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The Scroll ... (Campign In Development) ... Blog Posts (Current: #34 Beta Testing - Final Entry)


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#401
Lance Botelle

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If you do this, you might look at the SoZ crafting system, which does that.  If anyone in the party can cast the needed spell, and anyone in the party has the required items, the crafting proceeds, no matter who activates the recipe.


Hi Tchos,

Yes, that's what I mean in my other post when I say I will have it work like "modern recipes". I believe that should take away some of the "resistance".

Cheers,
Lance.

#402
Lance Botelle

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#24 Beta Test 9.0 (Part 5)

http://worldofalthea...-90-part-5.html

Beta testing underwent a few changes this time around as I decided to also add some code to make managing the inventory slightly easier and also help make some aspects of crafting a little easier, in particular the distillation of creature parts and essences.

I will list the usual fixes in a moment, but first I wanted to explain some of my changes:-

DISTILLATION UPDATE:

I have coded many "party" based skill checks (as opposed to the PC doing the activity) already. However, I decided to also update the code when it came to working with the mortar or alembic. Now, any PC may use/activate these two items to distil or work with essences, as long as the party has a PC with the appropriate skills, is nearby and not incapacitated. (Appropriate feedback is given.)

BENCH & SMELTER UPDATE:

I have also done a similar thing when it comes to a PC clicking to work at any workbench or smelter. As long as somebody in the party has the appropriate ability, is nearby and not incapacitated, then any PC may start the activity. In fact, most workbenches do not even require the hammer or mortar to target the bench now, and simply make the check when the bench is "closed", because it assumes the workbench has those tools at hand to use. (Appropriate feedback is given.)

The only thing that the player has to be aware of now, is that if the crafting/enchantment is via a recipe rather than at a workbench, then the PC activating the recipe must be the one carrying any items required. (When using a workbench, items are placed onto that instead.)

ITEM COLLECTION UPDATE:

This update was made to alleviate some of the issues I was experiencing when trying to locate some items to do with crafting in particular.

If a player buys a particular "bag" or "container" item, I use a process to automatically place items found into the appropriate bag for them. However, before now, the bags only worked for the PC that carried them. E.g. If the Main PC picked up a crafting component, but it was a companion that carried the auto-collecting "Crafting Component" bag, then the item would have simply remained in the Main PC inventory and the player would have searched for the container to ensure it was placed correctly. Now, however, I have made the process fully automated, so that irrespective of who owns the auto-bags, or who picks up a qualifying item, the said item will always be placed into the correct container.

There are six such bags, in the following order of collection priority:-

1) "Crafting Components Holder": If large, bulky heavy crafting items are picked up, then they are prioritised to special weight reducing bags if present in the party. (E.g. Ingots, planks, hides and ore.)

2) "Alchemy Satchel": Automatically stores essences and creature parts that can be distilled into such.

3) "Crafting Component Carrier": Automatically collects all those other items that can be used in crafting, including molds, creature parts (not distillable), and other components. (E.g. Fairy Dust.)

4) "Bounty Bag": The bag that automatically catches all that the previous bags miss (or if they are absent). This includes creature parts (all types) and essences (if other bags are absent). Note that if other bags are present, then this bag will only collect creature parts not used in crafting in any way.

5) "The Treasure Bag": The default location for identified gems, amulets and rings. Any items that are acquired unidentified remain in the main inventory to highlight they need identifying. (They can be manually placed into the bag if desired.)

6) "The Key Ring": Any key items are automatically placed onto a key ring you carry.

Note the following:

A ) If a party has more than one of the same special bag, then the automatic process checks the PC that picks up an item for a valid bag first, and then checks the rest of the party if it cannot find one. (I have not limited the capacity of these bags, and so there may be little reason to have more than one of each kind, apart from they do still reflect weight of their contents.)

B ) If a valid item is picked up and placed into a bag, there is feedback telling you to which companion and to where the picked up item was placed.

FIXES & OTHER UPDATES:

1) Fixed some broken crafting feedback. (Noticed during the update.)
2) Fixed distillation results. (Too many being created.) (Noticed during the update.)
3) Updated the name format of essences to be able to more easily recognise their type and purpose.
4) Updated bag auto location for molds. (Component instead of Alchemy.)
5) Updated container XML message text to relate to "recipes" only.
6) Updated various texts and descriptions to reflect changes made and for ease.



