So a couple years ago I started making a PW like everyone else and their dog and like many, moved on to more interesting things. Now I find myself with time and an itch to kill stuff and am bored with WoW and EQ2. The PW I was working on was very WoW, EQ2, LOTRO oriented. The quest system was very much like WoW where you'd get a custom UI and run around doing stuff for NPC's. There were over 100 quests in it, and that was to get you from level 1 to about 5 if I remember.
Anyway, if found all my code and am thinking about firing it up again. I was wondering if there are any players out there interested in playing a bit or even growing this monster I started making.
Cheers!
Marshall
Anyone wanna play?
Débuté par
Marshall V
, août 13 2010 06:42
#1
Posté 13 août 2010 - 06:42
#3
Posté 14 août 2010 - 06:01
Looks interesting.
#4
Posté 14 août 2010 - 06:02
Darn double postage....
Modifié par NWN DM, 14 août 2010 - 06:14 .
#5
Posté 14 août 2010 - 05:31
Well I couldn't find my disk, so had to buy the darn thing again lol. Now lets see if this all works still.
#7
Posté 16 août 2010 - 12:14
Well I got it up and running.. few minor issues and some changes because it was running an old version, but I think it's actually working LOL. I can tell it still needs some work. I've seen dropbox before and always thought it was a neat concept. I'm going to take a wild guess and assume ADL is the automatic download tool? Yeah that took me a bit of time but I got it working. YAY. I'm going to run through a few things to make sure it's at least presentable even with a few bugs and will post some connection info here for anyone wanting to give it a whirl.
#8
Posté 16 août 2010 - 02:30
Well... it would seem that my client likes to crash when I enter the main game world. Was able to log in several times, but more often than not, it crashes in the same place. Restarting the server, rebooting the client and sometimes I can get in. I've installed the xp_bugfix thing for NWNX and the client side bugfix tool as well. Same issue. Back to the drawing board.
#9
Posté 16 août 2010 - 03:36
What are you doing when the crash happens? Might be able to point you in the right direction with some information.
#10
Posté 16 août 2010 - 04:09
Arriving in the main world mod. Start off no problem in a small "tutorial" mod which then does a server portal to another server. Upon arriving (ADL goes through its thing), log in screen shows up, Phase 1, Phase 2 of area loads and blue bar finishes and then poof.
Though I just tried logging in without the client side bugfix addon in these forums and was able to get in no problem.
Though I just tried logging in without the client side bugfix addon in these forums and was able to get in no problem.
#11
Posté 17 août 2010 - 02:50
Ok, I think I've solved the crash problem. Now on to the next one. I have the checkbox "Reload when empty" selected, but when I leave the module, it just goes into "Idle, Login Disabled" state instead of actually reloading. Any ideas? I am using the NWNX wrapper around it, but didn't think that would make much difference.
Hitting the shutdown button or manually reloading the module works just fine.
Cheers!
Hitting the shutdown button or manually reloading the module works just fine.
Cheers!
Modifié par Marshall V, 17 août 2010 - 02:51 .
#12
Posté 17 août 2010 - 03:22
Oh, found this in the log file when it tries to reload itself:
TRANS: [Mon Aug 16 21:21:09]Unloading Current Module start.
TRANS: [Mon Aug 16 21:21:15]Unloading Current Module finish.
TRANS: [Mon Aug 16 21:21:15]Not decompressing as not loading from a previously visited module.
TRANS: [Mon Aug 16 21:21:15]Setting up Stall Event now.
Could not load the Module.
Module file might be corrupt OR it was created using a
newer version of the toolset and/or game resources.
Oddly enough, if I simply load it by hand, this error doesnt appear and everything works just great. It's just when it tries to do it via "Reload when empty". Not sure if its related but am not using "mod" files. Am using directories that are generated by the publish resources function in the toolset. I wonder if that has something to do with it.
And just tried it as a "mod" file and same problem. Blech LOL
TRANS: [Mon Aug 16 21:21:09]Unloading Current Module start.
TRANS: [Mon Aug 16 21:21:15]Unloading Current Module finish.
TRANS: [Mon Aug 16 21:21:15]Not decompressing as not loading from a previously visited module.
TRANS: [Mon Aug 16 21:21:15]Setting up Stall Event now.
Could not load the Module.
