sounds good, no rush
Tomb of Horrors *FINAL* Is Up!!
Débuté par
Morbane
, mai 18 2012 02:01
#26
Posté 21 mai 2012 - 09:10
#27
Posté 23 mai 2012 - 08:32
EDITED:
The .mod to Beta 3.0
The .hak has been updated
and a supplementary .hak has been added to avoid upload limit on the Vault.
The .mod to Beta 3.0
The .hak has been updated
and a supplementary .hak has been added to avoid upload limit on the Vault.
#28
Posté 24 mai 2012 - 12:21
the stone juggernaut is awesome. what a surprise.
#29
Posté 24 mai 2012 - 02:27
Glad you like it - put a lot of time into that - KevL helped greately with the scripting - I will put up credits once I get closer to a final versionbealzebub wrote...
the stone juggernaut is awesome. what a surprise.
:innocent:
#30
Posté 25 mai 2012 - 05:36
I started over from the begining on beta 3.0, and that door in the great hall of spheres didn't transition again.
#31
Posté 25 mai 2012 - 06:30
rs ga_jump_players("trans_exit", 1, 0)
- that got me through, fer now ... might also need
rs ga_lock("trans_exit", 0)
- that got me through, fer now ... might also need
rs ga_lock("trans_exit", 0)
#32
Posté 25 mai 2012 - 08:31
Bealzebub: The transition is repaired - there was another door off in another area with the same tag (KevL found it) I will likely upload 3.1 in the next day or so.
#33
Posté 25 mai 2012 - 12:10
I haven't been able to play much these past days, but I'll try to give it another run. Should I wait for 3.1?
#34
Posté 25 mai 2012 - 09:44
Definitily :innocent:Arkalezth wrote...
I haven't been able to play much these past days, but I'll try to give it another run. Should I wait for 3.1?
Should have it up in a half a day from now....
#35
Posté 25 mai 2012 - 11:09
Morbane: Pm incoming
#36
Posté 26 mai 2012 - 12:33
Fixing quite a few things but I think I can get 3.1 up in about 1/2 a day from now...
Thanks KevL
btw it is Saturday here in Aus so I plan on fixing, tweaking and repairing most of the day 8D
The good thing is I am pretty sure the haks will no longer need to be updated - if indeed I do need to; the small one will be the one that gets updated - saving some time...
Thanks KevL
btw it is Saturday here in Aus so I plan on fixing, tweaking and repairing most of the day 8D
The good thing is I am pretty sure the haks will no longer need to be updated - if indeed I do need to; the small one will be the one that gets updated - saving some time...
#37
Posté 26 mai 2012 - 12:39
BETA 3.1 has been uploaded
HOPEFULLY this version will allow a full playthrough...
http://nwvault.ign.c...h.Detail&id=511
The t_o_h.hak will need to be re-downloaded - a MDB and associated .dds files were somehow lost in the versioning and have been re-added using this hak.
HOPEFULLY this version will allow a full playthrough...
http://nwvault.ign.c...h.Detail&id=511
The t_o_h.hak will need to be re-downloaded - a MDB and associated .dds files were somehow lost in the versioning and have been re-added using this hak.
Modifié par Morbane, 26 mai 2012 - 12:48 .
#38
Posté 27 mai 2012 - 12:13
- on entering the module: my PC got deleveled. in 'a_player_enter' :
SetXP(oPC, 40000 - GetXP(oPC));
just rapped me!! For testers: Use console givexp to get to 9th level, or
givexp xxx
where xxx = 40000 - currentXp
i see what you did thar
SetXP(oPC, 40000 - GetXP(oPC));
just rapped me!! For testers: Use console givexp to get to 9th level, or
givexp xxx
where xxx = 40000 - currentXp
i see what you did thar
#39
Posté 27 mai 2012 - 01:19
Grr - I didnt want to de-level players over 9th level...
I figured the test if (GetXP(oPC) < 40000) would prevent that
So now it is:
if (GetXP(oPC) < 40001)
{
GiveXPToCreature(oPC, 40001 - GetXP(oPC));
}
During my own testing I was using a 19th level FS and she didnt get deleveled. Whats up with that?:innocent:
I figured the test if (GetXP(oPC) < 40000) would prevent that
So now it is:
if (GetXP(oPC) < 40001)
{
GiveXPToCreature(oPC, 40001 - GetXP(oPC));
}
During my own testing I was using a 19th level FS and she didnt get deleveled. Whats up with that?:innocent:
Modifié par Morbane, 27 mai 2012 - 01:26 .