#403
andysks

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Lance, adding these things on a stage where you undergo the last test of your work makes me think that you're under some serious scope creep. Good to have these bags, yes. But I am afraid that in a few days from now on a next update we will read about them showing a bug which will need addressing. Therefore you will delay the release even more. Which is a good thing when bugs occur. But these are not bugs. It's extra content on a very late stage of development. On your other post you say that these ideas are for a possible Scroll 2. This first one doesn't need them. I say this with all good intention, really.


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#404
Lance Botelle

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Lance, adding these things on a stage where you undergo the last test of your work makes me think that you're under some serious scope creep. Good to have these bags, yes. But I am afraid that in a few days from now on a next update we will read about them showing a bug which will need addressing. Therefore you will delay the release even more. Which is a good thing when bugs occur. But these are not bugs. It's extra content on a very late stage of development. On your other post you say that these ideas are for a possible Scroll 2. This first one doesn't need them. I say this with all good intention, really.


Hi Andy,

To be clear (and hopefully put your mind to rest) ... These bags have always been in the game. They just now work more flexibly. :)

I.e. No "major" coding, just significant improvements (I think).

Here form 2012: http://worldofalthea...-bag-types.html

Here is a quote from that blog post: "The first five bags all work in a similar manner, in that they all automatically have any item found by the PC placed into the appropriate bag if carried. The sixth bag (the Crafting Components Holder), also does this, but does so across the whole party."

Basically, I changed the first bags mentioned to work like the last one. :)

Cheers,
Lance.



#405
Tchos

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To say that Lance's campaign is "ambitious" is putting it lightly.  He's been working on it since before I'd even heard of NWN2!



#406
rjshae

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Lance, adding these things on a stage where you undergo the last test of your work makes me think that you're under some serious scope creep. Good to have these bags, yes. But I am afraid that in a few days from now on a next update we will read about them showing a bug which will need addressing. Therefore you will delay the release even more. Which is a good thing when bugs occur. But these are not bugs. It's extra content on a very late stage of development. On your other post you say that these ideas are for a possible Scroll 2. This first one doesn't need them. I say this with all good intention, really.

 

"Art is never finished, only abandoned." -- Leonardo da Vinci


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#407
Lance Botelle

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To say that Lance's campaign is "ambitious" is putting it lightly.  He's been working on it since before I'd even heard of NWN2!


Hi Tchos,

Thanks! :) D&D has been a hobby of mine since "childhood". NWN2 was a natural progression for me when it came along. However, because it did not quite meet all my campaign needs at the time, so I needed to alter it to fit my needs over the years. Due to health constraints, I'm not the fastest of workers, but I hope it will get closer to my goal as I slowly plod along.

There's a good chance that I may be the last person to actually use NWN2 the speed I work at. ;) 
 

"Art is never finished, only abandoned." -- Leonardo da Vinci


Hi rjshae,

To have my mod creation activity compared to art is quite the compliment. :) I do what I can. ;)

Cheers,
Lance.

#408
Tchos

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I always liked Voltaire's "le mieux est l'ennemi du bien", or "The perfect is the enemy of the good".

 

Modding is an art, at any rate.


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#409
rjshae

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To have my mod creation activity compared to art is quite the compliment. :) I do what I can. ;)

 

Well of course it's art, Roger Ebert notwithstanding. :) My personal definition of art is that it's a media experience intended to evoke an emotional response. That can include enjoyment, frustration, challenge, intrigue, and satisfaction.



#410
ColorsFade

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Well of course it's art, Roger Ebert notwithstanding. :) My personal definition of art is that it's a media experience intended to evoke an emotional response. That can include enjoyment, frustration, challenge, intrigue, and satisfaction.

 

That was the only thing about Ebert that ever bugged me. Miss that guy. Still go back and read his reviews from time to time. 



#411
Lance Botelle

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#25 Party Crafting Info (New Character Screen Tab)
 
http://worldofalthea...-character.html

To complement the updated bag system, which I spoke about last time, I decided to add a TAB onto the PC Character Screen GUI that would allow access to more information about the whole party with respect to crafting skills and the more common related items, which the party held as a group.

This way, it is much simpler to keep track of which PCs have which skills, and what party crafting abilities are available to the group as a whole. Also, common items such as planks, ingots and hides, along with the lesser and greater essences can be seen in an instance and in one place. I, for one, find this much easier to check what base items I have available to me (as a whole) for any crafting I hope to try, without having to locate and check every individual PC within my group.