Module file might be corrupt OR it was created using a
newer version of the toolset and/or game resources.
Oddly enough, if I simply load it by hand, this error doesnt appear and everything works just great. It's just when it tries to do it via "Reload when empty". Not sure if its related but am not using "mod" files. Am using directories that are generated by the publish resources function in the toolset. I wonder if that has something to do with it.
And just tried it as a "mod" file and same problem. Blech LOL
Modifié par Marshall V, 17 août 2010 - 03:32 .
#13
Posté 18 août 2010 - 05:10
Ok after 2 days of chasing geese I found my problem. Don't know WHY it's a problem but I can reproduce it every single time.
If I remove the xp_bugfix stuff from nwnx, the problem goes away and the module reloads just fine. The moment I put the xp_bugfix files back into nwnx folder, the problem comes back. Guess I'll either not use xp_bugfix or head on over to those forums. But at least I got it working. WOOT!
If I remove the xp_bugfix stuff from nwnx, the problem goes away and the module reloads just fine. The moment I put the xp_bugfix files back into nwnx folder, the problem comes back. Guess I'll either not use xp_bugfix or head on over to those forums. But at least I got it working. WOOT!
#14
Posté 18 août 2010 - 06:15
Find the link to the IRC NWN2 chat room... there will be people there that know a lot and will be able to help you solve this.
#15
Posté 19 août 2010 - 09:20
Thanks, I found a work around for it. Yay!
#16
Posté 19 août 2010 - 11:59
It would be helpful for others who experience the same problem if you explain what you did.
#17
Posté 20 août 2010 - 01:36
That quest GUI is NEAT!
#18
Posté 20 août 2010 - 01:39
yeah no kidding. I'd like to know more about the quest gui.
#19
Posté 20 août 2010 - 02:08
Hi, well, what I was trying to accomplish was the ability to reload the module when its empty. But that wasn't working at all. So, seeing how I'm using NWNX4, there's a plugin called "xp_system" that has a "ResetModule" function in it. So basically, I set a variable when a player enters the module called "RESTART". The mod then looks for this variable and if found AND no players are in the mod, it fires the function, takes down the server and NWNX4 brings it back up again. So I can still use xp_bugfix and still reload the mod when empty.
The whole quest system is very much WoW/LOTRO ish. The GUI lets you choose rewards - many quests offer multiple rewards when you finish them so you can select which one you want. The journal is updated now to offer Quest, Lore, Deed and Collection info. I'll post a couple updated pics in a few minutes.
The whole quest system is very much WoW/LOTRO ish. The GUI lets you choose rewards - many quests offer multiple rewards when you finish them so you can select which one you want. The journal is updated now to offer Quest, Lore, Deed and Collection info. I'll post a couple updated pics in a few minutes.
Modifié par Marshall V, 20 août 2010 - 04:11 .
#20
Posté 20 août 2010 - 02:57
Ok, here are some more pics of the quest system and its GUI. The icons above the NPC's head are indicators that they are part of a quest. If it glows red for you, it means you should probably talk to them. It'll only glow for the person they want to talk to so if you are your buddy are on a quest, and only you are eligible to talk to the NPC, it will only glow for you and not for your friend. Also, the color of the title of the quests gives you an indication of the level of difficulty (Green means good, blue means easy). The little man icons next to the name tell you if its hard for your level, normal for your level, or if you should have a group or do it solo.
Pic 1
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Pic 14
Cheers!
Pic 1
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Pic 14
Cheers!
Modifié par Marshall V, 20 août 2010 - 02:59 .
#21
Posté 20 août 2010 - 03:55
If you're wondering how I make the quests, it's fairly easy. I wrote a little windows app to help. Pics below:
Pic 1
Pic 2
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Pic 4
Pic 5
The coding in NWN2 for the questing is generic. It consists of about 10 scripts and 1 conversation and are reused for every quest (NPC, placeable, monster etc). So if I have 100 quests or 5000 quests, the same 10 scripts do all the work. The quest data is all stored in a mysql database so the amount of code never changes, unless I want to enhance the system by adding more features. Each NPC, placeable, mob, trigger simply has specific variables put on them so they know what part of the quest they play. NPC's can have more than one quest (albiet only one at a time) and critters can be involved in multiple quests (ie; someone might want you to kill one, someone else might want you to loot something from it, and someone else might want you to loot something totally different from it) which cuts down on having to have a single critter for a single quest.
