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ColorsFade's Development Journal


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#451
Dann-J

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A bed is an example. A fire pit, cluster of rags or even soft giant rat poo could be clicked on for all I care.

 

I'm using something similar in the module I'm currently working on. For the most part you rest beside campfires which you can 'talk' to (after lighting them first, if necessary). There are a couple of places where you can rest beside fireplaces or larger bonfires that have already been lit (so they don't need to be usable objects), only you 'talk' to the bearskin rug in front of the fire instead. That way I could use the same rest sequence script in every situation, where the party sit in a circle around the object you 'talked' to.


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#452
Eguintir Eligard

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What will they sit on though? Is there a sit on ground animation? If not maybe make them all sleeping animation, and just leave it. That way when the screen fades back in they are all unconscious and the player has to start moving to make them get up and follow. Realism is added to that just woke up feeling the party must have.



#453
Dann-J

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I currently use the cross-legged sitting on the ground looping animation, delayed slightly to allow them to lower to the ground first (weapons and shields made invisible). There there's a fade-out to black as the clock is advanced, followed by a fade-in from black where they all stand up and play one of several random animations (yawn, dust off, shrug, etc).

 

Here's a screen shot for an earlier version of the resting script that I used in Isle of Shrines.

 

6168094112_845ec85cc5_o.jpg


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#454
ColorsFade

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Unrelated to my journal, but... I got my sequencer rods working in MoTB! BOOOYA!

 

OMG... 15 defensive spells on an EK in a single action. I'm so happy right now. This just made my day. 

 

@DannJ: Very cool maestro :) I like the campfire thing. That's a great idea for certain zones. I'll have to consider that. 



#455
JonnieRS

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Colorsfade.

 

You may not remember but I was experimenting with your "smart monsters" scripts when you were still developing the concept. You had sent me a mod that demonstrated the technique and I had incorporated some of the scripts in my mod. However, due to my motherboard blowing up and my hard drive crashing I lost a lot of the material (many gigabytes of NWN2 stuff). If it is possible I would like to incorporate the "smart monsters" in a current mod I am working on. My email is jscherzi@cox.net.

 

I continue to play your mod. The pace is very good and you keep the player wanting to discover that next piece of the puzzle. Also, the balance seems very well done, challenging but not so difficult that the Player would get discouraged.  Good Job!

 

Garet Jax



#456
ColorsFade

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Thanks Garet! 

 

I've heard a lot of the same sorts of comments; good pacing, good distribution of loot, well-balanced encounters, etc. Very happy to hear that stuff. 

 

There's so much more to come... I'm really working on areas and encounters now, building up and mapping out all the encounters, the order of the main plot encounters, story elements... just so excited for this project. It's really coming together. Can't wait for folks to play it. 

 

As for the AI - I can get you the AI scripts again, but I'll have to check into the sample mod. I, too, lost a computer, and some of the secondary stuff I created (like that tutorial mod for the AI) got lost. All my Darksky stuff was retained, but that's because I had a backup. 

 

I'll see what I can do about getting things to you. I'm right in the middle of doing more AI work at the moment, trying to add some more functionality to allow for more interesting encounters. Maybe when this next wave of AI scripting is done I can send you something. 



#457
ColorsFade

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Journal Update

 

Some interesting experimenting going on with the Sequencer Rods. I've been using them in MoTB. Glad I have - makes the game more enjoyable, but there's clearly some balance issues I need to address. 

 

For starters, the way the default sequencer script is written, the person using the sequencer doesn't need to know how to cast the spells in order to use the sequencer. Now, the obvious way to keep this from being abused, and what I intend to do, is limit the use of the rod to spellcasting classes. That prevents a bunch of wizards, etc., from loading up the sequencer and handing it to a fighter. Makes sense. 

 

But in my party, everyone can cast spells. So, I gave everyone a Rod of Major Sequencing (stores 15 spells), and then I sat down and figured out the best 15 defensive spells between myself, Safiya, Kaelyn the Dove, and Gannayev. I loaded all four rods up with the same fifteen spells and handed one to each party member. Now they're all running around with Mirror Image, Shadow Shield, etc. Not exactly balanced... (but definitely fun). 

