Sunjammer's Unofficial Toolset FAQ
#26
Опубликовано 06 Ноябрь 2009 - 08:00
#27
Опубликовано 06 Ноябрь 2009 - 08:46
Lee
#28
Опубликовано 06 Ноябрь 2009 - 09:40
#29
Опубликовано 06 Ноябрь 2009 - 01:49
#30
Опубликовано 06 Ноябрь 2009 - 05:02
#31
Опубликовано 06 Ноябрь 2009 - 05:08
Sunjammer wrote...
14: When will the toolset be available for download/Can you give us an ETA on when the toolset?
Barring any further unforseen issues the Toolset will be available on the morning of 6 November 2009. When interpreting "morning" bear in mind BioWare is on Mountain Time, i.e. GMT + 8 hours.
Hmm, I'm Mountain Time too... but I think your + needs to be a - ... Mountain time is either -7 or -8 GMT (Depending on if your on Daylight Savings or not...
zWolf -out.
By the way thanks for these updates! it's saveing me quite alot of time searching the other threads... (and saving flameage too, as if I don't read those, I don't feel the need to post crap either heh.)
#32
Опубликовано 06 Ноябрь 2009 - 06:12
We were dealing with some serious issues around the toolset installer/uninstaller and how it worked with the game. We certainly were not prepared to release it if it was going to mess with your game installs. I have been absolutely buried in working through those problems all week, and as a result, have been oblivious to anything else going on around me.
Ultimately, the decision to release or not has been mine. The issue has not been with toolset issues, but with installer/uninstaller issues. I did not want the experience to be painful/damaging and have therefore held back. I did not want users spending hours fighting with it, trying to make it work and then walking away without actually getting a taste of its goodness. I am happy with the current configuration that we have.
#33
Опубликовано 06 Ноябрь 2009 - 06:13
Сообщение изменено: The junk, 06 Ноябрь 2009 - 06:16 .
#34
Опубликовано 06 Ноябрь 2009 - 06:26
However there is really one short point, letting the comunity know what is happening. That is, giving some real information, A simple bit of real, program problem, details surly would shut up a whole lot of us..
But, pass our thanks around the office.
#35
Опубликовано 06 Ноябрь 2009 - 06:38
Allan Smith wrote...
Ultimately, the decision to release or not has been mine. The issue has not been with toolset issues, but with installer/uninstaller issues. I did not want the experience to be painful/damaging and have therefore held back. I did not want users spending hours fighting with it, trying to make it work and then walking away without actually getting a taste of its goodness. I am happy with the current configuration that we have.
Perhaps the person in charge of DLC should speak with you:) A few hours is nothing compared to what I went through to get my Pre-Order/CE/DLC content working. Atleast it is working now, and I can fully enjoy another BW masterpiece. Once I finish out the campaign, I'm going to have to check out the toolset.
Thanks for the hard work, and keep it up!
#36
Опубликовано 06 Ноябрь 2009 - 06:42
#37
Опубликовано 06 Ноябрь 2009 - 07:27
Allan Smith
Ultimately, the decision to release or not has been mine. The issue has not been with toolset issues, but with installer/uninstaller issues. I did not want the experience to be painful/damaging and have therefore held back. I did not want users spending hours fighting with it, trying to make it work and then walking away without actually getting a taste of its goodness. I am happy with the current configuration that we have.
Thank you very much, Allan, for both your dedication and explanation of the issue.
No reasonable person would be upset at the delay, especially now that you have clarified it. Some people were irked over the fact that there was no word of why it was delayed. The breakdown in communication was the main problem, No big deal, though.
Time to download the toolset.
#38
Опубликовано 06 Ноябрь 2009 - 09:49
You will see some revolutionary game designers spring to the forefront as a result of this thing. Young kids going to school for game design finally can have a real tangible playground with immediate feedback. It's truly a revolutionary thing you guys are doing here.
I'm not a artist, and I'm not a coder...I'm a simple PC technician who dabbles in writing music, but even I'm downloading this thing right now to experiment. This modding community is going to be the new benchmark.
#39
Опубликовано 06 Ноябрь 2009 - 09:52
johnbgardner wrote...
zWolf wrote...
SunJammer, I like the cut of your jib sir!
(that's supposed to mean thanks for posting this... I don't really even know what a jib is... but i'm sure your's is cut fine.)
zWolf -out.
A jib is a small triangular sail set ahead of the foremast on a sailing vessel. The "cut" is the angle it makes with the ship and if set properly, assists in the steering of the vessel. (Retired Navy, here).
You may be retired Navy, but the last time I looked, most Navies didn't have many sailing vessels. Do they still teach sailing terms, or did you learn them somewhere else. Though I did know what a jib was I would have had to guess at the true mean of "cut."
On the other hand and totally off the subject, having done a bit of forging, I have a true understanding of....
"strike while the iron is hot"
"too many irons in the fire"
Now, back to the subject at hand. I do have a question about the toolset.
I have just downloaded the toolset, and I am trying to understand the theory before I get involved in the nuts and bolts. I have significant experience in the old Aurora toolset, so I am not starting totally from scratch, but I have yet to find an explanation that gives me a clear idea of the difference between Areas and Levels. Can someone point me to a good explanation of the difference? ...or provide one?