Hopefully, this may be of help to other players too:-

CraftInfo.jpg

Text Colour Determines Access (or Not)

Access to all Crafting Info

AllCraftInfo.jpg



#412
Lance Botelle

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#26 Beta Test 9.0 (Part 6)

http://worldofalthea...-90-part-6.html

Beta testing continues alongside the updates I have been making to having better feedback with respect to the party as a whole. E.g. Managing equipment (to prevent encumbrance) and crafting item information feedback have been top of my list. I know these may appear to be "additional" work to the beta testing, but for me, it's all part of the same process. My goal is to make the game as "easy to play" as possible as well as being "bug free". (Updated screenshot below.)

The Reasoning

1) Having access to class and level within the inventory screen is helpful for validating items carried.
2) Seeing encumbrance remaining (or over) makes for quick equipment management.
3) The new Party Craft tab enables players to keep track of the crafting skills and items in the party.
4a) A toggle to make the Party Bar icons smaller when controlling larger parties. (Also "draggable".)
4b) The party bar ( normal or small icons) now ensures the controllable PCs stay at the top of the bar!
4c) Names are also added to the PC boxes to make recognition much quicker and at a glance.

Bug Fixes

1) In some circumstances, some conversations would not fire subject to how many were in the party, due to some "heavy" conditional checks. (Scripts were rewritten and delays added to ensure conversations started even for larger parties.)

2) A sound activation was updated to ensure it always fired. (Now uses own homebrew function.)

3) Some core functions were rewritten and recompiled to ensure loops involving faction members did not include associates, as their testing was NOT required in the functions that had the new condition added. (Helped reduce overhead.)

 

4) Fixed a missing link to a monster image for the bestiary.

Updated Screenshot

PBBigFull.jpg

New Additional Party Feedback



#413
Lance Botelle

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#27 Beta Test 9.0 (Part 7)

http://worldofalthea...-90-part-7.html

I know this may come as quite a surprise, especially considering the amount of beta testing this module has already gone through, but even now, I am still finding some niggling points that need fixing. Even to the point of updating core XML files and tlk entries. Anyway, without further preamble, here is the latest list of fixes:-

1) Fixed a door being opened by creatures. (Missing variable.)
2) Fixed related door (to above) by adding a missing script to ensure fade worked on exiting it.
3) Fixed a function that could (on rare circumstances), cause a creature to spawn in the wrong area.
4) Fixed a "treasure object" from being inaccessible due to not having "useable" in the properties.
5) Amalgamated two "function" scripts to prevent toolset crash on exit.
6) Updated stylesheet.xml to give me smaller tabs/buttons where required.
7) Updated the tlk to give clearer feedback with crafting skills.
8) Removed default "Spell Failure" info, which was giving wrong feedback (and not used anyway).
9) Updated a faction setting for an NPC to prevent improper NPC reaction after a party death.

CURRENT PLAY TIME: 32 hours and 20 minutes.

Onwards%20and%20Downwards.jpg

Time To Head Back Down Again!



#414
rjshae

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Have you read the myth of Sisyphus? :) Hopefully you'll reach a point where you're satisfied.



#415
Lance Botelle

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Have you read the myth of Sisyphus? :) Hopefully you'll reach a point where you're satisfied.


Hi rjshae,

I just looked it up ... yes, I had heard of that one, but not in a complete context as the wiki page went into.

I promise that the release will happen after I get to the end of this play through. :) Probably only a few hours play left now. Just a few more pushes and there will be a birth! (I.e. I won't double check the other potential path ... that should be good ... I hope.)

Maybe the next post will even be the one. ;)

Cheers,
Lance.
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#416
Lance Botelle

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#28 Beta Test 9.0 (part 8)

 

Sorry ... not quite there yet!
 
http://worldofalthea...-90-part-8.html
 
Every session I play brings me one step closer to release ... and with each session I play, I am glad that I spent some time doing this last play through. Mainly because it allows me to find those last few bugs that can easily be missed, but are really annoying if you do encounter them. This time around included:-

1) Fixed a GUI image from not disappearing under rare circumstances.
2) Fixed a missing "pick lock" sound if playing a companion rather than the Main PC.
3) Fixed some dynamic light settings that failed due to known "light tag" bug (on a reload).
4) Fixed the journal "NOTES" section, which was randomly losing/changing information. (XML)
5) Fixed a poorly timed beam effect at the start of an encounter.
6) Fixed some missing crafting confirmation and sound for a special brew.
7) Fixed a trap that should have been marked "unrecoverable".
8) Fixed a "rune puzzle" script that had a potential exploit bug.
9) Removed some "beta" code.
10) Added an extra sound for a lower value appraisal result. ("No" for poorer quality.)

Things I will Change In The Future

1) I will widen paths and do less "narrow" areas. (NWN2 path-finding really is bad!)
2) I am considering limiting PCs/Henchmen possible due to same path-finding issues.

