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Shadow Thief: Crimmor


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#276
kamal_

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Huzzah!

I think I've worked out the corrupted areas problem:

The original cause of the crashes I was getting on loading the module were apparently caused by a corrupted bic. In troubleshooting the crashes I emptied out my override folder (didn't stop the crashes) and emptied out the localvault (stopped the crashes, but only in the test module).

So I had concluded I had some corrupted areas, and trying to open some areas and getting toolset crashes "confirmed" my idea. I went to my online backup and restored that and still got the crashes in those areas. So I thought the areas were corrupt.

I had forgotten two things, that I'd emptied the override, and that I had a separate test module for walkmeshes (I actually have about 4-5 test modules for specific things). I went to my walkmesh test module, which was untouched since I'd exported the working areas from it back to my main module, and the areas in question still crashed the toolset.

I knew they shouldn't be a problem, because the areas had been untouched since they were exported, and getting area corruption of the same areas in different modules would be very unlikely (and probably mean time to buy a new hard drive to be safe). Then I realized I'd forgotten I'd emptied the override folder. I put my overrides back into place and tried the test walkmesh module again. Working! So I exported the areas back into the main module and tried there. Working!

I will have to see exactly what file in there being missing is causing the problem, because all the files needed should be in the hak, so the override shouldn't have been necessary.

#277
kamal_

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Ok, I got it completely figured out. I had the corrupted areas, and the corrupted bic. But still couldn't launch the campaign.

Removed all my scripts and could launch. Copied them back and failure. So I created a test module just for the scripts so I could isolate the problem. Copied all the scripts over, and it launched (to my surprise). In my main module I had copied all the scripts to the campaign level, so I decided to move them back to the module level.

When I went to grab the scripts out of the campaign to copy back to the module, I noticed there was a module.jrl file in the campaign folder. I didn't think that was supposed to be there, I thought it was a module level file only. I removed it. Viola, main campaign started!

I had cleaned up the module folder by moving all the scripts up to the campaign, and I had accidentally grabbed the module.jrl file and copied it to the campaign folder as well...

Conclusion: I'm able to start the main campaign/module again. :-)

#278
kamal_

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November update:
I had to put back together the corrupted resources, and once that was done I spent the rest of the time testing and fixing bugs related to that, plus any other bugs I came across.

One of the city exteriors, ingame via the freecam.
250x150http://2.bp.blogspot.com/-yBR4RkwkcCU/ULu79hw-TuI/AAAAAAAABQg/KqERqjo-kDc/s1600/NWN2_SS_120212_153334.jpg[/img]

250x150http://4.bp.blogspot.com/-rn24OZ_q0Cg/ULu7_GI4JpI/AAAAAAAABQo/O7VPDwhMM7I/s1600/NWN2_SS_120212_153433.jpg[/img]

#279
PJ156

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I like that market area. It has a bazaar feel to it.

Sorry to hear about the corrupted stuff, right up there in my nightmares, that is. At least you got a good fix on it.

PJ

Modifié par PJ156, 02 décembre 2012 - 10:07 .


#280
Claudius33

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I also like the detailed market. Nice area.

#281
kamal_

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I've got the merchants packed up as prefab groups as I have several markets, except for the blue/purple roofed section connected to the wall, which is a prefab group I'm using) I'm going to be packing up and releasing prefab groups of placeables from the module after release.

#282
kamal_

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Light goes on, light goes off. Fascinating.
www.youtube.com/watch

Currently all I'm doing is testing, fixing bugs, and repeating the process.

Modifié par kamal_, 15 décembre 2012 - 02:01 .


#283
PJ156

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I could play all day ... :D

Does the vfx switch on and off I could not see?

Since your module is the way it is I guess there are advantages to certain skills if you turn the lights off?

PJ

#284
kamal_

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PJ156 wrote...

I could play all day ... :D

Does the vfx switch on and off I could not see?