Thanks
#40
Опубликовано 06 Ноябрь 2009 - 10:18
Dragonarmour wrote...
I have just downloaded the toolset, and I am trying to understand the theory before I get involved in the nuts and bolts. I have significant experience in the old Aurora toolset, so I am not starting totally from scratch, but I have yet to find an explanation that gives me a clear idea of the difference between Areas and Levels. Can someone point me to a good explanation of the difference? ...or provide one?
You will find a lot of information on the wiki to help you get started
http://social.biowar...x.php/Main_Page
A very simple explanation is that level is an art asset that you build with textures and tilesets and models, and sculpt the terrain. In the level you define the lighting and pathfinding etc. Once you have created and posted an area, you can then create a level, bring the area into it, and start placing down creatures, triggers, interactive placables etc in it to make things happen. The level is the Art foundation from which you build a playable area.
#41
Опубликовано 06 Ноябрь 2009 - 10:59
And, thanks for the link. I found it, but while it gave instructions for Areas and Levels, it didn't really say much about the difference. Maybe with your quick definition in hand it will make more sense.
#42
Опубликовано 06 Ноябрь 2009 - 11:40
Dragonarmour wrote...
Thanks, that helps. I am still not sure I truly understand, but I think I may have to use it before I truly understand.
And, thanks for the link. I found it, but while it gave instructions for Areas and Levels, it didn't really say much about the difference. Maybe with your quick definition in hand it will make more sense.
Have a look in the thread down the board about making areas (I can't remember the exact tiltle as I have added some explanation in a post there.)
#43
Опубликовано 07 Ноябрь 2009 - 04:35
A. Check that nothing has been placed in your Override folders, DA:O like those that came before has a number of 'Override' Folders that can be used to override the defaults.. IF you use the TOOLSET there is a chance that you could have messed up some of these.. Check the Following Locations:
user/My Documents/Bioware/Dragon Age/Modules/Single Player/Override
- path to dragonage install - /modules/Single Player/Override
/packages/Core/Override
Make Certain that These are EMPTY.. Overrides will OVERRIDE your main Game.. and cause problems.
Сообщение изменено: starfleetau, 07 Ноябрь 2009 - 04:36 .
#44
Опубликовано 07 Ноябрь 2009 - 04:36
#45
Опубликовано 07 Ноябрь 2009 - 09:44
#46
Опубликовано 07 Ноябрь 2009 - 12:12
hannahb wrote...
Are we going to be able to make multi player modules with the toolset? I keep seeing people write single player campaign as if there's an option. Haven't installed the toolset yet ... saw people were having some issues so thought I'd wait a bit.
No. The game client does not offer multiplayer capabilities, so anything made with the toolset will be for single player consumption.
#47
Опубликовано 07 Ноябрь 2009 - 12:55
Dragonarmour wrote...
johnbgardner wrote...
zWolf wrote...
SunJammer, I like the cut of your jib sir!
(that's supposed to mean thanks for posting this... I don't really even know what a jib is... but i'm sure your's is cut fine.)
zWolf -out.
A jib is a small triangular sail set ahead of the foremast on a sailing vessel. The "cut" is the angle it makes with the ship and if set properly, assists in the steering of the vessel. (Retired Navy, here).
You may be retired Navy, but the last time I looked, most Navies didn't have many sailing vessels. Do they still teach sailing terms, or did you learn them somewhere else. Though I did know what a jib was I would have had to guess at the true mean of "cut."
On the other hand and totally off the subject, having done a bit of forging, I have a true understanding of....
"strike while the iron is hot"
"too many irons in the fire"
Now, back to the subject at hand. I do have a question about the toolset.
I have just downloaded the toolset, and I am trying to understand the theory before I get involved in the nuts and bolts. I have significant experience in the old Aurora toolset, so I am not starting totally from scratch, but I have yet to find an explanation that gives me a clear idea of the difference between Areas and Levels. Can someone point me to a good explanation of the difference? ...or provide one?
Thanks
Actually, there is one wooden-hulled sailing ship in the U.S. Navy: the frigate USS Constitution. Google it if you wish, it has an interesting history and is currently a fully commisioned vessel with about 60 crewmen or so. As for your question about levels and areas, someone already posted an answer, but let me add that it isn't necessary to create a new level if you're willing to go with a pre-formed "area layout" which you can load from your new area's property window. Hit the ellipsis button on the area layout line to see what's available.
#48
Опубликовано 07 Ноябрь 2009 - 01:49
That's too bad.
#49
Опубликовано 07 Ноябрь 2009 - 04:24
Fester Pot wrote...
Custom Item Tutorial
A basic addon to tutor people how to give a very smiple, custom item to your player character in the Single Player Campaign.
Custom Player Items In Single Player
So here is a short, step by step showing how to create and add custom items to the player character in the single player campaign using the Dragon Age Toolset.
Thanks to weriKK for providing this information.
#50
Опубликовано 07 Ноябрь 2009 - 05:03





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