Sir Chet was right, sometimes it's better to put this aside when you need to. For all it is fun it is also time consuming and, at times, stressful.
Go away and come back, you will be all the more productive for it.
That said this is not RL and RL comes first, I hope everything looks up for you over the Christmas break.
PJ
Upcoming Campaign: Return of the Exile
Débuté par
andysks
, août 30 2013 09:15
#226
Posté 22 décembre 2013 - 06:51
#227
Posté 22 décembre 2013 - 08:45
andysks wrote...
I also need to finish my beta testing for ColorsFade, and I'm sorry I stalled it but I hope he understands.
Andy.
Oh Andy, you know I don't care. I prefer you do whatever you want and need to do. I'm glad you have helped as much as you have!
I've been through some really, really rough patches in my past. I know how it goes. I really do.
Do what you need to in order to get yourself where you want to be. Healthy, happy. It's much easier to work on this stuff when you have a good head.
I have a couple other beta testers in th wings, and I might solicit one of them once I do the first big patch. PJ has been testing as well, and I'm finishing up the bugs he discovered. My module will plug forward; don't sweat it.
#228
Posté 22 décembre 2013 - 09:48
Indeed RL comes first, as others have said. Do what you need to Andy your mod will still be there when you're ready.
When through a rough few years myself not so long ago and for me ironically writing my Knight-Captain series helped keep me sane. It was escapism at it's finest something I needed at the time.
When through a rough few years myself not so long ago and for me ironically writing my Knight-Captain series helped keep me sane. It was escapism at it's finest something I needed at the time.
#229
Posté 28 décembre 2013 - 09:17
Journal Update
I remember I once played a module with my p&p friends that was about an Ilithid controlling the local lord and so on. I don't remember how it was called, but I am a big fan of Mindflayers (as a DM... not a player
), so I thought I will try and make something like that as a side quest. Something like an investigation quest.
So I opened the area that fits this, and since it was already populated from a while ago, I only needed to fit the quest inside. i wrote some dialogues, some skill checks... it went good. Not much, but it felt good to work on it one again.
And with that, I can say that I will now start working again on this, maybe not hitting the 10 hours/day as before... I still need some time for that, but at least something.
- Back to Work
I remember I once played a module with my p&p friends that was about an Ilithid controlling the local lord and so on. I don't remember how it was called, but I am a big fan of Mindflayers (as a DM... not a player
So I opened the area that fits this, and since it was already populated from a while ago, I only needed to fit the quest inside. i wrote some dialogues, some skill checks... it went good. Not much, but it felt good to work on it one again.
And with that, I can say that I will now start working again on this, maybe not hitting the 10 hours/day as before... I still need some time for that, but at least something.
#230
Guest_Iveforgotmypassword_*
Posté 28 décembre 2013 - 01:13
Guest_Iveforgotmypassword_*
Good to hear you're back on the horse again but I think that not doing ten hours a day toolsetting might be wise just for sanity reasons.
I had to boost my mind flayers quite a bit because the ones in the toolset weren't tough enough and got shredded by my monk and his sorcerer companion, after all they are supposed to be scary not just walking squid. Setting them to a normal class not monster or whatever they are can help with a lot of creatures as their attack bonuses suffer.
I had to boost my mind flayers quite a bit because the ones in the toolset weren't tough enough and got shredded by my monk and his sorcerer companion, after all they are supposed to be scary not just walking squid. Setting them to a normal class not monster or whatever they are can help with a lot of creatures as their attack bonuses suffer.
#231
Posté 28 décembre 2013 - 01:35
I will keep that in mind, since I don't really remember fighting any Mindflayers in the OC.... as far as I remember there was one on Nightshore in MotB, but I didn't fight him so I couldn't say how they behave in fight. Maybe some extra attack bonuses, hit points and AC will do the job.
#232
Posté 29 décembre 2013 - 02:42
If you're interested in other abberations, like Bouncy Rock's beholder, just keep in mind the visual effects 2da it comes with isn't SoZ compliant. I'll be adding the critter in my invocation pack soon with an updated 2da using my ranges.