Since your module is the way it is I guess there are advantages to certain skills if you turn the lights off?

PJ

The vfx goes on and off as appropriate.

Lights on gives a penalty to hide in shadows if you are in the lightsphere. Giving the penalty to hide in shadows while in the light was a much easier to handle things for a few reasons, instead of a bonus while not in the light or other ways of handling it such as adjusting spot skills.

There is a trigger roughly in the shape of the lightsphere, and the trigger and lightsource pass information back and forth about the state of the light when the trigger is entered and when the light is turned on/off. Here's an old video showing more (bugs meant the light was wrong, but you can see what's going on via the debug messages in full screen mode), as well as turning a torch on and off from a distance via fire/ice damage. www.youtube.com/watch

Guards intelligent enough to use light sources will turn on a light they find that's off when it's supposed to be on, and then start looking for who did it...

In other areas the lights are off simply because that's logical, and you can turn them on because that's also logical. No one's been in that abandoned house for more than a year, so any lights should be out. Of course it's a house, so there should be lights to be lit. The player simply turns them on for convenience in looking around (I like my areas that should logically be pitch black to actually be pitch black).

#285
PJ156

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That's interesting. I agree about the light sources and the on off convenience.

I would not want the HIS deficit for a light being on as it wold not make sense or be of use in my module but I would very much like to have an on/off script. Did you do this from scratch or start with the SLS I think that would ba a nice project.?

PJ

#286
kamal_

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PJ156 wrote...

That's interesting. I agree about the light sources and the on off convenience.

I would not want the HIS deficit for a light being on as it wold not make sense or be of use in my module but I would very much like to have an on/off script. Did you do this from scratch or start with the SLS I think that would ba a nice project.?

PJ

SLS includes an on/off script, so if you just want to turn lights on and off in any way it's just what you're looking for. There are a couple of notable bugs which you can see the fixes for in my blog (I think I posted both on the page for SLS as well), one is caused by the game engine losing light tags, not the SLS code per se. I edited my SLS scripts to work with the trigger.

#287
kamal_

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Today I played the campaign to the finish for the first time in the real module and not just my test module. The endgame still needs polishing and cleaning. Once that's done I need to take care of a number of details important to me but potentially time consuming things to bring the city to life (mostly ai stuff, so I can't give a good estimate), and fill in a few placeholders in sidequests.

#288
PJ156

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Wow, that's getting close then ... good luck with the last push.

I just spotted you post on the lighting. Jeeesh there are so many posts here on this forum that i must have over looked it :D

I will go and have a look at those scripts as a trigger script might well be perfect.

Thanks Kamal_

PJ

#289
kamal_

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In this image, the pc was tasked with forging some orders for a caravan company. This was made complicated by the fact the merchant representative of the company is standing behind the counter, and there is a locked door behind/next to him where the offices and the order book is.

Solutions available:

Pickpocket the door key from the merchant, then use that key when the merchant isn't looking in order to get inside the office (PRR ownership scripts mean the merchant "owns" the door and pays attention to attempts to pick it/knock it down).

Intimidate or bluff the merchant into giving you the key. Now that you "legitimately" have access to the door, the merchant doesn't pay any attention to your using the door.

Use the special Hidden Theurgy ability if available to cast a suitable spell on the merchant, so he will willingly give you the key.

Kill him and take the key. How gauche. Plus the merchant will fight back, and stands a decent chance of killing the thief.

The PC is a thief/wizard and has Hidden Theurgy. He knows a relevant spell for use on the merchant, in this case Charm Person, and passed the skill checks (concentration, Sleight of Hand, and Spellcraft) that allowed him to cast it on the merchant during conversation without the merchant knowing.

Charmed, the merchant thus willingly gave him the key, and the thief is in the offices.

Now the player has to actually forge the orders in the books. He can try his penmanship via skill and stat check, cast a True Strike he has memorized in order to temporarily give himself perfectly matching penmanship, or simply call the merchant he charmed in order to have the merchant change his own orders.

