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#126
Hellfire_RWS

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WyrinDnjargo wrote...

Shaughn78 wrote...

Swallow System: We could try something with supernatural paralysis and script hidden to remove the character. The cutting out could be done each round by a heart beat checking for swallowed characters and automatically runs their attempt to free themselves plus digestive damage. A enter script and the heartbeat could make sure swallowed characters don't appear during loads and whatnot until they are suppose to.


Yeah, I was thinking script hiden or changing appearance / applying custom vfx of a pulsating stomach. But porting to a hidden stomach region of the map may be simplest way to handle how a PC can do enough damage to break back out


THe NWN1 module I helped work on (I3 Pharaoh) Has just such a script. The PCs can be swallowed by a purple worm, and if they are, the PC/s is sent the the Purple Worm stomach tile where they can bash on internal organs to try and get spit out. THe PC can also just wait for the party to kill it to escape, but they take damage while inside the beast.

#127
Shaughn78

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The only issue I see with porting is that on a load the party will go to the PC, so if the PC is outside the stomach the party will go there and if the PC is in the stomach, the whole party ends up in the stomach. I'm sure with variables and load/heartbeat script this can be corrected though.

#128
Guest_Chaos Wielder_*

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The Tarrasque's devour will use the script hidden event and paralysis--perhaps jumping to a different part of the area and then making it impossible for you to select that character. There won't be any jumping between areas during that fight. In the first case, I think it would be too disjointed and, secondly, it creates a new host of scripting problems that need to be ironed out. The guy is already going to be interesting enough from a scripting perspective, and no need to do anymore than that.



And for those concerned about Kaedrin stuff, I've sent him a message to get this whole thing ironed out once and for all.



Hellfire_RWS wrote...



I wasn't ging to post this but heck, here goes.



my suggestion is a little bit of choice.



As the module progresses and the group gets closer to the goal of facing T., the opposition from the Emerald Enclave increases. When the party is finally ready to go face him the Enclave emerges with a choice. Now that the players are strong enough to face and maybe even beat the T, emissaries from the enclave make a final bid for the T.s Life



The Enclave has an item in their possesion that will Attract / Repel the T and thereby direct it, allowing you to save populated areas by directing the T. into wilderness areas and letting it finish its feeding cycle, and avoid destroying the creature. Here is the small twist. If the players choose to save the T, Then the origianl group shows up to finish the job. It turns out they weren't completely wiped out, and have been healing and recovering. They are now back to finish the job they started. The new enemy, The origianl adventures that were sent to stop the T.



Now I am no scripter, but a small branch at the very end shouldn't be to much of a headache, and will provide a choice for the player.





Im done babbling now.




That's some good babbling sir. I think something like this can be arranged. I want the T to be moving around the map at the end game for certain--earlier if possible--so something like this would be quite desirable.



MokahTGS wrote...



Ok, so I'm calling Centaur Bridge offically as strumpet territory. This will be a small town area with standard small town amenities and 2 dungeons. My prefex for all scripts and module specific stuff will be cenb_



I'll update with screenies as I go...are we going to have a development page for this monster of a mod? In case anyone hadn't noticed...these forums suck.



BTW...Centaur Bridge Gallery






There will be a private project forum so those involved in the project can be in on developments and what not. There will more than likely also be a public forum/thread where updates can be placed. This thread, behemoth like that it is, was for soliciting ideas. It might have worked too well!

For your areas, keep in mind that it's going to be your own mod--so feel free to have as many areas as you see fit. I'll make sure the master haks are compatible with your stuff so nothing needs to be replaced(been there, hated it).

#129
Shallina

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I will submit something for the community mod :) Probably between 2 and 4 hours of gameplay and the action will take place in a 100% custom city that will fit in the turmish landscape, that you sir will have to place somewhere in the overland map.

The goal will be of course to recover one of the "artifact of power" or whatever for fighting mister T.

The city have a harbor, that's the only big constrainst to place it.

Probably lvl 15+.

Also the city could be used for newbi quest.

Release time ? more than 6 months that's for sure. BGR beeing the priority

The module won't use the overland map.

Modifié par Shallina, 24 février 2011 - 05:44 .


#130
dunniteowl

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Okay, quick question:

Anyone here having already used the Projects Section on the BSN: Can you have both private and public pages? Such that, private pages require an invite into the group to even see them and public pages anyone can read if they follow the link? If that is possible here (I don't know personally) then we can set up the Group and Project here and not get so spread out.

