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November 2012 Custom Content Challenge: Sea, Air & Land Travel


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#26
Rolo Kipp

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<trying to figure a way...>

A point on that - save the source location as well and determine where the PC goes by the outcome of the encounter (and here is where I push for other-than-combat encounters, btw ;-). If the PC can't get past the border guard by bribery, stealth or combat (heh), then he exits back where he started.

This would be an easy hook into seamless transitions (or my Regional Mod system). So +1 for someone doing this ;-)

@ Henesua: how is your seamless transitions improved? *Very* interested, as that is the core of the transitioning system for RegMods... except you are transitioning between areas defined in a node table rather than arranged by naming convention.

Edit: 

AndarianTD wrote...
Yes, that's a good point about MP that I hadn't considered. It might be interesting to thow multiple PC parties into the same encounter area -- e.g., you arrive to see another PC in the middle of a pitched battle with orcs, maybe with reinforcements arriving when you do, instead of an encounter tailor-generated for your party alone.

FWIW, the template areas in RegMods when in use have the variable "isNode" set (to the Node index). When transitioning into a node, the template area is first checked to see if it's in use (is isNode set?) and then to see if the template is being used for the destination requested. If the template is already open to the correct destination, then PCs *do* transition into an active, occupied area.

If not, an alternative template is looked for (or spawned if I ever get around to NwNx :-P ). If no suitable alternative is found the transition is blocked temporarily (1st choice is to detour to a random encounter, second is to say "Sorry, astral plain all fouled up" or some such ;-).

<...to have his cake and eat it, too>

Modifié par Rolo Kipp, 12 novembre 2012 - 04:01 .


#27
henesua

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Rolo, script wise I have made the improvement by enabling the coordinates to be a portion of the tag, and region to be a portion of the tag. I also check the destination area to determine size of that area, but not made use of that yet. The idea is that if you are transitioning from a small area to a large area, it figures out what to do. I need to get to work on this aspect in a bit. Many different scenarios in which I can make use of that.

Example: enter a 32x32 area from a region of 8x8 areas... could use it to determine where along one of the edges of the dest area you show up. If moving in the opposite direction, determine which area and where in said area you show up.

I have also adjusted the blue prints so that the following works:
(1) Creatures can follow across the transition
(2) The trigger is visible just as any other transition is.

Modifié par henesua, 10 novembre 2012 - 04:56 .


#28
Frimbleglim

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I've been wandering for a while about making an extra-dimensional forest area that allows players who know the routes to travel across a game world at great speed while leaving others lost and bewildered and swamped by random encounters. Kind of like the webway in warhammer 40K. I think it should be easy to implement using one way area transitions and a few scripts though so I'm not sure it would count as custom content.

#29
Rolo Kipp

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<looking stern...>

Well, I've given my opinion on this in the past. <don't let that stop you, boss>
I wont. <didn't think so>
If you create something new, be it new effects, new spells or a new method of making travel interesting, it is custom content and it enriches the world.

So please *do* count it ;-)

Hmmmm... Your forest idea rubs up against something KlatchainCoffee is working on and reminds me a lot of the forest between the worlds in the C.S. Lewis books. Also a viable way to implement tree-walking or transport by plants spell, eh? And might be adapted for shadow-walking or water-walking or artic-lichen-walking, for that matter ;-)

Definitely worthwhile!

<...but feeling delighted>

#30
Karvon

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would like to see some small walkable boats like canoes, rafts and longboats.

#31
henesua

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Karvon wrote...

would like to see some small walkable boats like canoes, rafts and longboats.


Good idea. Placeable versions of tile boats are also always useful to me.

#32
KlatchainCoffee

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Karvon wrote...

would like to see some small walkable boats like canoes, rafts and longboats.


Ridable boats workng in conjunction with tileset modifications where you are able to swim on water in these boats....

...or without them.

Swimmable water modification for most used tilesets, possibly in conjunction with swim skill script.

Low skill - very slow.

Normal skill - slow.

Good skill - normal.

Boat - run speed.

Sail boat - hasted.

Obviously there will have to be an animation of players actually swimmingo the surface of the water and possibly oprating the boat.

A pity that actual ridable boats (like anything else) cannot go beyond just one character.

#33
Rolo Kipp

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<unrolling a scroll...>

A teaser for something I may not get to... The Travel Map:
Image IPB

Just to get some action in here ;-)
Edit: The semi-transparent areas are revealed, but not visited. You can go *to* them, but not through them. Or, to be clearer, you can only walk on visited tiles.