For example, there's this field of boars near the beginning and they are involved in 3 quests. One hunter wants you to thin them out, one hungry half orc wants you to collect meat from them, and a trophy collector is looking for a head from them. They only drop the loot if you are on the specific quest as well, otherwise you get a "Nothing Interesting" when you examine it.
Cheers!
Pic 1
Pic 2
Pic 3
Pic 4
Pic 5
The coding in NWN2 for the questing is generic. It consists of about 10 scripts and 1 conversation and are reused for every quest (NPC, placeable, monster etc). So if I have 100 quests or 5000 quests, the same 10 scripts do all the work. The quest data is all stored in a mysql database so the amount of code never changes, unless I want to enhance the system by adding more features. Each NPC, placeable, mob, trigger simply has specific variables put on them so they know what part of the quest they play. NPC's can have more than one quest (albiet only one at a time) and critters can be involved in multiple quests (ie; someone might want you to kill one, someone else might want you to loot something from it, and someone else might want you to loot something totally different from it) which cuts down on having to have a single critter for a single quest.
For example, there's this field of boars near the beginning and they are involved in 3 quests. One hunter wants you to thin them out, one hungry half orc wants you to collect meat from them, and a trophy collector is looking for a head from them. They only drop the loot if you are on the specific quest as well, otherwise you get a "Nothing Interesting" when you examine it.
Cheers!
Modifié par Marshall V, 20 août 2010 - 04:37 .
#22
Posté 20 août 2010 - 06:05
What do the other buttons show?
#23
Posté 20 août 2010 - 07:12
In the journal? Visually they look just like the quest system but they serve a different purpose. Lore Books are books that you can find in game or as rewards from quests. They behave just like quests but give you different kinds of rewards. For example, a Lore Book about a past hero defeating a tribe of goblins could offer you an ability to defeat goblins easier. Deeds are simply actions you perform that offer XP rewards - such as "Goblin Slayer" - given after you defeat 100 goblins or something like that. Collections are items that you can pick up as you explore. For example, in various camps around the mod you can find different kinds of drinks (ie; the Grimfoot goblins sometimes have some nasty swish laying about). Once you have collected a complete Collection, you can turn them into a Collector (if you can find one) for various XP and Gold rewards. Considering the module only gives XP from these 4 types of activities (Quests, Collections, Deeds, Lore Books), there is no grinding mobs for XP. If you want to advance, you take on tasks/jobs/quests. Some are simple, some are complex - one quest can lead into another and another and end up being an entire adventure (ie; The Nightfall Brotherhood Quest line is a huge adventure that you'll probably start around level 1 and finish around level 4 (with a group of friends).
Want to make a rogue and sneak by all the monsters to get to where your going? Be my guest. Want to be a warrior who will smash his way through them? that's cool too - one won't gain an advantage over the other XP wise. The trick is to ensure there's enough things to do to keep you from getting bored yet offering measurable goals with rewards while you adventure around. Happily I can pump out numerous quests very quickly with the system and they can be as meaningful or as mundane as I want them to be without adding much load to the server.
But I digress. It's more about the fun than anything. The real question is "Am I having fun while playing this?" When I play it, I answer yes. Of course, I can't finish any of the big quest endings because I'm playing by myself and getting whacked LOL.
Want to make a rogue and sneak by all the monsters to get to where your going? Be my guest. Want to be a warrior who will smash his way through them? that's cool too - one won't gain an advantage over the other XP wise. The trick is to ensure there's enough things to do to keep you from getting bored yet offering measurable goals with rewards while you adventure around. Happily I can pump out numerous quests very quickly with the system and they can be as meaningful or as mundane as I want them to be without adding much load to the server.
But I digress. It's more about the fun than anything. The real question is "Am I having fun while playing this?" When I play it, I answer yes. Of course, I can't finish any of the big quest endings because I'm playing by myself and getting whacked LOL.
Modifié par Marshall V, 20 août 2010 - 07:19 .
#24
Posté 20 août 2010 - 09:10
Looks like a really neat system, Marshall.
#25
Posté 20 août 2010 - 09:35
Thanks, I just wish I knew how to make pretty outside areas. I'm terrible with the terrain tools LOL. Thank god for some of the fantastic pre-fabs on the vault.





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