If this is NOT doable here, then I know I can set that up at the Citadel. Hellfire, can you swing something like that on the RWS site? I'm not competing here, just looking for our best overall option for setting up a set of Public/Private forum pages for Group Development and Announcements.

dunniteowl

#131
Hellfire_RWS

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If this project needs a private forum I can provide it.

#132
MokahTGS

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Hellfire_RWS wrote...

MokahTGS wrote...

 Ok, so I'm calling Centaur Bridge offically as strumpet territory.  This will be a small town area with standard small town amenities and 2 dungeons.  My prefex for all scripts and module specific stuff will be cenb_

I'll update with screenies as I go...are we going to have a development page for this monster of a mod?  In case anyone hadn't noticed...these forums suck.

BTW...Centaur Bridge Gallery



The final hak isnt ready, is it going to be very hard for you to convert the over all that awsome work?


Any issues with converstion would be there if 2DA entries are not compatable...there's not too much CC in the CB area, and could get fixed if things are off.  The main concern is the BCK placeables I used for the mansion ruins.

We need a community master placeable.2da somewhere...**cough** Pain **cough**

#133
nicethugbert

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Pain has Races of Faerun and Kaedrin's merged, plus more spells. That would be fun to play with.

#134
MokahTGS

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 As far as CC goes, I know a master hak is being worked on, but I want to make sure we say this:  Please use Pain's master 2DAs whenever possible to ensure the highest level of compatability.

I know that might sound like a no brainer, but I'm often surprised at how many times this simple step is overlooked.

I'm most likely going to have to fix my Centaur Bridge area as the BCK placeables used were in ranges that existed before Pain's pack was completed, and I know he had to move some of that stuff around.  Thankfully, it isn't a whole lot of stuff to fix.

So, as far as master hak goes, some of my suggestions for placeables and tilesets are:
There are many other CC pacakges that I would suggest, but the above suggestions are the basics of any serious builder and will allow us to get going.

#135
kamal_

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I would suggest using the ADL format for things. It will make it easier for SP players to join PW's, and things are organized already.

#136
Shallina

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City hak is a rip of from a licenced game if I am not mistaken, it may be dangerous to use it for a public release.

#137
Hellfire_RWS

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kamal_ wrote...

I would suggest using the ADL format for things. It will make it easier for SP players to join PW's, and things are organized already.


+1


Shallina Wrote...City hak is a rip of from a licenced game if I am not mistaken, it may be dangerous to use it for a public release.


They are Oblivion converts I think. I believe that the author edited them and created some of his own, so it might not be that much of a problem.

Modifié par Hellfire_RWS, 24 février 2011 - 08:05 .


#138
painofdungeoneternal

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Make sure you use nwn2wiki's reserved ranges and that you get on IRC and discuss things as you go ( you will get a lot of good advice and hear what others are working on, and thus will be far more compatible with the larger community since you will have a lot of conversations with them ).



I also have a lot of work done redoing the AI, adding new features, and refactoring the default scripts to avoid bugs and exploits, and just poor performance in my community script library (CSL). My 2da's, scripts and support files/blueprints etc are all available, and should form a good base for any project. It already integrates features from kaedrin, numerous PW's, the PRC, the tome of magic, dmfi, etc and merges these where they have redundant features using the best version from each author. I will shortly have Tome of Battle partially integrated as well. ( Note i heavily rewrite things as i refactor them )



010010 is already working with me to integrate these into the Project M which is a major SP module, and i am working with a few PW's in addition to my own, these are very well tested as is.



The monster pack is a "foundation" for my work on the CSL, and is part of my overall goals for making multiple projects compatible. Quite a few larger community things are going on such as new animations, and i am revising the DMFI, and the CSL is to a large degree a foundation wherein these things can work together. The 2da's i am working on also are being designed so multiple people can use them, with the appearance being the only one released since it's the simplest.



Ideally this base can be used on both PW's and SP modules, and those creating new things can leverage what has already been done instead of reinventing things all the time which every project seems to do ( everyone seems to do a count words function for example ).


#139
Shallina

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I hope you all do a mod for the community campaign :) We could have a full scope campaign of significal lenght this way :).

#140
Kaedrin

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It really depends on what you want to do with the resting system. The code I added to the k_mod script was A) to make it work for all three campaigns since each one had their own version of the k_mod script; B) to fix the issue where using a +Con item/spell would let you be killed while resting because your hit points were below what the +Con grants you (since resting temporarily removes those hps in the engine thus causing death); and C) to provide a wrapper call to execute a cmi_script which handles class/gameplay specific code that didn't need to be done in the k_mod script.