<...only to have the other side roll up and smack him in the face>

Modifié par Rolo Kipp, 15 novembre 2012 - 12:09 .


#34
henesua

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Looking very cool, Rolo!

#35
Rolo Kipp

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<wishing he could get...>

Thank you.
But the graphics are really rough.
Working out the mechanics now, and leaving that for later, but it's ugly :-P
Think I'll cut out all the grass texture and let the parchment show through...
And I need to crop a little more aggressively :-/

<...that blasted clone button to work>

#36
henesua

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Don't worry about how it looks until after you get it working.

#37
Pearls

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each spell comes with its own visual fx, dimension door is supposed to have its own sound but i cant find it on the server any more, credit to Rubies

[img]http://i.imgur.com/F33zW.png[/img]
Dimension Door
Spell level: bard 4, sorcerer/wizard 4

Innate level: 4
School: conjuration
Components: verbal, somatic
Range: medium (20 meters)
Area of effect: point
Duration: instant
Save: none
Spell resistance: no 

Description:
 After a small delay, the caster is instantly transported to the precise target location. If the caster does not have direct line-of-sight to their target location, the spell fails.


[img]http://i.imgur.com/PNSva.png[/img]
Blink
Spell level: bard 3, sorcerer/wizard 3

Innate level: 3
School: transmutation
Components: verbal, somatic
Range: short (8 meters) 
Area of effect: point
Duration: 1 round
Save: fortitude, special
Spell resistance: no 

Description:
The caster is transported to the precise target location, but is then immobilized upon arrival for the spell's duration. A successful fortitude save (vs DC 13) halves this duration. If the caster does not have direct line-of-sight to their target location, the spell fails.


[img]http://i.imgur.com/WDmld.png[/img]
Haste/Slow
Spell level: bard 2; sorcerer/wizard 2

Innate level: 2
School: enchantment
Components: verbal, somatic
Range: short (8 meters) 
Area of effect: single
Duration: 1 round / level
Save: none
Spell resistance: yes
Additional counterspells: expeditious retreat

Description:
 The target of the spell, if non-hostile towards the caster, has their movement rate increased by 50%. This spell has no effect if the friendly target is under the effect of a Haste spell. 

If the target is hostile towards the caster, their movement rate is reduced by 50%. This spell has no effect if the hostile target is under the effect of a Slow spell.

Modifié par Pearls, 15 novembre 2012 - 06:58 .


#38
henesua

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nice icons pearls. i'd like to steal that dim door icon for my own dim door spell.

#39
Pearls

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more than welcome to, they arent mine but Rubies had expressed a desire to submit most unused content to the vault last year, and these spells arent used on PSU =]

Modifié par Pearls, 15 novembre 2012 - 07:17 .


#40
Tarot Redhand

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Rolo, why not use my Map Mats for your graphics until you get the mechanics sorted out? In fact from my own (egocentric) point of view it might be a good idea to have the non-visible part separate from the graphical part anyway so that the non-visible is usable with other mapping systems. I don't know if it is appropriate, but you might consider using my micro-maps with it as well.

TR

#41
Rolo Kipp

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<pouring his brandy...>

@ Pearls: Nice! Thank you.

@ Tarot: LOL, Been meaning to look them over for applicability (I want them roughly appropriate to the nodes they represent), but haven't got to it yet.

I love your Map Mats! They gave me the idea for this in the first place ;-) I just want a dynamic map centered on the PCs current location, rather than a fixed layout. And I want to give it the hooks needed so (in the future) I can tie in "revealing" areas with rumors and purchased maps and conversations with guides. And introduce error-mapping that can get PCs well and truly lost ;-)

And, yes, the graphic part *has* to be separate from the controls part, or else the PC can't walk anywhere easily.

I also want to put in invisible walkmesh objects that channel the PC in how they approach "revealed" nodes so I can use their facing to determine what edge to jump them to...

But, honestly, the Travel Map is back-burnered to the Dynamic Region functions, at the Mo.

Regional transitions work a treat (but multi-player tweaks are not in). You can walk anywhere in the 25 node Proof of Concept (built with 5 areas) with Seamless Transitions (Cross over in a northern corner and you transition to the southern corner matching it). So I'm letting that stew for now, while I get the vegetation and animals working and persistent.

