Can you elaborate on what you mean by "buggy"? There are 2 or 3 different possibilities for each attack animation and unfortunately they're chosen randomly - ideally I could tie it to movement but at the moment I'm not sure how possible that is. The real trouble is that because the animations are broken up into different swing states (readying vs swinging for example) you will sometimes see the ready pose for say, a low stab, but when you release it plays the animation of a normal stab. Is that what you mean?arrahik said:Hm, the combat animations are kinda buggy. Are they supposed to be like that or is it just me? Sometimes I get the default animations, sometimes I get the modified animations and sometimes I get some buggy ones.
Thanks! I'm glad you appreciate it!HUtH said:Started campaign in this mod, I'd say it has a quite original visual design, it's not only about environment, aura, but units are better suited for climates they're based on, all of that gives nice feeling to gameplay.
Ruthven said:Can you elaborate on what you mean by "buggy"? There are 2 or 3 different possibilities for each attack animation and unfortunately they're chosen randomly - ideally I could tie it to movement but at the moment I'm not sure how possible that is. The real trouble is that because the animations are broken up into different swing states (readying vs swinging for example) you will sometimes see the ready pose for say, a low stab, but when you release it plays the animation of a normal stab. Is that what you mean?arrahik said:Hm, the combat animations are kinda buggy. Are they supposed to be like that or is it just me? Sometimes I get the default animations, sometimes I get the modified animations and sometimes I get some buggy ones.
Thanks! I'm glad you appreciate it!HUtH said:Started campaign in this mod, I'd say it has a quite original visual design, it's not only about environment, aura, but units are better suited for climates they're based on, all of that gives nice feeling to gameplay.
Looks like there will be another update coming some time hopefully before Christmas. I know I was looking for a small update a couple weeks ago but at this point I want to add some more substantial features before releasing anything. Lots of small fixes but also some cool features on the way more details to come.
Install the version 1.1 patch to fix this.Kulverstukass said:Got error messages on market part of menu in some towns, here goes screens. Towns with this error seems to have very limited money, compared to normal ones. Didn't noticed any real problems with them, though.
I'll include a file with the regular animations next release. But if you play with the new anims a bit its fairly easy to get used to them, and they are there to give AI an extra advantage. About items in shops, armorers make no distinction since what they sell is generally items looted or traded from all over Calradia. I think it might be a good idea to make all items faction specific but then I have to go through every single item and add a faction manually. It's easy but very time consuming and a little boring but I might need to rebalance some items so perhaps one day I will do that.arrahik said:Ruthven said:Can you elaborate on what you mean by "buggy"? There are 2 or 3 different possibilities for each attack animation and unfortunately they're chosen randomly - ideally I could tie it to movement but at the moment I'm not sure how possible that is. The real trouble is that because the animations are broken up into different swing states (readying vs swinging for example) you will sometimes see the ready pose for say, a low stab, but when you release it plays the animation of a normal stab. Is that what you mean?arrahik said:Hm, the combat animations are kinda buggy. Are they supposed to be like that or is it just me? Sometimes I get the default animations, sometimes I get the modified animations and sometimes I get some buggy ones.
Thanks! I'm glad you appreciate it!HUtH said:Started campaign in this mod, I'd say it has a quite original visual design, it's not only about environment, aura, but units are better suited for climates they're based on, all of that gives nice feeling to gameplay.
Looks like there will be another update coming some time hopefully before Christmas. I know I was looking for a small update a couple weeks ago but at this point I want to add some more substantial features before releasing anything. Lots of small fixes but also some cool features on the way more details to come.
Yeah, that's what I was talking about. Is it possible to somehow fix that? Also, I've noticed that every single armorer in calradia sells sarranid/khergit armor. I was searching for plate armor in Swadia, but all I could find was sarranid and khergit armor. Oh and are there any rhodok troops at all or are they all changed to sarranid troops?
Screens was made with 1.1 installed.Ruthven said:Install the version 1.1 patch to fix this.
