Raising awareness of new CC in the community?
#26
Posté 18 décembre 2012 - 01:53
"It's a way to slow advancement on the 16k resource limit. Since it's only filled with stuff server-side, any player with CEP installed can still play on any server. It's not really meant as a way for new art assets to be added for players/builders."
So if you use this hak to add those types of resources (art, mdl's, etc) you run the risk of changing things in other cep mods/pw's you play on. Not good.
"For basic content additions, a server-specific top hak is easy enough to add...it would just go above any CEP haks in the list, with any 2da files based on the CEP ones (so CEP stuff stays useable)."
This is what kindof this thread was about, the reluctance of some to add something other than CEP.
*shrugs*
OTR ~ check out City of Arabel. They do have an optional hak thing going which is cool. I think it has to do with a combination of NWNx and the nwnx_haks, or something like that. I don't know much about that stuff.
#27
Posté 18 décembre 2012 - 05:43
kalbaern wrote:
"Speaking from my own experiences, I think it's the "learning curve" that has always limited how many folks get involved in making or even using most custom content."
I write scripts for facebook, with great interfaces, and still people don't have the logic to figure out simple things. They don't want to try. Its immediately too hard at page one.
For many other games, the content is simply not hosted well for long term use. I mean, go out right now and try to find stuff to mod sims1 or sims2. Its all broken link hell. Even dealing with gMax is difficult because not everybody has it, stuff for it is hard to find, including proper documentation.
"I can easilly see how most folks would simply give up on custom content and just use a premade compilation like the CEP..."
But when you want something bad enough, and/or you want to modify it slightly for your own purposes, you just gotta try. This of course only affects those will knowledge about the thing, and a willingness to investigate. Er...and the time too I suppose.
""Seeing" all this has been the impetous for learning and asking questions."
So true.
I personally try to make scripts for everything. I'm both lazy, and I put a crapload of effort into trying to get somebody else to do my work for me. I write javascript to do my bidding through GreaseMonkey in a browser. I write maxScripts to do my bidding for repetitive modeling, and especially animation. Visual studio has always been "my ****" for all my mass file processing. I've always taken t+x time making a script to save me just a fraction of t. But knowing I will use the code somewhere else in the future makes it worth my lost time.
I agree strongly with this:
kalbaern wrote:
"In a perfect world, most if not all custom content would not conflict with default options or others of their kind. You could pick and choose from a list, adding what you desired and leaving out what you did not."
Really there needs to be a program that sees and interprets custom content in a way that is usable by the non-technical masses. Years ago I wrote my own custom TLK file modifiers. I also wrote BIF file parsers as well as anything else bioware formatted. I had GFF de/compilers for old bioware BAM files when I was adding totally new content to infinity engine games. While its all kaput now, there's no reason not to start again and build a CC manager script. I don't work well in teams, but if a team did try to tackle this issue with a script, I could be there.
When I need something answered, I check out as much forum content as I can find. And what I do find is that the best answers, content finds, backdoors, and new ideas come from or through you few "pillars".
henesua wrote:
"...a word here and there from you is a sound endorsement and could draw in new blood..."
And it is true. Your finds brought me back to NWN after all these years. Your finds show me new things I can do. I see that I CAN do stuff I always wanted to do, through OTR's videos and tutorials. If you can reach me, then you can reach others like me. They just have to exist first.
sidetracking:
zwerkules wrote:
"... because they couldn't cross the water by the means of a 'bridge' that was only a few metres away from them..."
I tend to make tilesets with the best choice of path nodes. But often I want a tile that does not conform to ANY path node type. I hate that! It sometimes even makes me scrap a project just because pathing is impossible for that tile.
#28
Posté 18 décembre 2012 - 07:45
MerricksDad wrote...
I tend to make tilesets with the best choice of path nodes. But often I want a tile that does not conform to ANY path node type. I hate that! It sometimes even makes me scrap a project just because pathing is impossible for that tile.
It's a pity if you scrap them, because if there are no pathnodes that fit (like there are absolutely no pathnodes with combinations of two lines and three lines, the ones I miss the most) you can use one that nearly fits and it won't always work, but in most cases it does, whereas all your pathnodes can be correct and pathfinding still doesn't work because NPCs always try to walk in a straight line and get stuck behind a barrel, an opened door or some part of a building jutting out.
I'd like to have those missing pathnodes but I won't let the lack of them dictate how I build my tilesets. I have far more problems with NPCs getting stuck on tiles with correct pathnodes than on the ones for which there are no correct pathnodes.
#29
Posté 20 décembre 2012 - 10:20
Sneaky dwarf's holiday present --> Arabian Nights tileset release
edit: Just in case someone missed it, Z being all quiet and modest and everything...
<...innocently>
Modifié par Rolo Kipp, 20 décembre 2012 - 10:21 .
#30
Posté 20 décembre 2012 - 10:45
Rolo Kipp wrote...
<whistles...>
Sneaky dwarf's holiday present --> Arabian Nights tileset release
edit: Just in case someone missed it, Z being all quiet and modest and everything...
<...innocently>
*thud* Nice solstice present! Z continues to shine -- in a quietly modest way of course. And it's just in time to start on a new island -- or so I've been informed. Wonderful work, yet again. Is there a suitable interior anywhere to pair with this lovely exterior?
#31
Posté 20 décembre 2012 - 11:59
#32
Posté 21 décembre 2012 - 02:32
#33
Posté 25 décembre 2012 - 07:49
#34
Posté 26 décembre 2012 - 03:31
Goddes forfend! Diversity breeds interest. Interest breeds excitement. Excitement breeds... <yes, boss?>Builder__Anthony wrote...
Lets face it people only join full servers.so all the CC need to team up and just all join one server with alot of CC in it
Er, give me a minute... <sure, old man. take all the time you need>
uh... <*raven innocent look - (failed)*>
Ah! Excitement breeds! <...>
*grin* <...that's it?>
Well, can you picture Failed Bard's zombies lurching after Henesua's goblin boys and being gunned down by Imperial Space Marines from WH40K? Utter Chaos! And not the good kind! <there's a good kind?>
Of course there is, silly bird. <heh>
Now, the idea of *linked* servers, I like a lot. But the idea of trying to jumble together all this juicy content in one place any where but here makes my head ache. <thought that was the brandy>
Oh! good idea! <*facewing*>
@ B_A: Your hearts in the right place, but I really think *one* server is a bad idea.
And more people play alone than join PWs (look at the downloads for new single player mods). A better idea is to expand the useful lifespan of modules by making them a part of the gamespace. <do *not* start ranting again, wizard>
Heh. Snails? <yup.>
Right. I'm done here. <thought so>
<...melodramatically>
#35
Posté 26 décembre 2012 - 04:59
Modifié par NWN_baba yaga, 26 décembre 2012 - 05:01 .





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