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Munchkin9 说:
I am probably just clueless but if a new version comes ou with you have to readou EVERYTHING or will you be able to use most things you have already done?

Hopefully i will only have to re-do a small amount of things. Most of the transfer should be pretty straightforward. Its likely a handful of things will have to be completely re-done and a handful of things will have to be adapted.

My main worry is that the way of generating terrain has been re-done. That would mean re-doing about 200 scenes. Something i dont think i could bring myself round to doing.

Sorry to everyone for delaying it again. You have to take into account that the mod has more than tripled in content and size than my original plans as new ideas come up and i end up adding them. I'm probably about 75% of the way through. It will certainly be finished, i've come too far now. I haven't made much progress this weekend as i've been ill and working on something else.
 
Cool. I'm happy to wait as long as I have to. If I were you I'd be very worried about the scenes. Even redoing one is a major pain in the arse, isn't it?
 
Leprechaun 说:
Cool. I'm happy to wait as long as I have to. If I were you I'd be very worried about the scenes. Even redoing one is a major pain in the arse, isn't it?

More like a pain in the chest when i stab myself there 50 times....but i don't think i will have to re-do them from the looks of the screenshots.
 
I thought the same from 0.731 to 0.751, but when I added in a scene from 0.731 to my 0.751 it was all over the place. And took ages to fix. I wish you luck, and in fact I wish myself luck too, if the generator does change.
 
Yoshiboy 说:
Leprechaun 说:
Cool. I'm happy to wait as long as I have to. If I were you I'd be very worried about the scenes. Even redoing one is a major pain in the arse, isn't it?

More like a pain in the chest when i stab myself there 50 times....but i don't think i will have to re-do them from the looks of the screenshots.

haha don't stab yourself Yoshi. We would all cry.

Well, you know we all support you in your modding endeavors :smile:. Lets all keep our fingers crossed that the next version doesn't give Yoshi too many problems
 
Yoshiboy 说:
Leprechaun 说:
Cool. I'm happy to wait as long as I have to. If I were you I'd be very worried about the scenes. Even redoing one is a major pain in the arse, isn't it?

More like a pain in the chest when i stab myself there 50 times....but i don't think i will have to re-do them from the looks of the screenshots.

I have been thinking of a tool to generate out scenes, but I have no idea what the file format for them is.  If we can get any info from armagan maybe I can make one some day when I am less busy, as well as a converter for when any changes are made to the format.
 
bryce777 说:
Yoshiboy 说:
Leprechaun 说:
Cool. I'm happy to wait as long as I have to. If I were you I'd be very worried about the scenes. Even redoing one is a major pain in the arse, isn't it?

More like a pain in the chest when i stab myself there 50 times....but i don't think i will have to re-do them from the looks of the screenshots.

I have been thinking of a tool to generate out scenes, but I have no idea what the file format for them is.  If we can get any info from armagan maybe I can make one some day when I am less busy, as well as a converter for when any changes are made to the format.

Well, its not that. The game generates scenes internally from the seed number. My problem is armagan changes how scenes are generated then all of my seeds generate new terrain and then all of my scenes have to be re-proped and new terrain seeds generated for them. That is unless there is some way found to translate a terrain seed to make an equivilant terrain with the new generation code. Something that is very hard to create if not impossible
 
Hey, Yoshi, I got a question. When you release the first version of RPG mod, do you plan on giving out your source code on it or not? I think you should keep this one to yourself, but thats just me.

And do you plan on sharing magic with fellow modders, or not?
 
Dunno if they are fresh out of keys >_>; my exams only end on the 22nd >_>; so am yet to get back into modding. The community there is pretty dead but I'll visit it for a while for nostalgia's sake, coz when I first met Y0shib0y, it was on TRPG, when Quake 1 was the IN game. Remember modding and all and even having to host a funeral service on my own server >_>; for a female player who died IRL. Man, but I miss those days so am going to visit it for a bit. Please understand. I'll probably begin modding here after the next M&B update. Frankly won't try to do a RPG sort of mod until I learn more. Looking forward to your mod, will be learning all sorts of stuff after exams =P
 
Yoshi - you should lobby Armagan to get a mod feature put in which will allow a mod maker to back-access a particular M&B version's terrain generating code.  This may or may not be possible, but it would be a heavensend for mods like yours where you'd be much happier to live with the 'deficiencies' of an old version if it doesn't mean redoing what you've got so far.

Better yet it could be flagged on a by-scene basis, so you can keep your work, but then pick up the new content as you write further using the newer scene generator.

I'll pop this suggestion into the mod-system-wantlist thread in the King's Court, too.

Oh, and if you haven't already had this idea... you should include some spells which conjure unique weapons or armour, with expiry conditions.  Best, different elements' conjured weapons could (apart from having different characteristics) have different kinds of expiry conditions.  Health drops below X, Y seconds go by without killing something, time Z passes (ho hum, but might as well have it occasionally when the other aspects are interesting), Q% chance of it fizzling per strike, and so forth.  Shapechanging (at least into humanoids with a skin outside of the character's, if not into any RPGmod "humanoid underneath, honest" monster-type) ought to be doable with the same methods.  Of course, most likely I'm trying to teach Grandma to suck eggs, but there exists the chance that it's a useful suggestion to you.  In which case, awesome.

- Hellequin
 
I've been lurking here for quite a while already, and dled/played nearly all the larger mods, and read up on the more major projects in the making.  I must say, of all the mods, this mod gave me the most goosebumps.  Very awesome work, keep it up.  :grin:
 
Shapechanging (at least into humanoids with a skin outside of the character's, if not into any RPGmod "humanoid underneath, honest" monster-type) ought to be doable with the same methods.  Of course, most likely I'm trying to teach Grandma to suck eggs, but there exists the chance that it's a useful suggestion to you.  In which case, awesome.