 

So... the solution, I think, is to alter the script a but. The default sequencer call uses this line: 

 

ActionCastSpellAtObject(nSpellId, oPC, METAMAGIC_ANY, TRUE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);

 

I think the solution is to do this instead: 

 

ActionCastSpellAtObject(nSpellId, oPC, METAMAGIC_ANY, FALSE, 0, PROJECTILE_PATH_TYPE_DEFAULT, TRUE);

 

Setting bCheat=FALSE means the user of the rod has to be able to cast that spell, or else it will fail. That, to me, seems more reasonable. The whole idea of these sequencers, in the way I wanted to use them, was for each spellcaster class to be able to buff themselves quickly at the end of conversation cut-scenes, or just generally before an important battle. If you want to receive a buff from another class, they still need to buff you intentionally. That seems more balancing to me. It means not everyone in the party can run around with Shadow Shield or Mirror Image, which seems more balanced and fair. 

 

Overall, however... wow. I am really happy with these rods. The obviously cut down buffing time in a significant way, and they just make the game way less tedious. Also, playing an EK or wizard, it is very freeing to be able to spend memorized spell slots on offensive spells instead of completely defensive buffs. My EK can now load up on things like Prismatic Spray, or Extract Water Elemental... lots of range-touch-attach spells and cone spells, and Haste. It just makes the whole experience of playing a spellcasting class way more enjoyable. 

 

Additionally - it changes the way I handle dialog now. I don't have to rush through dialog options because I'm worried about buffs wearing off before a fight; I can take my time, read everything, listen to voice acting... and then hit the sequencer rod and bingo - ready to roll. 

 

Very happy about this development. 

 

As for my own campaign, I plan on metering these things about in a very balanced way. I'd be surprised if, at the end of the last Chapter, every spellcaster had a Rod of Major Sequencing. I don't think I'll hand these out like candy, but I do imagine every spell casting companion will have at least one version of the rod, even if it's a lesser version. 

 

They sure are fun. 



#458
andysks

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May I ask what is different between your rod and the similar ones that existed on the old vault Colors? Because the cutscene/buffs go away was an issue in the OC, and I thought people had already tried to fix it.



#459
ColorsFade

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May I ask what is different between your rod and the similar ones that existed on the old vault Colors? Because the cutscene/buffs go away was an issue in the OC, and I thought people had already tried to fix it.

 

Those other rods - and I looked at them all - did not store as many spells as mine do, and didn't quite operate in the same way. I looked at them all, but they were inadequate for my needs. 



#460
Arkalezth

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I use this one: http://www.nexusmods...ter2/mods/197/?

 

AFAIK, there's no limit to the stored spells, but I haven't really tested that. It may still be inadequate for you for whatever reason, though.



#461
ColorsFade

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Journal Update

 

Heading out on a four day vacation, no internet, no computer. Really pushed to get an area done before I left; pretty happy with it too. It was supposed to be just a small tunnel, with not much going on, but as I played with RWS's Dark Mines tileset, I ended up building a pretty elaborate area, and adding a quest with appropriate enemies to navigate in order to reach the end. And the quest ties in with the area you are to reach once to cross the tunnel... 

 

I really enjoy that sort of organic level design. I didn't intend for this area to be anything bigger than 6x8, and I certainly didn't intend to create a quest for it. I was just going to have the PC plow through a few simple monsters and be done with it. But then ideas come, the creativity flows, and next thing you know you have something quite interesting, something that ties into the existing story framework, and something to be proud of, I think. 

 

Have fun modding ladies and gents. See you next week. 



#462
Eguintir Eligard

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Scope creep, my friend.

#463
JonnieRS

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Colorsfade,

 

Your comment about the simple tunnel becoming a more elaborate area reminds of a quote by Tolkien. When asked if he originally planned to write such a long, epic story as the Lord of the Rings, he answered no, but the tale grew with the telling. You are in good company.

 

Garet Jax



#464
JonnieRS

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Colorsfade,

 

In the convo with the Paladin the word "briefly" is misspelled. Just thought you would want to correct it.

 

Garet Jax



#465
Guest_Iveforgotmypassword_*

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Shocking I hope he will be flogged too !

#466
PJ156

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Shocking I hope he will be flogged too !

 

To true, I have no simpathy for the man. Since my English is floorless.

 

PJ



#467
Tchos

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For my part, I request that if anyone finds spelling or grammar errors in my posts or my modules, please inform me immediately.  I will take it quite seriously and correct them, as there should be none.



#468
andysks

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I'd like the same, but it could prove a really tough task. As English is not my mother tongue... there might be a mistake after every couple nodes :). I try to spell check immediately, but sometimes if I write weak instead of week... what can a spell check do?