Uh oh... Can't believe nobody brought this up before. I released the patch and caught this right after, I thought I had updated it in time but I must not have/uploaded the wrong file or something. I'll update the patch soon. If you (or anyone) wants to fix it yourself, just go into the Nysne folder and open "meshes.txt". Change the 624 at the very top to 630, and then at the very bottom of the file paste these:Kulverstukass said:Screens was made with 1.1 installed.Ruthven said:Install the version 1.1 patch to fix this.
mesh_pic_arms_12 0 pic_arms_sw 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 1.000000 1.000000 1.000000
mesh_pic_arms_22 0 pic_arms_vg 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 1.000000 1.000000 1.000000
mesh_pic_arms_32 0 pic_arms_kh 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 1.000000 1.000000 1.000000
mesh_pic_arms_42 0 pic_arms_nd 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 1.000000 1.000000 1.000000
mesh_pic_arms_52 0 pic_arms_rh 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 1.000000 1.000000 1.000000
mesh_pic_arms_62 0 pic_arms_sr 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000 1.000000 1.000000 1.000000
Ruthven said:Install the version 1.1 patch to fix this.Kulverstukass said:Got error messages on market part of menu in some towns, here goes screens. Towns with this error seems to have very limited money, compared to normal ones. Didn't noticed any real problems with them, though.
I'll include a file with the regular animations next release. But if you play with the new anims a bit its fairly easy to get used to them, and they are there to give AI an extra advantage. About items in shops, armorers make no distinction since what they sell is generally items looted or traded from all over Calradia. I think it might be a good idea to make all items faction specific but then I have to go through every single item and add a faction manually. It's easy but very time consuming and a little boring but I might need to rebalance some items so perhaps one day I will do that.arrahik said:Ruthven said:Can you elaborate on what you mean by "buggy"? There are 2 or 3 different possibilities for each attack animation and unfortunately they're chosen randomly - ideally I could tie it to movement but at the moment I'm not sure how possible that is. The real trouble is that because the animations are broken up into different swing states (readying vs swinging for example) you will sometimes see the ready pose for say, a low stab, but when you release it plays the animation of a normal stab. Is that what you mean?arrahik said:Hm, the combat animations are kinda buggy. Are they supposed to be like that or is it just me? Sometimes I get the default animations, sometimes I get the modified animations and sometimes I get some buggy ones.
Thanks! I'm glad you appreciate it!HUtH said:Started campaign in this mod, I'd say it has a quite original visual design, it's not only about environment, aura, but units are better suited for climates they're based on, all of that gives nice feeling to gameplay.
Looks like there will be another update coming some time hopefully before Christmas. I know I was looking for a small update a couple weeks ago but at this point I want to add some more substantial features before releasing anything. Lots of small fixes but also some cool features on the way more details to come.
Yeah, that's what I was talking about. Is it possible to somehow fix that? Also, I've noticed that every single armorer in calradia sells sarranid/khergit armor. I was searching for plate armor in Swadia, but all I could find was sarranid and khergit armor. Oh and are there any rhodok troops at all or are they all changed to sarranid troops?
Rhodok troop tree is a combination of Rhodok/Sarranid style, but all the local troops are much closer to their roots, like Velucan spearmen or Etrosq sergeants.
Corbul said:don't want to necro a thread (again) but what exactly is it that's so lo-fantasy about this mod?
Afyrius said:Corbul said:don't want to necro a thread (again) but what exactly is it that's so lo-fantasy about this mod?
I haven't found anything fantasy-related about the mod, yet it is a great mod. Too bad the author stopped working on it.