I can either create an adjusted script for you based off what I need added (ie, you do a rest script and I'll integrate my stuff into it and hand it back, the easiest) or I can add module specific code to mine to execute your custom code instead of what's in the k_mod (less elegant).

Almost all of the other k_mod scripts are stock campaign scripts with just a single lined to an ExecuteScript for my stuff added. I can go over them and see what else might need to be done.

My suggestion is for you guys to come up with what you want to be the module scripts and say 'done' and I can take a pass to add the minimum amount need to provide compatibility. If more than that has to be done we can discuss it then.

I do think it's been a while since I've heard me being prolific is a negative. ;)

Edit: I've stopped versioning my hak file so now any module that uses it will be as 'future proof' as is possible. I'm also nearing the end of the line as far as updates go.

Modifié par Kaedrin, 24 février 2011 - 11:58 .


#141
MokahTGS

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I have another suggestion, that might be better to integrate before Kaedrin does his pass at the scripts in adding the newly released Fog of War system to the campaign overall. I know having the OM fogged out while I know there is a BigT wandering around would make me slightly nervous. Plus all the other benefits of a system like that.

#142
Kaedrin

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Aside from the +Con death code I have in the resting script, this link has all that needs to be done to have full compatibility with my stuff using whatever module event scripts you want.

http://nwn2customcon...m/module-events

Modifié par Kaedrin, 25 février 2011 - 12:17 .


#143
Kaldor Silverwand

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Kaedrin wrote...
I do think it's been a while since I've heard me being prolific is a negative. ;)


Guilty as charged. No offense intended. I'm just trying to make sure that enough thought goes into the module scripts to ensure as much compatibility and functionality as possible without requiring people to use things they otherwise would not.  Once they are finalized I suspect that every module should use the same ones. If every modder uses their own then there is the possibility that things will not work consistently across modules.  So they need to be finalized and distributed to everyone that is going to work on a module so they can begin building and testing. The scripts themselves should be campaign scripts.  If a module developer wants to deviate from the norm then they will need to know what they should do in their unique module script to make sure they remain compatible with other custom content like yours that the player may have installed. It may be a simple matter of them executing the standard script at the end of theirs, but it may be more complicated than that.

Regards

Regards

#144
Guest_Chaos Wielder_*

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Shallina wrote...
I will submit something for the community mod :) Probably between 2 and 4 hours of gameplay and the action will take place in a 100% custom city that will fit in the turmish landscape, that you sir will have to place somewhere in the overland map.

The goal will be of course to recover one of the "artifact of power" or whatever for fighting mister T.

The city have a harbor, that's the only big constrainst to place it.

Probably lvl 15+.

Also the city could be used for newbi quest.

Release time ? more than 6 months that's for sure. BGR beeing the priority

The module won't use the overland map.


 I like the fact that you want to make a town. Now, the only problem I have with that is that the region already has several towns in it that I'd like to be populated. I think it would be better for the project if we first figure out how the official towns/areas can be filled in. Once that's done, we can move onto other things. I'm not saying we can't have new towns, but I'd very much prefer that we have all the described towns before moving onto new things. I can provide you with any lore information you require.

I really appreciate your enthusiasm on this. If everyone commits to the project, it *will* be very good. That was the idea, and I hope it works out that way. :wizard:

dunniteowl wrote...

Okay, quick question:
Anyone here having already used the Projects Section on the BSN: Can you have both private and public pages? Such that, private pages require an invite into the group to even see them and public pages anyone can read if they follow the link? If that is possible here (I don't know personally) then we can set up the Group and Project here and not get so spread out. 
If this is NOT doable here, then I know I can set that up at the Citadel. Hellfire, can you swing something like that on the RWS site? I'm not competing here, just looking for our best overall option for setting up a set of Public/Private forum pages for Group Development and Announcements.
dunniteowl


It looks as though there'sonly a private forum on a project by project basis. Nothing public other than comments if we opt for the private forum.

I have no opinion either way in terms of doing it here or anyplace else. I can say we'd probably attract more attention by having the project here.

MokahTGS wrote...

 As far as CC goes, I know a master hak is being worked on, but I want to make sure we say this:  Please use Pain's master 2DAs whenever possible to ensure the highest level of compatability.

I know that might sound like a no brainer, but I'm often surprised at how many times this simple step is overlooked.

I'm most likely going to have to fix my Centaur Bridge area as the BCK placeables used were in ranges that existed before Pain's pack was completed, and I know he had to move some of that stuff around.  Thankfully, it isn't a whole lot of stuff to fix.