#233
Posté 29 décembre 2013 - 05:56
I actually already have the Beholder. I got the monster pack from pain. I don't think there was a 2da included in there, except the appearance which wasn't even in the package but a separate download. I didn't check the Beholder yet in game though, even though I have one placed at the moment. I will keep what you said in mind, in case he behaves weirdly.
#234
Posté 02 janvier 2014 - 03:27
Journal Update
I am really happy to work on the toolset again. I know, there are people who take bigger breaks than mine, but still, it felt like too much time to be away.
Until next update.
- Last custom content... hopefully.
- Purgatorio Placeables
- Filling the blanks
- Companions
- The investigation quest
I am really happy to work on the toolset again. I know, there are people who take bigger breaks than mine, but still, it felt like too much time to be away.
Until next update.
#235
Posté 16 janvier 2014 - 02:56
Journal Update
Hi all. I am still working on this side quest, which introduces a new small town in the world. I like working on a desert setting there. I think the toolset is really capable of giving a good desert feeling on an area. This together with the adobe building of RWS give me a good feeling about it. However, most of my time goes to an area I had to create a bit outside of the desert. It is an undergroung system of rivers, and tilesets would not reflect what I had pictured in my mind. So I went and tried the trick that many others tried before me. And exterior dungeon with the cave roof on top. I never tried this before, so it is something completely new to me. I shaped the terrain, put some cave placeables and water, but something was always missing I thought. Then I put the cave roof on top, just to see how it looks, and found out that it's not flat underneath, which is a good thing. It adds up to the walls, making them seem more natural. It still neds some work, but I think I'm getting there slowly.
Some problems I encountered, with scripting as usual. Sometimes the stock scripts seem to not want to work, and I don't know why. The ga_force_exit for example. Sometimes it works, sometimes not. I try to change the path, change the tag of the wp... nothing. This is happening mainly on situations where I want a group of creatures to exit. And maybe this is the situation where a blocking script will do the job, while the actions seperately won't. I tried making the desired creatures a group, for I was certain a function for group exiting existed, but on the super include all I can find is a group destroy. I need to make some research on the matter.
One other thing, also related to this quest that's bothering me. The quest becomes available from a new companion, who doesn't mark the location on your map, but rather leads you there. It is also kinda his quest, so I need him at the party forthe map point to be visible. They did this in the OC with the forced companions, but I cannot figure out what's going on in these scripts. The conditional script for the map point that is. If I simply put a gc_is_in_party, the problem is that the PC cannot return to this town, even after the quest is completed if the companion is not coming with. If I put gc_journal_entry: the PC can go right after the quest is given, but with another party selection. I think forcing him there, with a message explaining the reason why he needs to come is the solution, but how?
So yes, these are the problems I run into lately, and I hope I'll find a solution soon. Good news is that ColorsFade will play my prologue, or generally the content already created. I have played through my prologue so many times, and all bugs are eliminated from pevious beta testing. All I need is an extra pair of eyes to tell me if things look good or not there.
On the weekend I am going to play his beta version, and can't wait for the release as well. I am also in a gaming mode lately, with titles like "Puzzlequest 2" to pass my time, or some hidden object games (come on, we all have some weakness
), to indie games like "The Cat Lady", my SNES emulator with "Donkey Kong" collection, and the new chapter of the "Walking Dead". The last one, blew me away. The decision making in telltale games is just ground breaking. I recomend these games to anyone who hasn't played them yet.
Time to get my spelling errors and go to work. Take care and have fun modding and playing
.
