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Sigil - City of Doors


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#26
Loki_999

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Cheers Andy. More to come ;)



#27
Loki_999

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Today we added these bad boys to the server as playable races...

 

yugoarca.gif

 

360px-Rakshasa_Noble.png

 

Also the Blue Slaad got an appearance update thanks to 4760.

 

Introduced an experimental auto-sort feature for items collected from ground and chests so that specified items go into specified containers.

 

Also today hopefully saw the majority of problems with incorrect hairstyles that occured after the recent HAK update have been solved.


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#28
kamal_

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How does the rakshasa look ingame? Is it a head model on a normal player race or did you do something else?

#29
Loki_999

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Tiger head on human body - so no backward hands unfortunately, but as we discussed, that would cause major issues with animations and wielding weapons.

 

But its not just a human head - its a separate race in subraces.2da so it has special abilities, Level Adjustment, etc. Of course, we had to take liberties with its design... I mean, we couldn't exactly make it a fair race if we followed 1st edition version of immunity to almost all spells. ;)

 

NWN2_SS_110614_091920.jpg

 

And here are the Arcanaloths, which are done in a similar way:

 

NWN2_SS_102614_154526.jpg

 

And a lady one

 

NWN2_SS_102814_212459.jpg


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#30
Luminus

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Well, the 3.5E version doesn't have almost absolute immunity to spells, so I think it's fair. ;)



#31
Ceremorph

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An interesting little test should be underway soon involving creature weapons. More details to come if my idea works...



#32
Loki_999

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A few updates since my last post although mainly bugfixes and tweaks.

However, ill bring this little gem to the community's attention.

Automatic sorting of items into containers.

Its still going through live testing but its mainly working.

What happens is you can define different bags in your inventory to collect different item types automatically.

For example, you can say all scrolls collected from the ground/corpses/chests go into one bag. All gems into another bag. Or you can specify a single bag stores multiple types.

If any PW admins or module builders are interested in the code would be happy to share, although youll have to do a little bit of integration work.
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#33
Thorsson64

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Do these work like bags of holding? I thought there was some sort of lag issue with such bags?



#34
Loki_999

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Do these work like bags of holding? I thought there was some sort of lag issue with such bags?

 

You can specify any bag in your inventory to receive the items. Not sure what you mean specifically by bags of holding. We have bags/containers with weight reduction on, but they are still limited to the standard max inventory size (132 slots?). 



#35
Thorsson64

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They are effectively bags of holding then as they increase the overall inventory size. I've definitely been told that adding these increases lag. Can't recall the reason though.



#36
Loki_999

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We haven't done anything to increase inventory size on bags. We have default size.

 

Lag can be caused by bigger inventories in general, and of course that also applies when dealing with containers of any sort.



#37
Thorsson64

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Ah, I get what you're doing. Your just divvying up the current inventory. Some characters want 2 bags full of arrows, others none; will your system cope with that?



#38
Loki_999

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If a container gets completely full of items you would have to use the widget to target a new bag.

 

Of course, you would have to be one hell of a packrat to fill up a container with over 100 sets of arrows!

 

Its mainly about inventory management. On our server, as you grind, you can pick up lots of scrolls, books, gems, etc. All of which go into your inventory and then you are either selling them or manually moving them into containers to keep your inventory cleaner.  Of course, if there is a particular type of item you will sell, then you probably don't want to send them to containers or else youll just end up pulling them out later.

 

Oh, if you were talking about people with super massive inventories in general, our OOC room has a script on its exit. If you inventory has too many objects, you won't be allowed into the main aeras, and you have to trash/sell some stuff.



#39
Loki_999

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A bit late with the announcement. We added Kemo Bios and Portraits to the server.

 

On the down side, we had to pull the functionality for the auto-sorting into containers. Items were sometimes disappearing into Limbo and couldn't figure out how to stop it (kind of know why it was happening, just stopping it was the problem).



#40
rjshae

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It'd be nice to have an inventory interface where you can select specific item categories for display. I'm not sure if that is possible with NWN2 though.



#41
Loki_999

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It might be possible with a lot of custom GUI work, similar to how Dethia's shops were done.

 

Oh, and i missed mentioning Ceremorph implemented a new system for creature weapons, basically making creature weapons like regular weapons, thereby allowing different materials to apply and for them to be handled in a much better way.



#42
Loki_999

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Announcing my stepping down as admin.

