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#476
Dann-J

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I've uploaded the halfling village in a bag of holding to the Prefabs area of the vault, but I'm not holding my breath waiting for it to be accepted.
In the mean time, I've created a quick Google Sites page here:
https://sites.google...urces/Downloads

#477
Eguintir Eligard

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i need nck and rws more than anything

dann its in a black snow globe! and good job

#478
The Fred

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I've just been using Pain's. I still think it's a silly idea to have all the models jammed in the same hak when people already have the Monster Pack. Otherwise everything would just work fine, whether or not you added the CPTT haks to each module or not.

#479
Eguintir Eligard

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How can I create something with BCK and then a hak will be made and everything will be broken wth?

#480
The Fred

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I was talking about creature models (there's no equivalent of Pain's for placeables) but so long as there aren't line conflicts, it shouldn't be hard to set it up so that people can use what pieces they want whilst building and we then all share a common, merged 2da. Like I said, I haven't used the giant monster hak yet, so I don't know how it's holding up.

#481
Eguintir Eligard

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I just want this crap to work so I can see whats in it and then use it in my module.

#482
Shallina

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What matter is your 2da, not the hak

Use a 2da that works with your placeable you wants, you can have different 2da for differents module in a same campaign. But a same master hak that contain all the placeable.

Modifié par Shallina, 23 septembre 2011 - 11:04 .


#483
The Fred

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Surely that's the opposite way to how you want it. You want everyone to share a 2da, but then not need all the models in everyone's modules. OK for the use of the project alone, and for placeables, yeah it wouldn't matter what 2das people used, but then it wouldn't matter what model haks people used... until you came to download all the paraphenalia for everything.

Pain's Monster Pack works more or less the way it should work. It doesn't matter which haks you add to each module, those bits you do use should all work just fine, and you don't need to download some crazy gb-sized monster hak each time. This kind of goes beyond the project itself, though.

#484
nicethugbert

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The hand listens about as well as an ear ****** listens.

I just finished playing the SP campaign for the best shooter game today. I don't want to give it all away so I'll be vague and just focus on the bare minimum of my fav part, if I can. Roughly, the party in their little space ship comes across the bad guy in his huge dreadnaught space ship. They don't fair too well in the fight so they ram the dreadnaught. Everybody crashes onto an uninhabitable planet full of warring psychos.

The party's only chance of escape is to find the bad guy and hitch a ride out with him because he's the only one with a distress beacon. Unbeknownst to the party, the bad guy was there on a mission. They eventually catch him and Teh Bad Gu Eye says that he had set a bomb to explode in two hours that will wipe out all life on the planet but his ride out arrives in three hours. This was not an issue for the bad guy until the party sunk his ship onto the planet.

So Teh Partay Guys and Teh Bad Gu Eye join forces to fight their way through Teh Si Kos to Teh Boom to deactivate it so they can wait for rescue. They'll worry about killing each other later.

They get to Teh Boom and Teh Bad Gu Eye says it takes two people to deactivate Teh Boom from two far apart consoles. Teh Bad Gu Eye will operate one console while he tells Teh Partay Guys how to operate the other console. What really happens is that Teh Bad Gu Eye tricks Teh Partay Guys into arming Teh Boom while he locks them in the Boom Room. Etc.

And that was my fav part of the game, the tricky part. It's also very similar to how I became President this one election cycle long ago in a galaxy far far away. Please make this module Presidential. Thx.

Modifié par nicethugbert, 24 septembre 2011 - 12:04 .


#485
Shallina

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BGR 2DA works almost with all the placeable except the city hak converted with oblivion.I think i got all the creature as well working in it.
A single hak for the content that has the content for all themodule ma Perhaps I should upload them so you could complete them ? de (big file) + smalls 2da hak (one for each module maker) so each module maker could have the content he wants working could work.

#486
Eguintir Eligard

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why the h would i want or need to activate only the content I use? we have one big unified hak ALL of it should work all the time and then i jusst start building with it.

#487
Shallina

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beceause you actually don't have a 2Da that works correctly ? And can't do what you want beceause of it.

#488
M. Rieder

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I know that there is a master .hak at the citadel site. am I to understand it is not working or is it not being used?