I allready have it in my mod, as a concept (human to cyborg)it is a great idea, there is a thiny implementation problem thought (accually not a real one), let's say you cast morph into bearman or werewolf for a night, the problem is not about doing it (which is two lines of code and 5 models). it is about the player. He can put on items he has inventory and destory the idea. That entirely depends on player. Other then that... hmm... claws will have to be an eqiupable item...

Darn, that's accually very cool and easy to implement.

edit; frak me, you can have a random scene with inventory removed and force player to play as a werewolf via mission template. I NEED A WEREWOLF MODEL!

edit2; Werewolf in every 7th night, Werebear throught a ritual for a day... etc, etc. They should be spells that can't be casted in the middle of battle! I NEED A WEREBEAR MODEL NOW!
 
Hellequin 说:
Yoshi - you should lobby Armagan to get a mod feature put in which will allow a mod maker to back-access a particular M&B version's terrain generating code.  This may or may not be possible, but it would be a heavensend for mods like yours where you'd be much happier to live with the 'deficiencies' of an old version if it doesn't mean redoing what you've got so far.

If there is problems i'll be sure to contact armagan if there is an easier way i can sort them out.

Hellequin 说:
Better yet it could be flagged on a by-scene basis, so you can keep your work, but then pick up the new content as you write further using the newer scene generator.

This could be useful if possible.

Hellequin 说:
Oh, and if you haven't already had this idea... you should include some spells which conjure unique weapons or armour, with expiry conditions.  Best, different elements' conjured weapons could (apart from having different characteristics) have different kinds of expiry conditions.  Health drops below X, Y seconds go by without killing something, time Z passes (ho hum, but might as well have it occasionally when the other aspects are interesting), Q% chance of it fizzling per strike, and so forth.  Shapechanging (at least into humanoids with a skin outside of the character's, if not into any RPGmod "humanoid underneath, honest" monster-type) ought to be doable with the same methods.  Of course, most likely I'm trying to teach Grandma to suck eggs, but there exists the chance that it's a useful suggestion to you.  In which case, awesome.

- Hellequin

I'd love to include spells that conjure weapons and stuff but its simply not possible at the moment. I've thought of some ideas for such things but lots of it is impossible. There will still be elemental weaponry though. Shapechanging is cool and certainly possible. I might include it somewhere but it doesn't really fit into RPGmod enough for me to make it a key feature. :smile:

Thank to everyone for their feedback.
 
Ok, report on the new version.

First of all, porting is not going to be easy. I think i have about 100-200 scenes that need to be re-done first. That might be fun, depending on what I can do with the new scene generator. Its going to be long though....long and painful.

Edit: actually i'm not 100% sure this is true. It appears many of the old towns use similar terrains. Either armagan has re-build them or you can use the same terrain seed and just paint and make it look pretty.

I then have to port over all the new troops and items. I don't think that will be too hard, its quite possible that there will be things i have overlooked and some adjustment to items using vertex animation that could be a real pain. I'll see and i'll talk to thorgrim as well.

Then I have to do some stuff to the battle system etc. I think that could be easier though, much of it I already had in place.

Hopefully my mission templates and dungeon system will still work, otherwise I will cry...I can't see many problems with it though.

The good news:

Spells can be tweaked to look and work better.

Dungeons might be hugely imporved. Like people have said, scene props appear to be dynamic and accoding to how much we can do with that there might appear many more Zelda like puzzles and things like that. In a way I can't wait, in a way it annoys me that it will all have to be re-make. Hell, dungeons might get even longer! Its getting quite absurd now If i add even more rooms to them. Anyway, that should be amazing once i get that working. I'm also thinking that there will be more extravagant and fun boss battles. It depends what stuff I can come up with. Heh, most dungeons might end up with two or three bosses now  :roll:

Dungeons might be REALLY pretty now, i'll see what i can do with the new lighting and stuff like that.

Because of the fixed map icon culling you might see an even better world map. Custom painted and wonderful looking. I'll see what I can do.

Anyway, i'll update more once i work a few more things out.
 
Cheers guys.

I've started trying to port over the resouces while i can't use the module system. It seems i've run into a few premature problems. I worked around a few but for some i'll have to talk to thorgrim and armagan.

It seems that BRFedit leaves some un-needed hex data in some of the textures entries that causes M&B to crash on startup. I went over it with a hex editor for now but thorgrim will have to sort it eventually. Hopefully i ran into this before everyone else tries porting so it can get sorted :wink:

Also good was that i found out module textures no longer over-ride native ones automatically. I've PMed armagan about this so hopefully that will be sorted for the bugfix as well. It would be annoying for him to have to update that as well.

So while i've not been able to use the module system i've been trying out a few things instead.

First the RPGmod logo :wink:

http://www.warpmod.com/yoshiboy/modding_stuff/rpgmod_logo.jpg

and also i've been working hard on sorting out some really sexy skyboxes.

http://www.warpmod.com/yoshiboy/modding_stuff/mbsky1.JPG
http://www.warpmod.com/yoshiboy/modding_stuff/mbsky2.JPG
http://www.warpmod.com/yoshiboy/modding_stuff/mbsky3.JPG
http://www.warpmod.com/yoshiboy/modding_stuff/mbsky4.JPG
http://www.warpmod.com/yoshiboy/modding_stuff/mbsky5.JPG
http://www.warpmod.com/yoshiboy/modding_stuff/mbsky6.JPG
http://www.warpmod.com/yoshiboy/modding_stuff/mbsky7.JPG

I've been thinking up some puzzles as well for the dungeon rooms. I'll probably add in another 3 rooms or so (for each dungeon) to the dungeons dedicated to puzzles. Make it a little more zelda like if I can.

Enjoy!
 
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