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  #241  
01-22-2009, 04:40 PM
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Seasons go and seasons come, steady as the beating drum...



It was great to see you there Phylum! ^-^ There's currently a small glitch where the Meeps can get frightened right out of their cages and block the door. I'll fix this next upload. In the mean time, you can get around to that room (the hatchery) through the main factory floor. The wilderness is also quite vast and easy to get lost in.

I don't know what tips to give about your computer, except that if it is that old, you could perhaps try hitting F11 until it says Animation: None. The game won't look nearly as pretty without animation, but it's the easiest way I know of to free up memory.
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  #242  
01-22-2009, 11:48 PM
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:marries Kocoum.

Looks awesome, Aji.
And Phylum, go online and research about how to 'defrag' your computer. Sorry, can't remember exactly how to do it myself and I don't know what type of computer you're using.
You don't have to install or download anything; defragging just gets rid of all the random bits of junk your computer has built up over the years and sorts whats left into a more logical order. It should speed up your computer a fair it if you can work out how to do it.
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  #243  
01-23-2009, 12:11 AM
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Oh... wow... look what you've done to my village... ¬_¬

I love it! It's very MO yet also still has that Monsaic Lines look to it. Can't wait till this new version of the dream is up! Keep up the great work, our newest mod, Aji. ^^
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  #244  
01-23-2009, 01:48 AM
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Thanks both of you! And bonus points for Splat for getting the Pocahontas reference! I kind of went crazy with the native area, it's insanely inspiring.

Sorry to edit the village FG, I was hoping you wouldn't take it personally :x I found that when you move a few things around, it frees up a lot of space, which is what the village deserves (since the factory is so big). I decided to go for the 'plains' kind of look in that concept art rather than forest to conserve walking space. I'm not going for too much of a Monsaic Lines feeling in the outdoors because I see Monsaic Lines as this spiritual sanctuary, quiet and serene. There might be a shrine or something like that.

Ideally, I would like for the areas to contrast this way: the factory will feel closed/trapped, and dead, and the village will feel open and alive. At the same time... the factory should make you feel 'busy' right away--- "huh? What's this? What's in this room? Let me look around"--- while the native area should make you just want to sit down and enjoy. This is sort of a paradox, but I'm hoping it'll sort itself out somehow.

I'm hoping to get a few more native structures in before I'm done.
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  #245  
01-23-2009, 01:49 AM
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Wow! wow........ The only thing missing are random muds and maybe even elums wandering around.

splat; I defragged 7GB of junk off my computer late last year, worked like a charm The perils of age are really taking their toll on my old machine.

wow, I used an ; in the above segment of my post.
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  #246  
01-23-2009, 06:59 AM
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:
splat; I defragged 7GB of junk off my computer late last year, worked like a charm The perils of age are really taking their toll on my old machine.

wow, I used an ; in the above segment of my post.
Good job! Shame you used it when oyu should have used a comma.

Sounds good, Aji. To that end though, i think making the conveyor bendy again might add to the sense of disorder, and also compell you to follow it and see where it goes The production lines are quite open and free so a few barriers arround might add to your aims.

But I do like the ideas. Outdoor seating in the village *Still hoping for a windmill*
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  #247  
01-23-2009, 12:40 PM
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:
Sounds good, Aji. To that end though, i think making the conveyor bendy again might add to the sense of disorder, and also compell you to follow it and see where it goes The production lines are quite open and free so a few barriers arround might add to your aims.

But I do like the ideas. Outdoor seating in the village *Still hoping for a windmill*

The factory area is still not complete; all I did was make it presentable for the time being (rather than have placeholders everywhere...) But when I finally get to it I'll try to follow that.

I'll try to construct a windmill but it might be difficult to animate I'll try!
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  #248  
01-23-2009, 04:59 PM
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Aji! You are a mod? Now I know life is chock-full of suprises!
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  #249  
01-23-2009, 05:14 PM
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dude this is bloody awesome!! now i have something else to spend my days doing instead of working YAY!!
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  #250  
01-23-2009, 06:20 PM
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Awesome awesome awesome!! -explodes-
Wow seriously the dream is coming along great! I'm so addicted to it!
Awesome work!
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  #251  
01-24-2009, 05:25 AM
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Why so serious Oddyouko? XD
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  #252  
01-24-2009, 09:30 AM
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Tis an awesome Oddworld dream Hulaabeo!
I love it! xD -calms down- =u=
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  #253  
01-24-2009, 01:38 PM
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You didn't get the referance I guess...
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  #254  
01-25-2009, 05:13 AM
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Doing a tower thingy I found in the MO concept art:



I can't seem to find concept art of the windmill, although I recall seeing them in the backgrounds of Paramonia in AO. Do you know of any, Splat?
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  #255  
01-25-2009, 05:56 AM
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What will the tower funtion as? And will the tents be enterable
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  #256  
01-25-2009, 06:22 AM
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It will just be scenery until I can find a better function, and yes, some huts will be enterable. I say some, because there are many (right now there are 9.)

Also, any ideas as to what I should do for outdoor seating? Just benches?
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  #257  
01-25-2009, 11:17 AM
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Flat stones, tree trunks (we want The trunk back from the proto-wilderness dream!) ans stumps. I think these can be found in the Dream Editor, so no big problem with creating them.