CURRENT PLAY TIME: 34 hours and 0 minutes.

WhenEnd.jpg

When Will It End?


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#417
kevL

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4) Fixed the journal "NOTES" section, which was randomly losing/changing information. (XML)


I've noticed this in the stock game on occasion. Can you share the problem / offer a fix method, Lance?

#418
Tchos

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So have I.  It was the last time I trusted it.



#419
Lance Botelle

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I've noticed this in the stock game on occasion. Can you share the problem / offer a fix method, Lance?


Hi KevL,

I did wonder if it may be, as I could not see anything wrong with what I had done with the XML changes to cause the problem. Basically, I bypassed the OC XML code and added my own code to store the NOTES as a string on the PC, which are then recalled when the TAB is selected. A straightforward and simple enough solution, which works like other text stored variables using the "update" and "onupdate" settings.

The mod will be released soon, so you will be able to grab what you need from there anyway. ;) It does require a script to support the new XML calls of course. (But that is very basic too.)

Cheers,
Lance.

#420
kevL

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yes, I'd want to look at your version before tinkering too much ...

I figure it has something to do with writing in a companion's notes and accessing/editting it later in the PC's notes, or vice versa. If the notes for while controlling Companions could be ghosted/hidden that might be a fix also

#421
rjshae

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1) I will widen paths and do less "narrow" areas. (NWN2 path-finding really is bad!)

 

At least for the interiors, I found many of those issues are the fault of certain tilesets. Those could use a little judicious reworking of the walkmesh.



#422
Lance Botelle

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yes, I'd want to look at your version before tinkering too much ...

I figure it has something to do with writing in a companion's notes and accessing/editting it later in the PC's notes, or vice versa. If the notes for while controlling Companions could be ghosted/hidden that might be a fix also


Hi KevL,

It's weird, and may have been just something to do with timing. Anyway, I figured that I just wanted access to my notes (as a "player" and not an individual PC) and so you access/edit the SAME notes, whichever PC you currently control or edit from. i.e. One straightforward NOTES page for the player, accessible from any PC. 
 

At least for the interiors, I found many of those issues are the fault of certain tilesets. Those could use a little judicious reworking of the walkmesh.


Hi rjshae,

I agree. There was one tileset in particular, where there was not enough "walk space" irrespective of what I placed there, so I will simply widen the path if I choose to ever use that set again.

Cheers,
Lance.

#423
Lance Botelle

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#29 Beta Test 9.0 (Part 9)

http://worldofalthea...-90-part-9.html

I genuinely thought that this post was going to be the one when I was going to announce the release of this module. It's that close! However, a few of bugs crept up during play, which would have frustrated me if I had not sorted them again, and so it's not quite there yet. Here is the list of "sneaky" bugs (not easily noticed) that caused me the problem this time:-

1) RESTING - Fixed a bug when resting started from a companion (miscalculating rations).
2) RESTING - Fixed constructs to now ignore the need for rations.
3) ARCAENE SCROLLS - Fixed a missing base item value check. (Were casting at the wrong level.)
4) ENCOUNTER - Fixed some "undead" encounters that were "absent" outside of "TEST MODE".
5) RUNE BAG - Fixed feedback when "activated" by the Main PC. (Required CAST as well as ACTIVATE.)

CURRENT PLAY TIME: 35 hours and 7 minutes.

Into%20The%20Unknown.jpg

INTO THE UNKNOWN



#424
Lance Botelle

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Hi All,

 

With respect to the path-finding issues, I have added a quick utility that can be called via my "SHOW INFO" GUI, called "GATHER FOLLOWERS".

 

Basically, now when the player hovers over the SHOW INFO box (in the top left corner), not only do NPCs shout out their names (like the TAB button in NWN 1 did), but now, any PCs and followers that are not "standing ground", not in a fight, and do not have their AI turned off will instantly jump to the main PCs side.

 

Example: If you are exploring an area like the sewers and a henchman gets stuck in a narrow corridor a few corridors back, the player can simply hover over this area and the PCs will be jumped to their location.

 

I could have automated this for every PC of course (to check a distance via the heartbeat), but went with this manual option for now, which feels preferable to me at the moment.

 

EDIT1: It also only jumps PCs being controlled by the player (for a MP game environment).

EDIT2: I have also ensured everyone in the party has a bumpstate TRUE, which helps reduce blocking each other.

 

Cheers,

Lance.


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#425
Happycrow

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Jeebus. Every time I peek at what you're up to I realize what a hopeless dabbler I am at this stuff. When do you SLEEP?!


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