#40
Posté 27 mai 2012 - 01:34
while you're there, M.
you probly want to take a closer look at HasGold(GetGold) ... the two functions are redundant and tbh will alwaysreturn equate to False.
Ironically, due to quirks of GiveGoldToCreature( ) the result is actually the same! oO
edit, well .. a 19 FS has more than 40000
you probly want to take a closer look at HasGold(GetGold) ... the two functions are redundant and tbh will always
Ironically, due to quirks of GiveGoldToCreature( ) the result is actually the same! oO
edit, well .. a 19 FS has more than 40000
Modifié par kevL, 27 mai 2012 - 01:46 .
#41
Posté 27 mai 2012 - 03:11
ps. there should be a DoneOnce in there to stop gold from refreshing to 20k
geared up & goin in !
geared up & goin in !
#42
Posté 31 mai 2012 - 11:49
Thanks to my two testers - KevL and Bealzebub!
I have fixed a bunch of issues they have found and a few more that have been found in my own further testing.
Beta 3.2 should be out in the next 1/2 day! From what feedback I have received the Tomb of Horrors PnP conversion should be ready for full release following beta 3.2 final testing - woo hoo!
It will now be possible to dungeon crawl out of the Tomb or to discover the way to jump back to the sailing ship "The Common Valor" - thanks KevL for your suggestions on that.
I have fixed a bunch of issues they have found and a few more that have been found in my own further testing.
Beta 3.2 should be out in the next 1/2 day! From what feedback I have received the Tomb of Horrors PnP conversion should be ready for full release following beta 3.2 final testing - woo hoo!
It will now be possible to dungeon crawl out of the Tomb or to discover the way to jump back to the sailing ship "The Common Valor" - thanks KevL for your suggestions on that.
#43
Posté 31 mai 2012 - 12:37
ay ay Cap'm
#44
Posté 01 juin 2012 - 12:09
Final trial release Beta 3.2 is ready for download.
Should be really close to a full release version - I hope You Enjoy My PnP Conversion of the Tomb of Horrors
Should be really close to a full release version - I hope You Enjoy My PnP Conversion of the Tomb of Horrors
#45
Posté 01 juin 2012 - 09:07
Had another 2da issue regarding Warlock Invocations from another hakpak - so a new hak is available that does not contain the unsupported Invocations and associated blank spell slots in the character creation screens.
Thanks Arkalezth
If you dont want to play a Warlock then the hak will not necessarily need to be re-downloaded.
Thanks Arkalezth
If you dont want to play a Warlock then the hak will not necessarily need to be re-downloaded.
Modifié par Morbane, 01 juin 2012 - 09:09 .
#46
Posté 02 juin 2012 - 11:39
Played it. You've got PM.
Modifié par kamal_, 02 juin 2012 - 04:03 .
#47
Posté 02 juin 2012 - 07:47
Thanks Kamal for the screen shots - very helpful!!
Hopefully I can have the next revision up by Sunday....
Hopefully I can have the next revision up by Sunday....
#48
Posté 05 juin 2012 - 12:32
Beta 3.3 is now available
For those that have been testing through all the revisions - special thanks!
KevL (scripting help)
Bealzebub (major bug finding)
kamal_ (detailed tweak-needs)
Cheers! And enjoy! I am hoping that *this time* a full playthrough is possible and that the feel of the Tomb of Horrors will become more of an adventure rather than a trial-play.
For those that have been testing through all the revisions - special thanks!
KevL (scripting help)
Bealzebub (major bug finding)
kamal_ (detailed tweak-needs)
Cheers! And enjoy! I am hoping that *this time* a full playthrough is possible and that the feel of the Tomb of Horrors will become more of an adventure rather than a trial-play.
#49
Posté 05 juin 2012 - 02:06
Can this be MP'd Morbane. I know it says SP but are there any specific stoppers?
#50
Posté 05 juin 2012 - 08:29
Not sure really - what kind of things would prevent a SP module from being MP also?





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