So, as far as master hak goes, some of my suggestions for placeables and tilesets are:

There are many other CC pacakges that I would suggest, but the above suggestions are the basics of any serious builder and will allow us to get going.


I'll try my best to allow for maximum compatibility. It's taking some getting used to, as my own project was designed for itself, by itself. So, making something that's easy and accesible for a wide audience is going to take some getting used to.
That said, I like your suggestions and they are well taken.

painofdungeoneternal wrote...

Make sure you use nwn2wiki's reserved ranges and that you get on IRC and discuss things as you go ( you will get a lot of good advice and hear what others are working on, and thus will be far more compatible with the larger community since you will have a lot of conversations with them ).

I also have a lot of work done redoing the AI, adding new features, and refactoring the default scripts to avoid bugs and exploits, and just poor performance in my community script library (CSL). My 2da's, scripts and support files/blueprints etc are all available, and should form a good base for any project. It already integrates features from kaedrin, numerous PW's, the PRC, the tome of magic, dmfi, etc and merges these where they have redundant features using the best version from each author. I will shortly have Tome of Battle partially integrated as well. ( Note i heavily rewrite things as i refactor them )

010010 is already working with me to integrate these into the Project M which is a major SP module, and i am working with a few PW's in addition to my own, these are very well tested as is.

The monster pack is a "foundation" for my work on the CSL, and is part of my overall goals for making multiple projects compatible. Quite a few larger community things are going on such as new animations, and i am revising the DMFI, and the CSL is to a large degree a foundation wherein these things can work together. The 2da's i am working on also are being designed so multiple people can use them, with the appearance being the only one released since it's the simplest.

Ideally this base can be used on both PW's and SP modules, and those creating new things can leverage what has already been done instead of reinventing things all the time which every project seems to do ( everyone seems to do a count words function for example ).


Do I really need to reserve ranges on the wiki? There's only going to be max 4 creatures added that aren't in your monster's pack(Tarrasque, and 3 others). Placeables won't have anything new in it, and Kadrin sounds like he's willing to add stuff directly into his pack(ala the BR Beholder). I mean, if you want me to reserve ranges, I guess I will, but it seems a superfluous step.
I plan on using your monster pack. As far as the CSL, I honestly don't know anything about it. I haven't dabbled in something like that, and I'm hesitant to add it(simply due to never having played around with it). That said, it does intrigue me; increased performance is always nice.

I'll try and keep you up to date on any major changes that go on.

MokahTGS wrote...

I have another suggestion, that might be better to integrate before Kaedrin does his pass at the scripts in adding the newly released Fog of War system to the campaign overall. I know having the OM fogged out while I know there is a BigT wandering around would make me slightly nervous. Plus all the other benefits of a system like that.


That's a good idea. B)

Kaedrin wrote...

It really depends on what you want to do with the resting system. The code I added to the k_mod script was A) to make it work for all three campaigns since each one had their own version of the k_mod script; B) to fix the issue where using a +Con item/spell would let you be killed while resting because your hit points were below what the +Con grants you (since resting temporarily removes those hps in the engine thus causing death); and C) to provide a wrapper call to execute a cmi_script which handles class/gameplay specific code that didn't need to be done in the k_mod script. 

I can either create an adjusted script for you based off what I need added (ie, you do a rest script and I'll integrate my stuff into it and hand it back, the easiest) or I can add module specific code to mine to execute your custom code instead of what's in the k_mod (less elegant).

Almost all of the other k_mod scripts are stock campaign scripts with just a single lined to an ExecuteScript for my stuff added. I can go over them and see what else might need to be done.

My suggestion is for you guys to come up with what you want to be the module scripts and say 'done' and I can take a pass to add the minimum amount need to provide compatibility. If more than that has to be done we can discuss it then.

I do think it's been a while since I've heard me being prolific is a negative. ;)

Edit: I've stopped versioning my hak file so now any module that uses it will be as 'future proof' as is possible. I'm also nearing the end of the line as far as updates go.


We could try and make a new resting system, but for the most part I was happy with the SOZ system(I want resting in dungeons at certain locations, but other than that there are no changes I want--opinion from community is sought on this point).

Thanks for the hak point--I was wondering about that.

Like I said, I plan on doing the master stuff this weekend; after they're done, I'll shoot them your way(Saturday, let's say). Right now, I'm just drawing in information. I appreciate everyone taking the time to respond to me in such a polite and thoughtful manner.

#145
PJ156

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Edit - Sorry CW this post came at the same time as yours; I have not had the chance to read yours yet I hope it does not conflict. 

