Community Project - Discussion Thread
#501
Posté 25 septembre 2011 - 06:11
#502
Posté 25 septembre 2011 - 07:11
#503
Posté 25 septembre 2011 - 07:17
1 - A thread on the Terror of Turmish page needs to be created on the citadel page. There we can list all the bugs or errors with the HAK.
2 - A master 2da should be used. CW started this. Most of us working on this project can extract files and modify 2das. As a builder, if you need additional resources extract that 2da add the content and provide CW with the new modify 2da to add to the master HAK and to distribute to everyone. Reserved lines should be used, and again this should have its own thread on the citadel. Listing all of modified 2das and what is added so multiple builders aren't adding the same content. And everyone knows what is in the HAK.
3 - Blueprints. Right now there is a crap-load of models available in the HAK but the blueprints need to be completed manually. This is time consuming and if you don't know what is there you miss out. A builder who can consolidate or group the blueprints so they could be imported into the modules would be helpful. Either you have them from another project or they are collected from the vault.
4 - RWS tilesets. Most are there, a few are missing but not that much. Make sure you have the override file for building that is not included in the HAK.
Finally
I know the citadel has been dead but randomly throwing items that need to be addressed into this thread will not help us. There are 20 pages of post to go through. We should be using the citadel for these problems so they can be organized and resolved.
So there it is, my opinion. -Use the citadel-
Modifié par Shaughn78, 25 septembre 2011 - 10:25 .
#504
Posté 25 septembre 2011 - 08:25
I gathered the modules were not actually being merged. Thus:M. Rieder wrote...
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.
So, a master list is better, but really duplication of content is a bigger deal than differing 2das.The Fred wrote...
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.
#505
Posté 25 septembre 2011 - 08:58
I was also under the impression that the campaign would be split into as few modules as possible to minimize load time. The opening will be it's ownmodule, Algahon might be it's own as well, plus a seperate module for the final battle (I think), but everything else will be combined in one main module. Furthermore the idea of included to many separate files like individual models with individual haks, would greatly increase what is already a massive file size. All and all, I'd say minimizing the number of modles is for the best.
Modifié par Shaun the Crazy One, 25 septembre 2011 - 09:03 .
#506
Posté 25 septembre 2011 - 10:35
***shakes her head and leaves***
#507
Posté 26 septembre 2011 - 02:00
ps mokah you're gonna tire yourself out being bitter.
#508
Posté 26 septembre 2011 - 02:24
#509
Posté 28 septembre 2011 - 10:50
Looks like he is on Hiatus, erego so am I. I wouldn't recommend anyone else take time of their own stuff till we know this project is even confirmed to be a go. Someone has to align the hak and do the overland. I don't wanna do a few isolated areas that have no value to me if the project might not even happen.
Eligard OUT
#510
Posté 28 septembre 2011 - 11:04
#511
Posté 29 septembre 2011 - 03:24
#512
Posté 29 septembre 2011 - 03:53
#513
Posté 29 septembre 2011 - 04:11
#514
Posté 29 septembre 2011 - 06:24
Well anyway, I got my hands full with BGR at the moment.
#515
Posté 29 septembre 2011 - 02:05
Eguintir Eligard wrote...
ITS NOT TRIVIAL WHEN THE DAMN HAK DOESNT WORK FOR ME TO EVEN MAKE THESE MAGICAL MODULAR THINGS EVERYONE KEEPS TALKING ABOUT THAT I NEVER HEARD OF BEFORE EVER
The Fred wrote...
...packaging is really a trivial process.
Obviously if there are hak issues, those will need to be addressed, but they shouldn't be too big in the first place. The only probably will be if two different people are using two different placeables or sets of placeables with the same line numbers. Like I said, I haven't been using the giga-hak, but it shouldn't take long to check it out.
#516
Posté 02 octobre 2011 - 08:32
They've got some monsters and waypoints spawning, but you can remove that stuff if you dont like it.
Modifié par Ugly_Duck, 02 octobre 2011 - 08:33 .
#517
Posté 03 octobre 2011 - 06:42
#518
Posté 03 octobre 2011 - 07:19
#519
Posté 06 octobre 2011 - 01:57
This is a multi-level dungeon adventure. Commonly referred to as Places Deep, it is actually the ruins of an old outpost built upon an ancient temple complex, far beneath the surface.

http://s124.photobuc...0511_204636.jpg

http://s124.photobuc...0511_205952.jpg

http://s124.photobuc...0511_210211.jpg

http://s124.photobuc...0511_211550.jpg

http://s124.photobuc...0511_213159.jpg

http://s124.photobuc...0511_213339.jpg

http://s124.photobuc...0511_213453.jpg
Harumph!
#520
Posté 07 octobre 2011 - 02:05
#521
Posté 07 octobre 2011 - 12:19
#522
Posté 07 octobre 2011 - 01:49
M. Rieder wrote...
I like it Dorateen. I especially like the doors. Good dwarven craftmanship..... er .....craftdwarfship...
Thanks! For that one level, I used the RWS Deep Caverns tileset. I really like the one with the steps cut into the stone. Then by just using the Mine Entrance placeable, was able to get the effect I was looking for.
#523
Posté 07 octobre 2011 - 11:52
#524
Posté 27 octobre 2011 - 01:55
#525
Posté 27 octobre 2011 - 01:37
"NWCitadel did not get enough funds to renew the host site so here is a refund of the money you sent for that purpose. Thanks, Styraxian"
bummer.





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