 

For more info see: http://z13.invisionf...showtopic=10711

 

Quick version: Burnt out. Victim of own success ;)



#43
rjshae

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I've been there; you definitely have my sympathies.

 

Personally I now maintain several ongoing projects of varying natures so that I don't get too burned out on any one (and I can switch over if one task starts to get uninteresting). Of course, that means it takes longer to get anything done, but at least I retain an interest in what I am doing.

 

Good luck with whatever the future holds for you. :)


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#44
Dann-J

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I find I can focus on a single large project through the judicious use of procrastination, supplemented by frequent distractions caused by barely-relevant tangential experiments (which in reality are just procrastination wrapped in a semblance of achieving something).



#45
Loki_999

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The build team continue to add new and interesting features.

 

Recently we have added the Demonologist PrC, a number of planar based feats, new areas, and various other features.


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#46
Loki_999

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Fellblade class added today. ;)


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#47
Loki_999

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Just to give people an idea of some of the changes on the server, here is our list of major changes since 2011 (although the server goes back further than that).

 

This list covers <i>major/important</i> changes to the server in reverse chronological order. For full information about server customizations see the forums and wiki.

 

25/02/15: Martial Study feats added. New PrC: Fellblade.

12:02/15: Demonologist PrC added. Dragon Domain added. Temple of Hermes added.

06/02/15: Planar domains added. Dao, Marid, and 3 types of Mephits added as playable races. New creature weapon system live.

14/01/15: Fixes to appearance changer - related to earlier change that allows changing default armour parts.

09/01/15: Golden Bariaur Inn added. Kemo bios added.

15/12/14: Alcohol now provides culmative penalties

07/11/14: New races: Rakshasa and Arcanaloth

26/10/14: New OOC room added

22/10/14: 3 New Classes added: Samurai, Kensai, and Ronin. Half-Celestial and Half-Fiend added as playable races. Also Advanced scry tweak and several other tweaks.

30/09/14: New OOC room. Elemental Plane of Fire and Quasi-Elemental Plane of Salt added. New heads for many races.

05/09/14: Mechanus area added.

24/08/14: Gatecrasher PrC added. Rangers and Paladins now get full caster level when casting and get more spells and get them earlier.

29/07/14: Major rework of Sigil Main, splitting it into Market Ward and Clerk's Ward.

15/07/14: New Warlock feats. New areas: Limbo.

11/07/14: Quickcast disabled from menu to stop casting exploit. Undead chars can now cast inflict wounds spells on self to heal.

07/07/14: 50+ new playable races added.

26/06/14: PC Tools button to tell the date/time now reports it according to Sigil date and time. Additional the Sigis agent in the Bazaar will sometimes report the date and time.

20/03/14: First player owned houses added to the server. Special Races stop being granted pending the addition of new selectable races.

16/02/14: Under Sigil Cult Temple rebuilt. In-game card game added.

08/12/13: Basic Cold Iron and Silver weapons now purchasable from Jezebel.

31/03/13: Random items now drop.

10/03/13: Summonable NPC waiters to take care of guests at your parties.

16/02/13: Astral areas added. Ability to edit character descriptions added.

10/02/13: Ability to adjust monster spawn difficulty via essence added.

05/01/13: User placeables added, along with merchant display chests.

16/12/12: Most touch spells can apply sneak attack damage.

25/11/12: Bard summons changed/improved

13/11/12: New traps, grenades and poisons (craftable) as well as various improvements.

12/08/12: Major update to Lady's Ward.

28/07/12: Genasi abilities improved.

08/07/12: Set Items added as drops

19/06/12: Elite monsters may sometimes appear in spawns.

14/04/12: Hive Ward Slags added.

01/04/12: Carceri Shivering Prison added. Planar coin merchant added.

25/03/12: Pricing alignment between merchants. Temple added in Celestia.

04/03/12: Faction badges added. NPC Remove control added (for summons, companions, henchmen)

04/02/12: Great Rift remodelled. Clerics with elemental domains can turn elementals.

22/01/12: Auto tell mechanism added.

07/01/12: Merkhant Warehouse added. New arcane and divine spells added.

19/12/11: Weary Spirit Infirmary added.

17/12/11: Druid backgrounds added along with lots of fixes and changes to Druid spells and wildshapes.

09/07/11: Mystic Theurge Class added. Abyssal Maze added. Temple of the Abyss added.

15/06/11: New tattoo system added.

04/06/11: New Ranger summons added.

 

Older changes are not noted. The server was setup back in 2008 and had many customizations implemented over time.