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The Goblin King (NWN2 Campaign)


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18 réponses à ce sujet

#1
4760

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Goblins are usually small and easy opponents. But what if there was an elite tribe, whose members are only those who survived encounters with adventurers?

 

More details are available here: http://social.biowar...m/project/9095/, but I obviously didn't give too many to keep the surprise.

 

At this time, the prologue is ready for testing, and the first part progresses well.



#2
andysks

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It's always nice to see more projects on the way. Makes me think more and more that more people than I think of are actually still working on this game. Good stuff! Will you release the mod in chapters, or as a whole thing? And also, is this a dragon fly animation or just a trick with some walkmeshes etc :)? It would be too ambitious to think that it's the first, but I ask anyway. Cheers.



#3
PJ156

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I have the same question. Flying dragons, whatever next.

Good luck with the rest of the project, it's good to see a new face/name.

Or is it an old face with a new name, who knows :)

PJ

#4
Tchos

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Did you see that Dann Pigdon posted a fantastic flying wyvern effect on the Nexus?

http://www.nexusmods...inter2/mods/893

 

It flies in from a distance and lands and attacks.  I tried the demo module, and it works nicely.

 

Good to see new modules in the works.  I feel like this is a kind of renaissance.


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#5
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Will you release the mod in chapters, or as a whole thing? 

I'll probably release the prologue and the first part (the prologue in itself is just something I created to learn how to use the toolset and include custom contents, and I therefore didn't spend too much time on the quests or dialogs. I decided to keep it though, as it explains how you chose your favorite weapon, or why you've got this particular feat).
 

And also, is this a dragon fly animation or just a trick with some walkmeshes etc  :)? It would be too ambitious to think that it's the first, but I ask anyway.

 

Both, but the animation is only for the wings. Without walkmeshes, the dragon would just stay in mid-air: you'd still need walkmesh for take-off and landing (as the only animations you have are _walk, _run, _idle, etc.). I also tried to have take-off and landing at the beginning and the end of the _walk and _run animations, but the loop makes it look like bounds rather than flight.

I'm working on an octopus, for which it would not be strange to stay above the ground (yes, I also have a few underwater areas in the campaign): for this one, no walkmesh tricks!



#6
Morbane

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excellent 4760! crank it out!



#7
Guest_Iveforgotmypassword_*

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Goblin King, Snow Queen, Dragons what more could you want from a fantasy story. Sounds good and I wish you well with your release and future instalments.

#8
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Thanks all for your support!

Not much progress on the campaign itself, but the octopus and the swamp dragon look nice. Let's add the sea monster, and I'll have what I need as far as new creatures are concerned (the others will come from the nwn2 vault. By the way, is there anybody still looking after it?)



#9
kamal_

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There are people from the nwn community who can administrate at the old Vault (Rolo_Kipp for example), but it has ... issues... and ign.com isn't going to be fixing things. You can still submit content, but pictures may be permanently broken at this point.

 

There's two other sites you can post content.

http://neverwintervault.org/   //community run and supported site.

http://www.nexusmods.../neverwinter2/?  //part of the Nexus family of websites, which are very popular with Elder Scrolls modders. The site owner worked with us at one point to get the site up and running.

 

The old Vault has the inertia that most people who don't know about other sources will look there for content, so most of your downloads will probably still come from there if you release in all three places.



#10
Dann-J

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Does this goblin king kidnap a child, and force the child's sister to journey through a labyrinth to rescue him? Or am I thinking of another goblin king entirely? :)



#11
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Nope, not at all!



#12
Tchos

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I wouldn't mind seeing Jareth and Jennifer Connelly in a module.  But that's neither here nor there.  ;)



#13
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Good progress this week-end: I finally got rid of two major bugs (one coming from the fact that I forgot to compile all the scripts after I changed an include file, the other because I mixed = and == in an If condition).

 

Still a few conversations to finish, so flavor text to add here and there, maybe add a few more secondary quests to give some more life to the first part, but the prologue is not far from being done.



#14
Dann-J

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Good progress this week-end: I finally got rid of two major bugs (one coming from the fact that I forgot to compile all the scripts after I changed an include file, the other because I mixed = and == in an If condition).

 

 

It's always annoying when you use = instead of ==, since the script compiles without any error messages. You can go mad trying to figure out why the script won't work.



#15
kevL

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Good progress this week-end: I finally got rid of two major bugs (one coming from the fact that I forgot to compile all the scripts after I changed an include file, the other because I mixed = and == in an If condition).

It's always annoying when you use = instead of ==, since the script compiles without any error messages. You can go mad trying to figure out why the script won't work.


a trick : get in the habit of reversing lhs & rhs ( left hand side & right hand side )
// instead of writing
if (iVariable == GetLocalInt(OBJECT_SELF, "variable"))
// ...

// get the habit:
if (GetLocalInt(OBJECT_SELF, "variable") == iVariable)
// ...
Compiler will throw an error if assignment= is used ...

downside, it makes the code tedious to read.
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#16
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It's always annoying when you use = instead of ==, since the script compiles without any error messages. You can go mad trying to figure out why the script won't work.

Sure. Something else I learnt is that the toolset scripting language doesn't follow the priority rules of operators.

if ((nRumeur & 1) == 1) // will only be TRUE when nRumeur is an odd number (bit #0 set to 1) 

does not give the same result as

if (nRumeur & 1 == 1) // will always be TRUE!


#17
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downside, it makes the code tedious to read.

 

Another downside is that it only works when you get the value from an object (using GetLocalInt() or GetGlobalString() for example), but not if you use a variable to avoid getting the same value several times (which I do). But still, it's a nice tip.



#18
kevL

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if (nRumeur & 1 == 1) // will always be TRUE!


void main(int i)
{
    if (i & 1 == 1)
        SendMessageToPC(GetFirstPC(FALSE), "# is odd");
    else
        SendMessageToPC(GetFirstPC(FALSE), "# is even");
}
works fine in Skywing's ASC, heads up!

#19
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No progress on the campaign, but new placeables (with animation) will be used. Trapdoors, levers and pressure plates will be scattered here and there, expect traps and hidden treasures!