500x300http://2.bp.blogspot.com/-YGmllCYaro8/UQq4VBTdntI/AAAAAAAABSw/XXaw8KySPbE/s1600/crimmor_trickery.jpg[/img]

Most of this month was spent writing commoner ai, as my full commoner ai was much too memory intensive and was causing crashes. The commoner generics I released this month fixed that, though the one that does a stock heartbeat isn't behaving as I expected with regards to shopping points and points of interest, the commoners stand around more than I expected, so I will have to investigate.

I also split Crimmor into 6 modules from one large module in order to improve performance, and am still working on things that need to be changed because of that.

Lastly, I've been fixing bugs, both from the change in module organization and just regular bugs. There are places where you can get the same basic quest from multiple questgivers, and enough quests with multiple possible solutions, or ways to solve a quest before it is given ("you want me to get that? I already have it right here"), that handling the conditions requires lots of testing and attempting to do things out of the expected order.

Modifié par kamal_, 31 janvier 2013 - 08:12 .


#290
nicethugbert

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NEAT!

#291
kamal_

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This short test video shows my test character taking in a few street musicians and walking around some streets. On display is the custom environmental sound, the custom music played by the bards, the commoner ai, and Apep's dynamic clothing on spawn system. Adjustments still need to be made to all those, but this should give everyone some idea of what the streets will look and sound like.

youtube

#292
PJ156

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I like that very much it has a nice "being lived in" feel to it.

PJ

#293
kamal_

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Here's another video from a different section of the city. The testing pc listens to some music and wanders through a market.

youtube

Modifié par kamal_, 07 février 2013 - 01:19 .


#294
nicethugbert

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NEAT! Hmm, I'm thinking of Hitman 3 now.

That module does really feel alive with all those sounds.

Modifié par nicethugbert, 08 février 2013 - 04:41 .


#295
kamal_

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Beta is ready. Anyone interested in being a guinea pig is welcome to send me a PM and I'll provide download links.

#296
likeorasgod

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Can't wait until this is public. Been waiting a long time for it.

#297
kamal_

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I've been steadily working on the bugs and feedback. The relatively long period here is not unexpected since Crimmor does a number of unusual things.

#298
Frosty44

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Kamal, I want to tell you how much I'm enjoying Crimmor and how different it is from most mods!

I hope you don't mind, but you haven't been at the vault for a couple of weeks and I'm having a problem with the campaign - mostly with the main quest. The transitions to Drovers Gate don't work in any of the areas. I know I got there once, but I can't get back there, yet all the others gates I've encountered so far work. I left a detailed description of the error message at the vault if you get a chance to take a look. I'm hoping you can figure out what is different about the Drovers gate transitions.

I also ran into a problem with the "monster" quest. The priest says he's going there to help and I should meet him at the house, then there's a fade out and he disappears - but he never shows up at the house. When I tried it again he never even disappeared.

I'd appreciate any help you can give me!

Thank you!

Karen : )

#299
Arkalezth

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Silly question, but have you looked in the attic where the monster is, or just in the house's entrance? Did any of the people outside the house mention the priest after you sent him there?

I don't recall the priest disappearing from the temple when I played (maybe he did and I just don't remember), but he was always there with the monster.

#300
Frosty44

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Thanks Arkalezth! Yes, I spoke to the monster the first time I was there and then went back up after the priest didn't show up in front of the house, but only the "monster" was there. And nobody in the crowd mentioned the priest. I restarted after that happened so I can try again - maybe he isn't supposed to disappear. I'll talk to him again and go back to the house and see if he shows up this time.

I'm much more concerned about not being able to get into the Drovers gate area though since that's where the main plot starts! Hopefully Kamal will be able to figure out what's going on with the transitions! I also hope he makes a written walkthrough!

Modifié par Frosty44, 16 juin 2013 - 10:12 .