Fanglewood NWN2 Campaign (RELEASED)
#101
Posté 23 avril 2012 - 06:23
PJ
#102
Posté 23 avril 2012 - 01:24
Even if it is a drow cave.
Harumph!
#103
Posté 23 avril 2012 - 04:13
slowdive.fan wrote...
Again, I have to say, your area design is outstanding. Looking forward to the release. How far along in the process are you?
I have 3 more areas to build and a bunch of loose ends to clean up. So I’m thinking about 3 more weeks I should have a playable beta. How long the beta testing going to take? Hard to say.
#104
Posté 23 avril 2012 - 06:32
#105
Guest_Iveforgotmypassword_*
Posté 24 avril 2012 - 03:55
Guest_Iveforgotmypassword_*
OfficerDonNZ.. That's the difference between games made by people who like making games and want to make people happy with them and ones out for profit. I think Bioware showed which side of the fence they were on by photoshopping Tali's picture while spending time and effort modelling a member of IGN's staff to put in the game then giving an epilogue of don't forget to buy more DLC and forgetting the rest of the crew etc !
I'm just glad I was put off by it needing Origin to play so didn't buy it, but my condolences to you and your Shepherd/s mine are all having a good time on Omega having just destroyed the collector base and that's where they'll be staying forever.
Tsongo.
#106
Posté 25 avril 2012 - 05:19
Alupinu wrote...
I have 3 more areas to build and a bunch of loose ends to clean up. So I’m thinking about 3 more weeks I should have a playable beta. How long the beta testing going to take? Hard to say.
How long will it take? Who knows? How long will it feel like it is taking? Fooooooooooorrrrrrrrrrrrrrrrrreeeeeeeeeeeeeeevvvvvvvvvvvvvvvvvvvvvvveeeeeeeeeeeeeeeeeeeeerrrrrrrrrrrrrrrrrrrrrr...
#107
Posté 29 avril 2012 - 07:10
Hopefully my next update will be to announce that the game is in beta, we shell see.
#108
Posté 06 mai 2012 - 07:21
Here's the link, forums.nexusmods.com/index.php
#109
Posté 24 juin 2012 - 09:54
Hey everybody!
Just letting you know that I finally did it, I’ve finished building. Yes I have a working beta version of Fanglewood. I just finished playing my first full length test game and it was for the most part a success. There was no game stoppers but I did have a couple of side quest stoppers.
The campaign took me 23 hours to play from start to finish. Minding you that is if you play every quest. I’m thinking that the average player will take around 15-20 hours to play.
I did find 124 things to be fixed a large majority of these being cosmetic. Most are simple fixes that should be no problem. I do have one that’s got me stumped and that is how to get an Encounter Trigger to reset via script. I’ll start a separate thread on that problem over in scripts.
I will be looking for beta players in the near future. But first I’m going to play test it myself until I get it running as smoothly as possible. I do have a short list of people who promised me in the past that they would be happy to play test so we will see how good their memories are. LOL I really don’t want to open up the beta version to the community as a whole. So I’m going to try sending out pm’s to all respected member of our community (Manly people on my friends list.)and see what type of response I get. I like to get a min of 5 play testers if possible but more would be better. If you want to make sure you get on the list of beta players just send me a pm and I’ll make sure you’re on it.
Thanks everybody.
Modifié par Alupinu, 27 juin 2012 - 06:24 .
#110
Guest_Iveforgotmypassword_*
Posté 26 juin 2012 - 07:45
Guest_Iveforgotmypassword_*
ps if this comes up double and weird it's because I posted it yesterday and nothing happened !
#111
Posté 26 juin 2012 - 04:27
Iveforgotmypassword wrote...
Congratulations it's a good moment completing a first playthrough isn't it. Only problem I have playtesting my mods is that after a few beers I find it difficult to read my own writing when it comes to doing corrections !.
ps if this comes up double and weird it's because I posted it yesterday and nothing happened !
Thanks! LOL, I hear you about the few beers thing, that’s why I try and do most of my modding in the morning because after a few beers modding is defiantly not on the agenda.
#112
Guest_Iveforgotmypassword_*
Posté 26 juin 2012 - 06:27
Guest_Iveforgotmypassword_*
Perhaps we should start a what not to do when using the toolset thread I think the most amusing things that happen are when you forget to set factions and war breaks out and horses and chickens start joining in the fighting. Bit of a bummer if it's in one of the last areas of a mod though.
Anyway good luck with the testing I really like the sound of this mod and think that having a tangle in fanglewood will be top of my list during a "now what happens, where the hell is my story going, time for a toolset rest" moment.
#113
Posté 26 juin 2012 - 07:22
As far as things not to do while working in the toolset - I could write a big list, but top at the moment are not to try watching a film DVD 'in the background' while writing conversations - I really should know by now that I just completely lose track of what node should link to what & it all turns into a big mess!