Hi all. I am still working on this side quest, which introduces a new small town in the world. I like working on a desert setting there. I think the toolset is really capable of giving a good desert feeling on an area. This together with the adobe building of RWS give me a good feeling about it. However, most of my time goes to an area I had to create a bit outside of the desert. It is an undergroung system of rivers, and tilesets would not reflect what I had pictured in my mind. So I went and tried the trick that many others tried before me. And exterior dungeon with the cave roof on top. I never tried this before, so it is something completely new to me. I shaped the terrain, put some cave placeables and water, but something was always missing I thought. Then I put the cave roof on top, just to see how it looks, and found out that it's not flat underneath, which is a good thing. It adds up to the walls, making them seem more natural. It still neds some work, but I think I'm getting there slowly.
Some problems I encountered, with scripting as usual. Sometimes the stock scripts seem to not want to work, and I don't know why. The ga_force_exit for example. Sometimes it works, sometimes not. I try to change the path, change the tag of the wp... nothing. This is happening mainly on situations where I want a group of creatures to exit. And maybe this is the situation where a blocking script will do the job, while the actions seperately won't. I tried making the desired creatures a group, for I was certain a function for group exiting existed, but on the super include all I can find is a group destroy. I need to make some research on the matter.
One other thing, also related to this quest that's bothering me. The quest becomes available from a new companion, who doesn't mark the location on your map, but rather leads you there. It is also kinda his quest, so I need him at the party forthe map point to be visible. They did this in the OC with the forced companions, but I cannot figure out what's going on in these scripts. The conditional script for the map point that is. If I simply put a gc_is_in_party, the problem is that the PC cannot return to this town, even after the quest is completed if the companion is not coming with. If I put gc_journal_entry: the PC can go right after the quest is given, but with another party selection. I think forcing him there, with a message explaining the reason why he needs to come is the solution, but how?
So yes, these are the problems I run into lately, and I hope I'll find a solution soon. Good news is that ColorsFade will play my prologue, or generally the content already created. I have played through my prologue so many times, and all bugs are eliminated from pevious beta testing. All I need is an extra pair of eyes to tell me if things look good or not there.
On the weekend I am going to play his beta version, and can't wait for the release as well. I am also in a gaming mode lately, with titles like "Puzzlequest 2" to pass my time, or some hidden object games (come on, we all have some weakness
Time to get my spelling errors and go to work. Take care and have fun modding and playing
#236
Guest_Iveforgotmypassword_*
Posté 17 janvier 2014 - 03:58
Guest_Iveforgotmypassword_*
Rayman Origins > Donkey Kong !
But I do like being Funky Kong and riding a mega fast motorbike in Mario Kart.
But I do like being Funky Kong and riding a mega fast motorbike in Mario Kart.
#237
Posté 17 janvier 2014 - 05:03
Rayman Origins played of course. Did you try the Legends yet? But you have to admit, many jumps and runs have their base in Donkey Kong right?
#238
Posté 17 janvier 2014 - 09:11
I've actually been playing some SNES games, lately, too. I do like puzzle, platform, and racing games, but I haven't played any of the SNES games mentioned in this thread.
#239
Posté 17 janvier 2014 - 10:09
The Rayman Origins and Rayman Legends I played on xbox and PC they are new. If you like to run like a maniac you should try them out. Good fun! The Donkey Kong is the only one mentioned from SNES. The Walking Dead is also for PC. It will take you less than 3 hours to finish chapter one. They release in chapters, that come out every month or so.
#240
Guest_Iveforgotmypassword_*
Posté 17 janvier 2014 - 11:41
Guest_Iveforgotmypassword_*
My daughter's been drooling about Rayman Legends but it wont run on a wii ( only console we've got ) and the PC version involves some kind of internet login nonsense to play so she'll have to wait. If only things were as simple as before, look at this game you don't even need the disc in to play it !I don't mind steam but that's as far as I go.
#241
Posté 22 janvier 2014 - 07:20
Hi all.
I am getting close to completing the part of the world I am working on for some month now. The quest still has to get wrapped, and all branches to be connected, but it's going well. After that, I will work on another side quest that happens on the same town/settlement.