I'm also planning to include two tutorials:
  • Increasing the region size from 5x5 (25 nodes) to 13x13 (169 nodes) with a simple 2DA upgrade. This would reset the module Db (Start from scratch).
  • Replacing a template node with a hand-crafted, unique area with another simple 2DA update. This lets you upgrade a running module with a quick server reset (Db still applies, PC saved state still works. Only the area has been changed to persecute the innocent).

The idea being to lay out a ginormous region filled with blah templated areas. Then one by one, go in and customize the "destination" nodes, the points of interest. The geography stays the same, but the region becomes more and more detailed as time and effort allow.

<...and raising a toast>

#42
Failed.Bard

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I have something I'm working on at the moment that would mostly fit under this theme. I'll post something this week-end to show it.

#43
Tarot Redhand

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Rolo, I am just guessing from what you say, but if you do use MM I would strongly suggest that you will very probably need the service pack as well. Being placeables, it should be easy to dynamically add and remove features with scripting.

As a point of interest, there may well be a service pack 2 in the near to mid future. This one however will be more oriented toward d20 modern. But I am still at the research stage.

TR

#44
Pearls

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nvm this post ill replace it with the rest of this months spells later

Modifié par Pearls, 17 novembre 2012 - 01:17 .


#45
Shemsu-Heru

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My bireme is in coming, it's based on the early bronze age Greek ships...

Image IPB

"One thousand ships..."

#46
OldTimeRadio

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Purdy!  You doing that as a placeable, Shemsu-Heru?

#47
Shemsu-Heru

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@OldTimeRadio:
Yes, you can count with it like a placeable. Also I would like too add it like a tileset part, too. however liKe I don't have experience with tileset I can't asure that; but even if I can't add it to a tileset, I have the intention to let the model available for any one who wish to do that...

Modifié par Shemsu-Heru, 18 novembre 2012 - 06:04 .


#48
Rolo Kipp

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<stirring the mush...>

Here's the thing. I have 3 (maybe a fourth) tables of regional ambient objects to place chaotically in nodes:
  • Vegetation
  • Prey animals
  • Predators
  • (and maybe) Features (landmarks)
For this CCC it is only a Proof of Concept, so the content is limited to the OC + SoU + HotU.
Each table is made up of "chains" of content that goes from poor (stage 1) to rich (stage 10).
(Except Features which will be a simple list of unique landmarks)

Ex:
Veg: gravel, grass, grass tuft, bush, fern, trees0, treem0, treel0
pry: starving deer, hungry deer, mule deer, deer, stag, young white stag, white stag, elder white stag, ancient white stag
prd: badger, dire badger, hungry black bear, black bear, hungry brown bear, brown bear, hungry grizzly, grizzly, dire bear, ancient dire bear.

I have 18 chains for vegetation all ending in large trees.

So, using only standard content, what chains would you like to suggest?
I do plan to add Tiger and Wolf chains, but what the blazes can I do for prey animals? Cows? Chickens?! Ugggh.

Anyway, give me ideas from poor to rich for prey and predators :-)
Get into it!

Edit: I have Deer and Bird for prey (that Ancient Dire Penguin is a *killer*! And be careful of the "ugly" chickens...)
Have Bear, Dog (Ancient Dire Wolf) and Cat (Ancient Dire Tiger) chains for predators

<...and wishing for something to put in it>

Modifié par Rolo Kipp, 23 novembre 2012 - 11:33 .


#49
Rolo Kipp

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 <pumping his fist...>

Just some images:
Image IPB
Wolf chasing deer.

Image IPB
My assistant putting wolves on the endangered list

Image IPB
Facing the results of her depredations. Hmmm... no more wolves. Wonder what that will do to the deer pop? Wonder how that will affect the vegetation? Wonder... oh, hell. It can't be good!

;-)

<...and asking "who let the dogs out?">

Modifié par Rolo Kipp, 24 novembre 2012 - 07:59 .


#50
Shemsu-Heru

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"One thousand ships..."

Image IPB

My bireme is ready as a placeable and you can download it from here. However I have to say that the PWK seems to not work perfectly, because the NPCs can't walk through the placeable from the fron to the back or vice versa, but they can do it from the sides; until now I can't be able to fix that. however like this placeable it's thought to be use over the water most of the time; that shouldn't be a great problem.

Image IPB

Modifié par Shemsu-Heru, 25 novembre 2012 - 11:08 .