Amazing job with the huts, very authentic. Can't wait to be there 'in person'.

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  #258  
01-26-2009, 01:25 AM
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Maybe chairs carved from stumps and logs?

I think i remember a 'windmill' with big, cloth vertical sails but (you'll hate me for this) I'm fairly sure it was in the artbook.

I did find one in a youtube video but it was different to the one I'm thinking of.
I guess if this happened it could become the shaman's hut? It would look suitably impressive methinks.
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  #259  
01-26-2009, 01:38 AM
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More Mudarcher please

I too am a fan of the spooce bow warrior
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  #260  
01-26-2009, 02:19 AM
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Windmills:
Scrabanian:
http://oddworldlibrary.net/archives/...O/CAAO0073.jpg

Wilderness:
http://oddworldlibrary.net/archives/...O/CAMO0014.jpg
http://oddworldlibrary.net/archives/...O/CAMO0071.jpg
http://oddworldlibrary.net/archives/...O/CAMO0125.jpg
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  #261  
01-26-2009, 02:30 AM
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The 'wilderness' was the one I saw on youtube, but I think there was one in the art book I liked better. Ah well; it'll do
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  #262  
01-26-2009, 03:17 AM
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I don’t think there are any different kinds in the Art Book, but there are some nice native structures in there. The dream definitely requires a Song Engine.
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  #263  
01-26-2009, 09:51 AM
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I'm still hoping that I'll be able to buy and send Aji a copy of the Art Book as a sort of belated Xmas present. I need to buy a copy for myself also.

I've seen the Song Engine on TOGG and yes, one of those would be just amazing.
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  #264  
01-26-2009, 12:21 PM
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I think out door seating would be under a gazibo and under it would would be a table and the seats from Alf's Rehab and Tea.
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  #265  
01-29-2009, 08:38 AM
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Sorry about the downtime yesterday. That was unscheduled, but I'm taking the opportunity to implement some updates and scheduled maintenance downtime will follow. The dream will be down all day today. I apologize for this, but thank you for your patience.

In the meantime please enjoy random doodles of sligs which shall appear in this post throughout the day.
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  #266  
01-29-2009, 09:13 AM
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Hooray for random slig doodles.
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  #267  
01-29-2009, 11:27 AM
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I guess I will take a stroll through the Wylde...
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  #268  
01-29-2009, 11:13 PM
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So, apparently the Odd is feeling playful and now I don't have internet access at all. Something is up with just my computer since I can use the internet fine on my mom's. Apologies again (but imagine how this is for me...) I suggest hanging out in furc://pokeparadise or the old version of Oddworld that Munch and FG have. I know this is frustrating but your patience through times like this means a lot to me.

Epsi, if you see Skree/Tad on AIM tell her it's her turn to post.
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  #269  
02-05-2009, 01:40 PM
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Hey Aji, any news on when the dream might be back? Or is it just a case of waiting for the Light to appear?
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  #270  
02-05-2009, 06:06 PM
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The dream is back up as of a few hours ago.

Thanks AGAIN to everyone for their patience during the downtime!

Here are some details of the update:

* Bird portals now function a bit differently. When a mudokon chants anywhere near them they will open up and while they are open ANYONE can pass through.

* If a slig shoots anywhere near a bird portal, they will fly away. No worries though, they'll reappear in a short while.

* The native area update is now in place. It can be accessed via the bird portal in the factory. It features a pretty waterfall with some nice sound effects, custom huts and a watchtower, and elum and meep pens. It also has a 3-minute looping music piece of its own that everyone has loved so far.

* The new glukkon office is now in place. It is much more extravagant than the old office and was designed by Fuzzle Guy. It features a functioning wine cabinet that allows sligs to bring wine to their bosses and a chair that has DS commands to make any glukkon sitting in it feel like king of Oddworld.

* Mudokons can now operate grinders and take barrels of produce to the warehouse.

* Sligs have a new sound: 'Yes, sir!' located on GameSpeak button 16.

There's much more, just visit to see it all.

---------
Other notes:
---------

* The wildlife area was temporarily bulldozed for now in order to make space for the Glukkon office. Right now it is an inaccessible barren grassland that is waiting for a touch of editing which I shall give it soon. I plan for it to become some kind of trail or grotto that links the village to the stockyards and that is probably where a windmill will be. Due to these temporary changes, there is currently no way to the native area besides the bird portal. Sorry about this, it will be back ASAP.

-----------------------------------
Known issues:

* The music in the factory doesn't loop. I just need to redefine the areas in which it does (since I made looping music in the native area.)

* There will be more fish in the native area when I am done with it... They are maddeningly time-consuming (the fish that circles in the pond is unique frames) and i would prefer that every fish be unique to provide for a more natural look.


-----------------------------------
Upcoming (in no order):

* Mudokon hut interiors.

* Hatchery edit with customized patching.

* New wilderness grotto.

* Steef

----------------

Belated thanks for all the help about the windmills! =) I'm very fond of those structures so I'll try to draw one while I'm in the native mood.

Does anyone know anything specific about hatcheries or mudokon hut interiors? Anyone want to brainstorm?
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