Edit 2 - I have read your post now and perhps my comments are precipitive. I shall leave them as they stand but await the outcome of your weekends works.

BTW - If none have said this thank you for taking the intiative on this CW, if it comes to something then that wil be great but even if it fails we are, at least, communicating.

Clearly these discussions need to be had so that we can settle on a benchmark/farmework for the story and the software we will use.

I am, however, a bit concerned that the module concept may be discussed into the ground and nothing come of it, as is often the case when a group of intelligent people come together in this fashion.

I am a self confessed technophobe, and I struggle with some of the concepts you are discussing. I have not used any custom content in my mods to date so this will be an adventure for me.

That aside, at some point soon. though perhaps not now, an individual needs to take control of this, define the boundaries and give everyone a remit to work within. I personally will be more compfortable dedicating time to this project once that has happened. At the decision time we may not agree with the basis but it is better to accept some compromise than to drift into incohesion or to a point where the project fails alltogether.

My preference is to do a  low level mod as I am more at home with balancing there. If none feel strongly about this i will take the level 1 - 4 mod and produce something that fits within an agreed story arc on this basis. I think Shallina's 6 months is about right.

I cannot run such a project as, frankly, I lack the skills, but I am looking forward to being part of it.

PJ

Modifié par PJ156, 25 février 2011 - 01:33 .


#146
The Fred

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As PJ156 says, there's a danger that too many good ideas could run this into the ground. Obviously if we get some sort of project page or whatever set up, it'll let us modularise things (so people can set up the main systems etc). I would say, though, that as cool a project as this looks like it's going to be, it needn't be over-complicated in terms of what's included. This is still just one single-player module, but built from a conglomeration of small offerings instead of all by one person or small team. So, it doesn't really need rafts and rafts of custom content etc. beyond what people specifically want to use, I'd say. Obviously we want to make it as compatible as possible with override packs like Kaedrin's, and want to minimise download and installation pain for users, but I do have a slight worry about us getting ahead of ourselves and becoming a tad overambitious.



Incidentally, I should say explicitly that I'm in. I already have a few ideas floating around, but I'm thinking of an interesting low(-ish) level dungeon (maybe ~5, depending on resting restrictions etc) which might house some sort of artefact (whether a Big T artefact or something someone wants to put there for another quest, I don't mind) or something. Also I'd be willing to provide any scripting help etc. people want.

#147
MokahTGS

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The truth about CC is that 99% of what is suggested is/has been used by everyone here for projects. There should have been...long ago...a community hak that used all of this stuff. Not saying a CEP, but a universal 2DA system that should have been put into place long ago. Why are we, in 2011 compiling yet again a master placeable.2DA? We should already have one...that is hosted on the WIKI that can be taken by mod authors and used, and then updated when new things come out.



As far as creatures, Chaos, you should add ANY creatures you add to the WIKI reserved ranges. That way, they are in the system officially and future mod makers can grab your content without worry of compatibility. Even one creature/placeable/door/whathaveyou that is not on the WIKI runs the risk of compatibility issues in the future. Just make the changes now, not later.



We had this discussion when NWN2 came out and it fell on deaf ears for some reason.

#148
Eguintir Eligard

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Is there room for some kind of multi level tower (using rws tower rooms of course) in the level range of 7 to 10 (only gain 1 level, Im just asking where there is a level void, 7/8 or 8/9 or 9/10) ?




#149
manageri

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Chaos Wielder wrote...

We could try and make a new resting system, but for the most part I was happy with the SOZ system(I want resting in dungeons at certain locations, but other than that there are no changes I want--opinion from community is sought on this point).


Well the way I see it, the job of resting restrictions is to limit the power of the party (or rather make them not blow everything in one fight, then rest, and rinse and repeat. Bosses excluded if desired). If the system allows you to do thing like clear two rooms in a dungeon and then run outside to rest with no penalties, you don't really have a restriction, you just have a hoop for the player to jump through, at which point I'm gonna console up a ga_force_rest as it's the exact same thing without wasting my time.

I can think of only two different kinds of succesful rest restriction systems: You either make resting completely impossible between "safe areas", or you penalize the party in some way for resting when you don't want them to. Option one is not a great idea since you can obviously end up in a situation where you're totally screwed with bad luck, which leaves the penalty option. Whatever penalty you design should be large enough to outweigh the worth of the consumables saved if the player chooses to rest after every pack.

#150
Eguintir Eligard

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Manageri are you gonna do this in every thread or do you plan to contribute anything to the community besides negative remarks and windless arguments?