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Shadow Thief: Crimmor


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#101
kamal_

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Building off the hidden weaponry code, hidden and lead pocket code was a snap. They are similar in that they allow you to hide things on yourself, but lead lined clothing is superior, as it stops magical detection as well.

200x150http://dl.dropbox.com/u/3879894/hidden_lead_pocket_armor.jpg[/img]

Modifié par kamal_, 02 mars 2011 - 02:10 .


#102
nicethugbert

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NEAT!

#103
Quixal

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This is some fantastic stuff. I especially like the lead lined robe idea. Suddenly NWN2 is looking a lot more like a tabletop game.

As an aside, have you read any of Steven Brust's books? they might be an interesting read for ideas.

Modifié par Quixal, 02 mars 2011 - 03:46 .


#104
kamal_

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Quixal wrote...

This is some fantastic stuff. I especially like the lead lined robe idea. Suddenly NWN2 is looking a lot more like a tabletop game.

The code I'm using allows builders to make custom item groups. For example hidden weapons include any weapon with "sh_hidden_" at the beginning of the tag (it doesn't matter what the rest of the tag is), plus entire weapon categories (all darts and shuriken for example).

The code works because there's functionality to look at tag substrings. So if a builder can dream something up, and can get at the scripts that handle that, then it can be done. For example, you could make thieves tools out of different materials, such as non-conductive tools that reduce or eliminate electric trap damage. (I haven't looked if the trap code is accessible, so that specific example may not be possible).

Now this code is module specific of course, so if you exported a character with lead lined robes, they would simply function as robes if you used that character in another module. The code works by checking the tags and the type if necessary, it does not actually add properties to the items themselves.

I had to hold off on building things until I could make sure this code worked, since a lot of ideas I had need stuff like this. Firming up the code for pseudo classes is next, they currently are more like special feats and do not have levels, which they should since they are actual sourcebook PRC classes except Dark Host which is my own invention.

#105
M. Rieder

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Will you have a fortitude check to see if the PC gets lead poisoning from wearing the lead lined robe?

#106
Quixal

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I do hope the trap code is accessible. That would seem to open up a lot more tinkering options. Proper thief-based mods could get a lot more interesting if folks start using your code.

I was wondering if Dark Host appeared anywhere.

#107
kamal_

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I've been ummm, taking a break from coding. Welcome to Crimmor.

600x300https://lh3.googleusercontent.com/-PoQPx_T1QRU/TXL5ix1pyiI/AAAAAAAABA8/Je3DIzWDfwg/s1600/welcome_to_crimmor1.JPG[/img]

Modifié par kamal_, 06 mars 2011 - 03:25 .


#108
nicethugbert

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Is that a hole in the ground?

#109
kamal_

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That is Wight Alley.

Some sixty years ago, in 1312, the neighborhood was beset by a wight that killed a number of people. The Crimman Guard proved unable to track the stealthy menace and the killings continued. The Guild Master of Thieves had recently promised the Crytrapper family, one of the ruling families of Crimmor, to aid the common folk in return for the Crytrapper's providing alibis for the Guild Master and four other senior thieves who had been caught red handed.

This promise was put to the test when the Shadow Thieves stepped in and tracked the wight to it's lair in the alley. The local priest and Guard platoon was quickly summoned to confront the wight before it could leave again. The wight slew a number of people before falling to the priest, both Crimman Guard and Shadow Thief among them.

Having proved their loyalty to Crimmor, the event proved to be the beginning of an uneasy understanding between the Crimman Guard and the Shadow Thieves. The Shadow Thieves help in their own way to protect Crimmor for external threats, with the Thieves sometimes being entrusted with missions to protect the safety of Crimmor, but where discretion and subtlety was needed. And factions within the Crimman Guard being willing to overlook some of the Thieves actions in return.

#110
kamalpoe

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Nighttime.

600x300https://lh3.googleusercontent.com/-wV79nhzt3_U/TYlW9oKzrII/AAAAAAAABCY/SJ6_VQ7z_J4/s1600/cr4.JPG[/img]



600x300https://lh4.googleusercontent.com/--YuohggCo2w/TYlXCmlkbSI/AAAAAAAABCc/qQgTecgICwk/s1600/cr7.JPG[/img]

#111
The Fred

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Woah, cool. The scale of that place is just immense.

#112
Leinadi

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Awesome screenies.

#113
kamal_

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There are 5 external city areas, roughly 16x16 each and all using near the toolset's limits on objects in an area. One of the goals for Crimmor is to make a place that actually feels and looks like a large city (cough, not like Neverwinter, cough). The fog levels are designed with actual lore in mind, as the Alandor river is supposed to produce regular fogs covering the city.

There are a few things that happen outside the city, which the testers saw before I decided to make Crimmor into a full module, but they are early on and not particularly long. Crimmor is very much a city module.