#489
Eguintir Eligard

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that master hak comes with a small hak for later added contents, and the master includes a 2da, but there is also a second 2da to download seperately which overwrites it (which I did, because its newer).

I dont know what else I am supposed to do.

#490
kamal_

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Sounds like CW needs to step in and lay down the law as project head.

#491
Eguintir Eligard

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I can see what you are saying now, but that's not what I want. I don't have this pre-determined (well not completely) idea of what haks I want, I've hardly used any of the most popular ones. I want this big hak to work, so I can use it in game and see what I can find and then make something of it. I don't know what 80% of these haks even does so how could I possibly choose beforehand. And besides, we need a working hak for the players to use anyway, so why can't we have it done?

For now so as not to hold up the works can someone tell me if the BCK is at least working or how I find the pieces (theres no new placeables, are they just models i have to cycle through)?

#492
M. Rieder

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Sounds like a confusing situation. Having builders use more than one copy of a 2da could cause some debugging headaches in the future. It seems like the best course of action would be to have a final word on which 2da to use. Of course, there may be some dissent as there always is when a final decision is made, but I think it would be for the overall best because if builders make blueprints with different 2das and such, going back and changing them once a new 2da is used could become grueling.

Another option is just to go with all standard stuff and use no community content until this is soreted out, but that can be limiting.

#493
Shallina

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not at all since th emodule are 100% independant.

But if you want one set of 2Da by the time the project is started they should have been functionals for a long time now.

At the moment only the default one from obsidian are working for this project. So almost 0 custom content are usable. I guess i'll be out of the project until the basics are fixed. Actually we don't even have the basic to start to work if we want to use custom content.

Modifié par Shallina, 24 septembre 2011 - 06:34 .


#494
Eguintir Eligard

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This is weird because from the sound of the thread CW left it in a usseable state. Since I am doing the most areas/work (I dont mind actually because I was looking to do a team project and this came up) I dont really have the luxury of waiting till the last 3 weeks and then doing stuff. I have a lot to do, I wanna get crackin. And with all those areas I need as much hak power as the project is using.

#495
Shallina

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I have done the integration of all the custom content of BGR, and it's working.

Here you just need to link a 2da hak, a hak with placeable and import an erf in the toolset. But it's not working.

I can lend you BGR 2DA, they work with almost all the custom content of the vault except the palceable that are ported from Oblivion.

Modifié par Shallina, 24 septembre 2011 - 06:54 .


#496
PJ156

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I was under the impression it was functional but for a few bugs.

I'm struggling to think if I used any custom content though. RWS circular rooms is the only thing that comes to mind.

I do know the cliffs are still not working on the revision I have.

I guess we need CW to answer on where he thinks it is. This may all be new news to him if he is not activly building himself.

PJ

#497
nicethugbert

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I just hope it works with Kaedrin's class Pack.

Modifié par nicethugbert, 25 septembre 2011 - 11:56 .


#498
Eguintir Eligard

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that comment will be your last fiend.

I have the tower rooms working too, and a couple odd things like the RWS deep caves set. Icons and stuff are a mess in toolset. Also got a few random creatures that are new as well (most seem to work actually). Everything else is MIA, plus a bunch of creatures in the appearance list that show to be nothing or a resized human.

#499
The Fred

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To be honest, it wouldn't actually matter in theory if everyone used their own custom package, with their own randomly-selected choice of 2da lines, given that everything will be in its own module. However, it would be a needless hassle for people to download multiple copies of the same stuff, or 100s of different things when they could get away with just a few.

#500
M. Rieder

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PJ156 wrote...

I was under the impression it was functional but for a few bugs.

I'm struggling to think if I used any custom content though. RWS circular rooms is the only thing that comes to mind.

I do know the cliffs are still not working on the revision I have.

I guess we need CW to answer on where he thinks it is. This may all be new news to him if he is not activly building himself.

PJ

As I recall the tower room and the black skydome were the only custom content we used. 


Unless the person who is going to put all the disparate modules together into the campaign wants to merge lots of different 2das, then we need to stick to a master list.  If the current one is not working, we need one that works or we just won't have much custom content.