#114
Posté 26 juin 2012 - 08:05
#115
Posté 27 juin 2012 - 12:24
@Clyordes, Thank you. I totally understand the distraction thing; I had to move my computer into my bedroom and away from my TV just for that reason.
@kamal_, yea with a total of 10 modules. The funny thing is when I first started 2 years ago it was suppose to be a 2-3 hours mod but the idea’s kept pouring in and well… &%#@ happens. Not sure if that a good thing or not.
Modifié par Alupinu, 27 juin 2012 - 06:26 .
#116
Posté 27 juin 2012 - 04:45
#117
Posté 28 juin 2012 - 05:59
Omega27 wrote...
Grats Alupinu, darn you beat my. I haven't release my main mod yet just the intro.
Thank you but how long have you been working on your mod? I’ve been working on mine for roughly two years.
#118
Posté 29 juin 2012 - 10:03
About the same but everytime im near done, i get a corruption error or something #sighAlupinu wrote...
Omega27 wrote...
Grats Alupinu, darn you beat my. I haven't release my main mod yet just the intro.
Thank you but how long have you been working on your mod? I’ve been working on mine for roughly two years.
#119
Posté 29 juin 2012 - 06:32
Well I hope your backing up everything in quad and saving in directory file format.Omega27 wrote...
About the same but everytime im near done, i get a corruption error or something #sigh
Modifié par Alupinu, 30 juin 2012 - 05:35 .
#120
Posté 30 juin 2012 - 09:15
#121
Posté 30 juin 2012 - 05:37
Yes Fanglewood is a stand alone campaign that is brought to a final conclusion.Omega27 wrote...
I am now >.< restarting for the 4thx is a drag, Also is this mod, going to be the only one of your story?
#122
Posté 22 juillet 2012 - 12:16
Hey everybody just checking in to let you know how Fanglewood is progressing.
Well we are rapping up are first round of beta testing. Need to extend a big thank you to Bealzebub and PJ156 for taking some of their valuable time to test my little campaign. Bealzebub finished last night, 7/20, and Pj156 is in the home stretch and should finish in the next day or so.
I am pleased to report that Bealzebub was very positive about his play through. Here’s what he had to say…
Thanks again Bealzebub, LOLBealzebub said…
Well polished, and no bugs to speak of. The story line was interesting and the conversations were witty. It really drew me in.
All the areas looked great, and there were many surprises. Imaginative use of the placeables really helped the atmosphere and made things seem new. Not just the same old tile sets used in every .mod.
You'll get a 10 from me.
Nice little vote of confidence there after two years of work.
Everything has gone surprisingly smooth. Some of the issues are combat and treasure balance as to be expected.
My animated traps were proving to be a little tough so it was decided by all involved that they needed on/off switches. Thanks to kevL I was able to install some. Makes for interesting game play now, you can get the monster to chase you threw the trap, turn the trap on and nail his ass. LOL
Of course there are the spelling and grammar issues that I’m desperately trying to weed out. MinD took a beating because of less then perfect spelling and grammar, trying to not let that happen again.
Yes folks I believe we are looking at a mid to late August release. Not promising anything but that is what I’m shooting for.
I’m almost ready to start the second phase of beta testing which means I need more beta players. If you would like to jump on the band wagon and do some beta testing for me. Please don’t be shy, just send me pm and I will make sure to put your on the list for beta testing.
Alu
Modifié par Alupinu, 22 juillet 2012 - 12:42 .
#123
Posté 23 juillet 2012 - 06:28
The story intro to the story it's self grab my attention from the start. Most mods i would play would either A. Give me a Head Ache, or B. I'd grow so bored of it.
Fanglewood kept my attention, just a bit upset i couldnt fin in time. Great use of placeables and tile sets as mentioned before.
Some how i find my self a lil shock at some parts of the story plots, normally im good at predicting parts of a story. You guys actually slip one by me lol
Looking forward to next phase guys keep it up.
Omega-
#124
Posté 23 juillet 2012 - 10:46
Check out the final bug report,
PJ
#125
Posté 13 août 2012 - 11:12
Hey everybody!
Good news! Fanglewood may be getting released earlier than expected. Partly because I have run out of beta-players, can’t seem to find anybody else to take the time. But that’s not a big problem, my last beta players seem to be hard pressed to find anything substantial. With the exception of a few mis-uses of the word “there” or “your” everything seemed to be in good shape.
Still have a few loose ends to tie up, re-due my credits and clean up my files.
Another problem I’m facing is uploading. Fanglewood, fully compressed, is still about 345MB to large for the vault or Nexus. Hopefully I can get a hold of the administration to help me with this problem.
I’m thinking if everything goes right and the world leaves me alone, I should have it up and ready for play within about a week. (Fingers crossed) Hope everybody excited.
BTW, one last thing is anybody planning to release there mod with-in the next two weeks? If so please send me a pn and we will see if we can work something out so we’re not on top of each other.
Thank you!





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