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Krein Update IV

I figured I should rename the article headings now that the title has been released. It's true I'm terrible at estimating dates but I've never given up on a project I committed to. Based on posterior probability you should take this with a grain of salt, but I believe that beta testing for this Skyrim mod will begin around the end of this year (2019)

Krein Update III

It's been a very long time since I've posted here but the short story is that I'm far more confident now that I will be able to release and finish the Skyrim project I've been working on by the end of the year. Most likely it will be ready for open beta testing by the end of this summer. It has gone through various transformations through the months but its form has basically solidified and most of the level design is finished, which happens to be most of the work. If I were to give a guess I'd say it's about 70% done.

Krein Update II and Weapon Mod

It appears that our optimistic prospects for an extensive Skyrim mod are dwindling and I've been working on what I can when I can. With Fallout 4 coming out a lot of the attention toward Skyrim will dissipate for a long while. Additionally we estimated that the amount of resources required to flesh out the complete Skyrim project would exceed investment returns, so to speak. I would predict it would get a lot more attention than Zenith because Skyrim's online community is a lot larger, but in light of the predicted release dates, it wouldn't be worth it because of what I just noted.

Krein Update I and Mushroom Mod

We planned to release this mod into two parts. One will basically be a demo or even a teaser in the sense that it will only cover a small portion of what the rest of the mod might or will be. The rest will be released afterwards. I'm almost entirely tasked with the former, which means I'd say I have fairly accurate estimations as to when I will release them. I'd say I can begin public beta testing some time in December. This part of the mod will be relatively extensive but nowhere near as extensive as the rest, which is why the rest of it has no estimated date of release.

Kicking Off Changes

I would love to simply write out an entire library of Unreal Engine 1 tutorials but I don't have the time. However, they will be here eventually. Having said that, from here on out all the tutorials for UE1 will only be accessible on this website and not on any Youtube channel. What will be on the two Youtube channels is going to reflect a few changes. I will be getting back into Unreal Engine 3 and Creation Engine. If you would like to see a tutorial on UEd2, UDK, Creation Kit, etc. send a message on Youtube, the website, or my e-mail.

Zenith 1.1.0 Released

Dear God, finally. Check the portal for downloads.

Zenith Final Update

We've officially finished the design for the patch. We are beginning run through tests and private beta testing will begin soon. I can definitely say that we will release the patch before the end of January.

Zenith Update VII

Lots to do. Finished Mission 2.1, began 2.2 gameplay. We decided to throw out 1.3 and replace it with another racing map. I am also restructuring 2.2 completely so that will cause an unfortunate delay. We're almost done.

Zenith Update VI + Looking for help

I'm laughing at the fact that I never fail to upset my own due dates. Certainly the patch is almost finished, with the exception of testing and some chunks of emptiness here and there. These will be finished over the fall but since I am trapped in a school semester with a very heavy load I might need some help. Obviously Clan [ES] has little interest in looking for help as a team, but the issue is that I am now the only one working on the patch. Not even sanic/D.G. is working on it. In my experience looking for designers of any kind is ineffective.

Zenith Update V

Hello, everyone.

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