Ruthven said:The modsys is an absolute disgusting mess but since the last build is so broken I guess I might as well release it. I'll do that tonight when I'm at home, or maybe on the weekend.
edit: http://www.moddb.com/mods/nysne/downloads/nysne-module-system
Ruthven said:In other news, I have the basic travel system down for the new mod. It still needs a bit of work, but it already feels quite natural. The way it works is that the player never sees the overland map, all travelling is done in scenes by moving towards the edge of a scene which starts a countdown before they are teleported to the next area. This will move the player party (on the unseen map) as well as advancing the time by 1 hour. The player can travel in 8 directions and will spawn in the correct place in the next scene - eg if you travel west you start at the east side of the next scene, travelling northwest starts you at the southeast corner, etc. As well, the position along the axis is saved, so for example if you travel east but are closer to the north border than the south, you will be the same distance from the northern border in the next scene. You can think of it like a grid overlayed on the world map, with each square its own scene that you can leave or enter from any direction. This system also makes it impossible to travel faster by travelling sideways or diagonally or some other gimmick.
Of course orientating now plays an important part in travel. To help with this, the overland map can now be seen as terrain borders on the scenes. The map places itself correctly depending on where the player is, so as you travel you can watch distant mountains growing nearer, or from atop a plateau look out over the lowlands, or watch the sea fade out into the horizon. You are also no longer restricted from passing over mountains or oceans, instead the only obstacle is the actual difficulty of the terrain. For oceans and rivers I hope to make some sort of boating/drowning system, so that the player is free to move about as they please, so long as nature doesn't kill them.
I still have to determine a good system for finding towns/villages, as it is easy for the player to get lost in the wilderness. At the same time, I don't want to make it so obvious as to remove the magic of cresting a hill to discover a sleepy village tucked away, or a castle suddenly crowning the next hilltop. Talking to NPCs can help cover this, but there will need to be other methods the player can employ as well. Probably I will try to make roads between nearby settlements, but I don't want the whole map to be nothing but mindless path-following either. I'd love to hear some suggestions on this.
I'll add some screenshots and more info about future plans soon enough. Currently I am still using regular Native module system but soon I will start trying to port/code in Lua with AgentSmith's Lua WSE. Should give me much more freedom and improve performance even with much more complex calculations.
Ruthven said:The modsys is an absolute disgusting mess but since the last build is so broken I guess I might as well release it. I'll do that tonight when I'm at home, or maybe on the weekend.
edit: http://www.moddb.com/mods/nysne/downloads/nysne-module-system
In other news, I have the basic travel system down for the new mod. It still needs a bit of work, but it already feels quite natural. The way it works is that the player never sees the overland map, all travelling is done in scenes by moving towards the edge of a scene which starts a countdown before they are teleported to the next area. This will move the player party (on the unseen map) as well as advancing the time by 1 hour. The player can travel in 8 directions and will spawn in the correct place in the next scene - eg if you travel west you start at the east side of the next scene, travelling northwest starts you at the southeast corner, etc. As well, the position along the axis is saved, so for example if you travel east but are closer to the north border than the south, you will be the same distance from the northern border in the next scene. You can think of it like a grid overlayed on the world map, with each square its own scene that you can leave or enter from any direction. This system also makes it impossible to travel faster by travelling sideways or diagonally or some other gimmick.
Of course orientating now plays an important part in travel. To help with this, the overland map can now be seen as terrain borders on the scenes. The map places itself correctly depending on where the player is, so as you travel you can watch distant mountains growing nearer, or from atop a plateau look out over the lowlands, or watch the sea fade out into the horizon. You are also no longer restricted from passing over mountains or oceans, instead the only obstacle is the actual difficulty of the terrain. For oceans and rivers I hope to make some sort of boating/drowning system, so that the player is free to move about as they please, so long as nature doesn't kill them.
I still have to determine a good system for finding towns/villages, as it is easy for the player to get lost in the wilderness. At the same time, I don't want to make it so obvious as to remove the magic of cresting a hill to discover a sleepy village tucked away, or a castle suddenly crowning the next hilltop. Talking to NPCs can help cover this, but there will need to be other methods the player can employ as well. Probably I will try to make roads between nearby settlements, but I don't want the whole map to be nothing but mindless path-following either. I'd love to hear some suggestions on this.
I'll add some screenshots and more info about future plans soon enough. Currently I am still using regular Native module system but soon I will start trying to port/code in Lua with AgentSmith's Lua WSE. Should give me much more freedom and improve performance even with much more complex calculations.