Pumo
Ok. I will show you some of the textures and robots i'm making ;)

Here you can see the new re-touched lights (based on original D2 lights):

Image
Image

Now check the new Level 1 monitor graphics:

Image

Some signs and panels (first sign for fuel recharge center, second one for shield recharge center):

Image

And lastly, some wireframes of the new robots:

Image

Posted: Mon Jun 09, 2008 5:35 pm
by Maaspuck
Hi Pumo,

your textures look very good. Could and would you provide us a short list of the texture original names so i could update my 'texture modding status OpenOffice document'. With that we could 'block' these textures for you and other graphic artists can concentrate on other textures.

Great work... keep on going...

Best regards

Maaspuck

Posted: Mon Jun 09, 2008 9:19 pm
by Pumo
Well, my current lamp textures are only 128x128x32Bit ('cause i use a lot of D3 textures on Pumo Mines and want to avoid resizing of overlay textures, and all the stuff...). The only ones i'm making 512x512 are the used on the skydomes, and some 256x256 for certain signs and level-specific monitors, so i think that they doesn't fit on your texture modding status document, as it's intented for official D2 hi-res textures.

However, i may do some of the lamps as 512x512 if you like, but it may be slow (Pumo Mines is top priority right now ;) ).

Posted: Tue Jun 10, 2008 3:51 pm
by Maaspuck
Thanks for your reply. I think i will leave the document unchanged at the moment until you release 'official' textures..

Regards

Maaspuck

Posted: Thu Jun 12, 2008 2:28 am
by blarget#
woot!

those look great!