#114
Quixal

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The city really is as filled out as the engine will allow then. I thought Pros was a good example of city design that actually created the impression of a city but this looks like it will blow that away. Not all that surprising I suppose, given that Pros was a single exterior area.

#115
kamal_

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Quixal wrote...

The city really is as filled out as the engine will allow then. I thought Pros was a good example of city design that actually created the impression of a city but this looks like it will blow that away. Not all that surprising I suppose, given that Pros was a single exterior area.

Pros was a prefab. City Hak is nice, but hard on the toolset, Pros tended to crash the toolset. You're right though, Pros itself was a large but single area city.  Crimmor is about 5 times the size. Crimmor has roughly double the population of Neverwinter, and I want it to feel like it.

Crimmor is much more detailed than Pros, and much larger . If you look closely at these screenshots of the areas during the day you can see where I did things like delete doors that wouldn't be visible ingame to get objects back I could use in visible areas. Crimmor uses no placeable haks, I'm working with all default stuff to build the areas.

600x300https://lh5.googleusercontent.com/-2bmka4wL2zE/TYpUlbQ9tUI/AAAAAAAABCg/xb8_ML54qY0/s1600/cr3.JPG[/img]


600x300https://lh4.googleusercontent.com/-SYLm_XXKSCE/TYpUmx6ClaI/AAAAAAAABCk/F9WP1oskAlk/s1600/cr5.JPG[/img]

#116
nicethugbert

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NEAT!

#117
PJ156

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This is a good looking city Kamal_ lots of exploring to do there. I really like the little enclosed areas between the houses. The picture you posted earlier of one of these was very nice indeed.

I see one of the downsides of big areas is that they can seem empty. Have you any plan for that?

PJ

#118
The Fred

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Wow Kamal, those areas are looking really nice. The fact that you're having to optimise them for performance might not be a good thing in itself, but is probably a testament to how huge and detailed that city is.

By the way, did you get the weapon equipping script working? I've been messing around with the same idea myself and I've seen some odd behaviour. Maybe it's something I've missed out but I think your scripting is delaying the tagbased scripting, but not the equipping of the weapon itself. In the end I used SetCombatOverrides() on the PC to make any attacks they make right after drawing a weapon miss, which is not exactly ideal, but works.

#119
likeorasgod

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kamal_ wrote...

In PnP, if a couple of orcs ran away when you stumbled across their camp and saved the town should you get less xp? I'm doing that to specifically force the player to focus on quest completion and not try to kill anything in their way (unless you feel it's the best way to complete your goal).


I allways enjoyed doing this in my PnP games I played.  Folks found out real fast that just chargeing in was not going to get them through much of any of my games.  lol probly why I had a bring two char rule each game cause I tend to kill off PC's for stupid and very harsh results at times.


Now that I'm at home and got PoE up and going, will have fun playing that and be waiting for this.

#120
kamal_

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The Fred wrote...

Wow Kamal, those areas are looking really nice. The fact that you're having to optimise them for performance might not be a good thing in itself, but is probably a testament to how huge and detailed that city is.

By the way, did you get the weapon equipping script working? I've been messing around with the same idea myself and I've seen some odd behaviour. Maybe it's something I've missed out but I think your scripting is delaying the tagbased scripting, but not the equipping of the weapon itself. In the end I used SetCombatOverrides() on the PC to make any attacks they make right after drawing a weapon miss, which is not exactly ideal, but works.

The delaying of combat when a creature equips a non- quickdrawn weapon? Not tested yet. I havn't been working on this for a while. My blog explains why. I'll get back to it when I'm ready, but have RL things to deal with.

#121
The Fred

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Yeah, real life gets in the way sometimes... I think for something as awsome-looking as this, though, we can wait. ;-)

#122
kamal_

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Naw Bahar monastery. Depending on your choices, it may be a main plot location, or it may not.
600x300http://1.bp.blogspot.com/-RdmByvS_trY/TccnnZ38NPI/AAAAAAAABEs/nGnmRwauxmg/s1600/crimmor_nawbahar.JPG[/img]

Rinif Honey and Pollen. Bet you didn't know dwarves are inveterate beekeepers, did you? Well they are. Honey is the main ingredient in mead. Visit Rinif and learn all about apiary and the myriad uses for honey.
600x300http://1.bp.blogspot.com/-jA5Tt_2plAg/TccnoE5PnVI/AAAAAAAABEw/-XsQUlpW5To/s1600/crimmor_apiary.JPG[/img]

#123
likeorasgod

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These teaseing must stop...looking good either way.

#124
Morbane

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Crazy Craig's Crates - Barmy Ben is a Has-Been

Very nice styles in the screenies...

#125
kamal_

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Preliminary screenshot of Wheel Ward.
600x300http://dl.dropbox.com/u/3879894/crimmor/crimmor_sample1.JPG[/img]