#469
JonnieRS

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Tchos and andysks,

 

It helps to have a second set of eyes reading your written material. Although I have a pretty good eye for grammar and spelling errors I often miss my own errors. After reading literally 100's of words (perhaps more) in Colorsfade mod I only noticed one error, I can only hope my mods are od similar qualify.

 

Garet Jax



#470
andysks

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PJ reported a lot of spelling errors during a test he made on mine. But that was before me finding out about the spell check plugin. I hope now they are less. And of course I correct everything they report to me. But, as a player... well, if I see some mistakes I won't bother so much. If it's on every node, well then yes :).



#471
Dann-J

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Colorsfade,

 

In the convo with the Paladin the word "briefly" is misspelled. Just thought you would want to correct it.

 

Garet Jax

 

They're nasty things, those brie flies. They fly into a rage at the merest whiff of gooey cheese.



#472
ColorsFade

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Spellcheck plugin is great. I ran it through some of my campaign before the Prologue release, but did not run it through all of it; and I should have. 

 

Thanks for pointing out the errors folks! Will fix. 



#473
Dann-J

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Spellcheckers are fine, but they won't pick up grammatical issues like where/wear/we're, there/their/they're or your/you're/yore/yaw.

 

That's right - I'm homophonic. Deal with it.



#474
Tchos

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And they certainly won't pick up the ubiquitous its/it's confusion.  They should catch "nevermind", though.



#475
ColorsFade

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Journal Update: SLS2

 

I ran into an interesting problem with the SLS2 code. This is an issue that cropped up once in the prologue, in the barracks, and I didn't know how to fix it then, or what caused it. My solution at the time was simply to leave torch lights on instead of toggle them off during the day. 

 

The issue is this: In interior areas with windows, I setup torches for night and allow daylight glow to fill a room during the day (so torches go out during the day and only the day glow lights the room). It's a little touch, but I like it, and it doesn't take long to setup. 

 

This, however, becomes problematic when, if you are like me, you like to use lots of torches in an area. Too many light spheres per tile = bad. 

 

My solution, since the beginning, has been to treat interior torch lights just like daylight glows - I use only a couple actual lights in the area, and let a singular controller turn those lights on or off. This is the prescribed method for daylight glow, and it works for torches as well. So instead of each individual light fixture handling the turn on/off for its own light, a single controller handles it for all torch lights in an area (and this is necessity, since every torch doesn't actually have its own light source). 

 

The problem I experienced was, when I ran the module to ensure the lights worked in this area, I found that one of the daylight glows was on the torch light cycle. It would turn on when the torches were turned on, and off when the torches were turned off. It wasn't on the daylight glow cycle, as it should have been. 

 

I checked and rechecked its tags, but it was just a copy of the other daylight glows... 

 

This made me think that maybe this issue was related to the bug fix that kamal had made for SLS2. 

 

I had never taken a close look at kamal's fix, so I wasn't exactly sure how it worked. So now was the time. Turns out, what kamal's fix does is look for the nearest light to a given fixture, and gets the lightTag from the fixture and puts it on the light (because lights lose their tags during a save-game). That's a smart fix - if every fixture has a light source. But my interiors don't operate that way. I usually have one light source for several fixtures, keeping the light spheres-per-tile under the magic 6. This fix was causing the daylight glow to get the torch light "lightTag", since the daylight glow was closer to a torch fixture. Hence why it ended up on the torch cycle instead of the daylight glow cycle. 

 

My solution was to borrow kamal's idea: I put a "lightTag" local variable on the light source itself, and then add a small routine to the SLS2 code so that every light gets its tag reset: 

 

void SetLightTags(object oArea)
{
   object oObject = GetFirstObjectInArea(oArea);
   while (oObject != OBJECT_INVALID)
   {
      int nType = GetObjectType(oObject);
 
      // Only do this for Lights
      if (nType==OBJECT_TYPE_LIGHT)
      {
         // Set the light tag using the variable 
         string sLightTag = GetLocalString(oObject,"lightTag");
 
         // If the light itself has a lightTag variable, then
         // use it to set its tag. 
         if(sLightTag != "")
         {
            SetTag(oObject, sLightTag);
         }
      }
 
      oObject = GetNextObjectInArea(oArea);
   }
}
 
The above function gets called from SLS2AreaOnEnter(object oArea) and SLS2AreaHeartbeat(object oArea). It ensures that if a light has a "lightTag" variable, that becomes the value of the light's Tag. 
 
Now I just have to go back and fix my old areas from the prologue, and ensure all the interior lights have proper tags. Pretty happy to finally have this bug under control.