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Monsters who actually use their Powers


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#51
ColorsFade

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JonnieRS wrote...

ColorsFade,

How's everything coming. along?

John S


Good. Almost there. Would have had something to you this weekend, but my wife, on the spur of the moment, convinced me to take our kids camping Saturday evening. We just got home. Had fun. 

I started writing a ReadMe file on Friday. I need to play through the scenarios one last time to make sure they work, then I'll get it out to you and see what you think. You should have it in your hands this week. 

#52
JonnieRS

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Dannj.

Thanks for the heads up I ever noticed the use limitations options when you scroll all the way down. Thanks Again

#53
JonnieRS

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Tchos,

What you say is very true, but I don't that is my problem. I have this monster operating in a mod already. I think there is something wrong with the way I tried to transfer it to another mod. I was not sure of the best way of accomplishing the transfer since the monster shows up in my creature list but the 2da file apparently did not transfer correctly and so it does not appear.

#54
JonnieRS

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Colorsfade.

Sounds good. I am almost at the spot where I would want to input my first "intelligent" monster, so the timing is great. I am glad you and the kids had fun camping.

John S

#55
Tchos

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Yes, you may not have copied the 2DA into this current mod, which could be the problem. If that's not the problem, haks can still be at fault. It can be ruled out if you're using the exact same haks (no more, no less) in this mod as you are in the other one where it's working. Also, is there a campaign folder? And is anything in your override folder?

#56
JonnieRS

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Tchos,

I will check everything you brought up. Thanks

#57
JonnieRS

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Tchos.

You were correct I had neglected to load the hak that allowed me to use the wererat model. What your view on the number of haks in a mod? If it gets posted on the vault will the user have problems?

#58
Tchos

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Glad you've found the cause.

My view as a player is that it's better to download a single combined hak provided by the author on the mod's page, rather than being directed to half a dozen other pages searching for a hak here, a hak there, etc. (especially when there are multiple files to choose from on each page, or if one of the resources has gone offline). It's convenient to download and convenient to clean up later when I'm finished and want to clear space for other mods.

Others prefer to have separate haks so that when they have multiple mods installed that use the same resources, the same content isn't duplicated on their hard drive while they have them both installed. That would also save storage space for archived copies. I think that makes sense, too, and there may be other reasons, but my preference is for self-contained haks for each module.

#59
JonnieRS

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Tchos,

From a user standpoint I agree with you. I now have the combined RWS Hak (its enormous) and three other small haks that help with the wererat and other badies you won't find in the standard NWN2 mod. I am somewhat disappointed with the RWS HAKS (Deep Chasms and Deep Halls). I had tiles which would not bake. Not sure why though.

#60
JonnieRS

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Colorsfade,

Hope the camping went well. Just let me know when you are ready to release your masterpiece. I am ready to be a dilidgent Beta tester.

#61
Tchos

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Right, and as a builder, my approach to that is to select just the parts I'm actually using from the haks and put them in my campaign folder, so it's not the whole thing. In the case of RWS tilesets, I use 1 of their tilesets and some of their placeables and VFX.

#62
JonnieRS

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Okay, I downloaded the all in one RWS hak which is huge. I had a problem with downloading the individual Deep halls Hak. I only use the Deep Halls and the Deep Chasms haks.

I struggled initially with the Deep Chasm RWS tiles set. It was like putting together a complex jigsaw puzzle. But I finally got it all to fit and it looked pretty good. However, whenever I used tiles that changed elevation slightly (either down or up) the tile would not bake and the player could not pass that tile. Pretty disappointing. I observed the same thing with Deep Halls set, the stairs effect look great but will not bake. I have tried to inquire about this but it is hard to get any response from RWS.

#63
ColorsFade

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JonnieRS wrote...

Colorsfade,

Hope the camping went well. Just let me know when you are ready to release your masterpiece. I am ready to be a dilidgent Beta tester.


Great! 

So close now. I have some free time today and tomorrow so I am actually working on the finishing touches this minute. I'm going through the scripts to tidy up a few things and add a few more comments. 

The sample scripts are going to be your best documentation for how to write an AI monster script. That said, I did also add a small README file that lays out some of the basics. 

It's almost done. 

#64
Tchos

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JonnieRS wrote...
However, whenever I used tiles that changed elevation slightly (either down or up) the tile would not bake and the player could not pass that tile.


Tiles do need to be of the same elevation.  You can use walkmesh helpers or placeable stairs with built-in walkmeshes to create a walkable area between the tiles, but it's tricky.  Did you cycle through the selected tiles to see if there were alternate floor heights?  Using the up and down arrow keys while the tile is selected and before you place it down.

#65
JonnieRS

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Tchos

Absolutely I exhausted every variation. As I said before the Deep Chasms, which works along with the caves tiles set, is very difficult to fit together. So I finally was able to fit a tile that connected smoothly with a lower level of the cavern. It looked terrific. However, the tile that went from higher to lower would not bake, although all the rest of the tiles baked and I could move freely on either side of this tile. I tried to contact someone at RWS and ask a question but got no response. I had no choice but to eliminate the tile and keep everything on a single level.

Now I did make some awesome looking chasms using the RWS set. Using it in concert with the caves tile set can yield some pretty impressive results.

I also used the Deep Halls Hak. I had the same problem when changing levels (that is, only the tile that had both the lower and upper level would not bake). The Deep Halls is still a great tile set to use.

Modifié par JonnieRS, 05 juillet 2013 - 04:59 .


#66
JonnieRS

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Colorsfade,

Your timing is excellent. I am starting on the 2nd level of the dungeon with regard to populating the level and will have several instances to us your terrific AI script. I am ready to start beta testing as soon as I get it.

#67
Tchos

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I agree. Deep Halls looks great, and has many uses. I don't have personal experience with using the tilesets you're having trouble with, unfortunately, but I did have trouble getting one of the standard tilesets with rounded corners to match up with ANY floor in the middle. I ultimately added an extra floor just above it, and covered the whole thing with a walkmesh helper.

#68
ColorsFade

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Jonnie,

I just fired off an email with a zip file of the AI library and sample module. Should be in your Inbox unless your email provider doesn't allow messages over 2.6MB.

If you can't get it through email I'll give you my dropbox access.

Let me know how it goes!

#69
JonnieRS

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Colorsfade,

I've downloaded the file successfully and located the readme file. I would assume the readme tells me where to put all of these files. I will run some tests this weekend to familiarize myself with the AI. If it is alright with you I will send a progress report to your personal email address to let you know where I stand with the AI and I would also anticipate that I may have some questions about it (I am sure I will have questions about it). Thanks for letting me test this out.

John S

#70
ColorsFade

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The readme is pretty basic Jonnie, but it does tell you what files you need and where to put them.

Definitely ask me any questions you have. It's a lot to grok. But I think once you understand what I've done, you'll see how quickly you can put together a good AI script for monsters.

I've been working on nothing else but this AI for a month, so the old AI files I had in my campaign were way outdated. I loaded the new files today and re-write the few AI scripts I had in a couple minutes with this library and tested them and wow... it was fun to see in action. Does just what I want it to do.

I definitely recommend running the sample module and running through the sample battles just to see what the AI is capable of, and then also going through the sample monster scripts to see how they are coded and what they are doing. When you see the script and understand it, and then see the corresponding battle in action, it all kind of comes together and makes sense.

I'll answer any questions you have. No problem. You have my email.

-CF