This one, will send the party deep into the desert for a resque. I am thinking of doing some scripting related to the desert itself. Things like, long exposure to heat causes penalties. Cutscene with mirages, where will save will prove of use. Food and most importantly drinks, to be able to sustain the travel. I guess it should be doable.
The quest itself, takes places on some ruins of a long lost civilization. They had quite some knowledge of magic, and nobody knows why and how they seized to exist. I admit, the Dwemer from Elder Scrolls where a big inspiration on this. I will however explain what happened to them, on a totally other quest.
Anyway, these ruins, are concealed on the naked eye. The party will have to solve some riddle, concerning the location and movement amongst the visible rubble that is not concealed. Once they are succefull, the main ruins, along with the entrance will become visible. This quest is not yet started, so many thing might change.
Once all the side quests close to the settlement are completed, the party will get access to some knowledge of an enemy that hides nearby. And there the location connects with the main quest.
I like to mix some side quests with the main one. People will still be able to complete the main quest without completing these quests. But this might leave some questions in the end. I might need to throw more balls towards the direction of the side quests that have some information related to the main plot, so that players will want, or at least get intrigues to pursue them.
Dragon Age
I never played this game. Mainly because it had no D&D rules, and this is what I love in such games. The fact that it came after NWN series, and as a succesor, having no D&D rules pushed me away from it. Two days ago, having played every possible game that came to mind with my girlfriend, I said: You know, let's give it a try, at least until Pillars of Eternity comes out. So I bought it.
I only found out that I was wrong all this time. The game blows me away. I still wish there were D&D rules while we play, but all in all the game is great. I love the cutscenes so far, and dialogue generaly is genial.
Darkening Skies
No, I am not going to talk about it
. I played half the Beta of ColorsFade's prologue, will finish this weekend. Reminder to self, to e-mail him my reports around sunday.
Have fun. Until next update.
Andy.
I am getting close to completing the part of the world I am working on for some month now. The quest still has to get wrapped, and all branches to be connected, but it's going well. After that, I will work on another side quest that happens on the same town/settlement.
This one, will send the party deep into the desert for a resque. I am thinking of doing some scripting related to the desert itself. Things like, long exposure to heat causes penalties. Cutscene with mirages, where will save will prove of use. Food and most importantly drinks, to be able to sustain the travel. I guess it should be doable.
The quest itself, takes places on some ruins of a long lost civilization. They had quite some knowledge of magic, and nobody knows why and how they seized to exist. I admit, the Dwemer from Elder Scrolls where a big inspiration on this. I will however explain what happened to them, on a totally other quest.
Anyway, these ruins, are concealed on the naked eye. The party will have to solve some riddle, concerning the location and movement amongst the visible rubble that is not concealed. Once they are succefull, the main ruins, along with the entrance will become visible. This quest is not yet started, so many thing might change.
Once all the side quests close to the settlement are completed, the party will get access to some knowledge of an enemy that hides nearby. And there the location connects with the main quest.
I like to mix some side quests with the main one. People will still be able to complete the main quest without completing these quests. But this might leave some questions in the end. I might need to throw more balls towards the direction of the side quests that have some information related to the main plot, so that players will want, or at least get intrigues to pursue them.
Dragon Age
I never played this game. Mainly because it had no D&D rules, and this is what I love in such games. The fact that it came after NWN series, and as a succesor, having no D&D rules pushed me away from it. Two days ago, having played every possible game that came to mind with my girlfriend, I said: You know, let's give it a try, at least until Pillars of Eternity comes out. So I bought it.
I only found out that I was wrong all this time. The game blows me away. I still wish there were D&D rules while we play, but all in all the game is great. I love the cutscenes so far, and dialogue generaly is genial.
Darkening Skies
No, I am not going to talk about it
Have fun. Until next update.
Andy.
#242
Guest_Iveforgotmypassword_*
Posté 22 janvier 2014 - 08:39
Guest_Iveforgotmypassword_*
Dragon Age was the game I've used the console in the most as I found it practically impossible to survive without it but i think I might have done the quests around the wrong way. Then completely out of nowhere dear Bioware dropped a plot hammer on my favourite witch which really pissed me off and after one playthrough I started another character determined to not cheat as much with the console but gave up before the end and gave it away to a charity shop ( I was late to play it too and it didn't cost much).
Needless to say I never purchased part 2 but I was very glad i played it because I had been planning a sequel for one of my campaigns which would have included a really bad black dragon and minions coming out of hell for revenge on the fairys and it would've looked like I copied the idea from Bioware.
Back on topic you might be able to enlarge some special effects to make thinks look wobbly like a mirage.
Needless to say I never purchased part 2 but I was very glad i played it because I had been planning a sequel for one of my campaigns which would have included a really bad black dragon and minions coming out of hell for revenge on the fairys and it would've looked like I copied the idea from Bioware.
Back on topic you might be able to enlarge some special effects to make thinks look wobbly like a mirage.
#243
Posté 23 janvier 2014 - 02:18
It is true, I also find the combat quite hard sometimes. But I think this is why they give us the tactics and much potion loot. As for the part 2, I don't think I will purchase it either. I heard it was not as good as the first, and this is why they take some time developing part 3.
As for the mirage, I saw on at least one module, a vfx that seems like a steam. It gave a blurry effect... like a smoke from a fire burning. I have no idea which vfx this is, and I guess it's a custom one that can be downloaded somewhere? I tried browsing through Lady Ashurea's vfx but didn't find it. In any case, if I re-size the special effect as you said, and put a couple of these in the front as well once I find them, I suppose they will give the desirable mirage effect.
As for the mirage, I saw on at least one module, a vfx that seems like a steam. It gave a blurry effect... like a smoke from a fire burning. I have no idea which vfx this is, and I guess it's a custom one that can be downloaded somewhere? I tried browsing through Lady Ashurea's vfx but didn't find it. In any case, if I re-size the special effect as you said, and put a couple of these in the front as well once I find them, I suppose they will give the desirable mirage effect.
#244
Posté 23 janvier 2014 - 03:47
Take a look at the Temple of Seasons in the OC. The summer room had a heat-haze shimmering effect. I've encountered the SEF before, but can't remember what it's called.
#245
Posté 23 janvier 2014 - 04:31
I don't know if it's the same one, but there's one called fx_steamroom, which is a room-sized heat haze. I use it in my smithy.
Oh, and I really enjoyed Dragon Age: Origins.
Oh, and I really enjoyed Dragon Age: Origins.
Modifié par Tchos, 23 janvier 2014 - 04:32 .
#246
Posté 23 janvier 2014 - 12:57
I think the trial of summer and the steamroom Tchos used in his smithy is very similar. I had no idea there was a steam thing, since I didn't remember this area on such detail. Maybe I'll open it in the toolset and see what they used. Otherwise I go for the steamroom- Tchos, is it a custom one, or a stock one?
#247
Guest_Iveforgotmypassword_*
Posté 23 janvier 2014 - 12:59
Guest_Iveforgotmypassword_*
There's an effect that was some kind of buff that one of my companions used and that made her look wobbly but I can't remember what it was ( it was one of those circle things ), spring hot steam and a couple of mushroom hazes that could be stretched.
Modifié par Iveforgotmypassword, 23 janvier 2014 - 01:00 .
#248
Posté 23 janvier 2014 - 01:09
Well, I searched the list of the OC modules and areas, but it turns out there is no summer trial area. Which was the general area that this room was in? Nice memory there Andy
.
#249
Posté 23 janvier 2014 - 02:44
The fx_steamroom effect should be in the stock resources, but I don't believe there's a blueprint for it. Place some other placed effect, then change its actual effect file by picking fx_steamroom from the list.
#250
Posté 23 janvier 2014 - 06:29
Ah ok. That's what I meant by stock resources. Thank you. I guess this is what they use in the summer trial room as well. It sure looks like it
.





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