Posts

Showing posts from August, 2007

Testing and Debugging Tomoachan

I have a long weekend ahead of me and I'd like to really hammer on this mod and get it close to done or with a bit of obsessive work... done completely. The initial stumbling blocks with the speak trigger stuff has been solved. I'm hitting show stoppers here and there, but nothing insurmountable. I am very pleased with my rate of progress. More over I am pleased with how the characters seem to play out. I find after all this testing I am still interested in trying to push a relationship with a character this way or that. Hopefully that's a good sign and others will enjoy this aspect of the game too. Excellent Excellent start to debugging.

Testing Started

I have run a spell checker on the mod and have started testing. I am able to move through the module ok (I've only testing 1/4). Most of it is working ok for a first pass. It's going to take a while, but I'm underway. I appear to have two major problems. 1) My alternate speak trigger is not working. I posted code earlier that I was using instead of a speak trigger. I tested the wazoo out of it before doing much building and I couldn't break. Now it works most of the time, but I have found ways to break it. This code has to be rock solid or the module won't work. So... this is a big issue. I'll post on the forums for help and if anyone here has a suggestion let me know. Maerduin replyed to my earlier post and said: I'm still curious about the speaktrigger issue you mention because I've never encountered it. I have a speaktrigger in one of my forest areas, for instance, that triggers a conversation with a companion who is not present in the are

Single Player, Male Character, Tallish Character

Lariam asked a question in response to my last post. My response was so long I decided to copy it and make it a full/formal post. You've got it. The starting level is around 4 or 5. There are a few very unusual things (for me) about this module. 1) The module does reference the Forgotten Realms. My modules are often 'general' and can fit in anywhere. I do reference Maztica somewhat frequently, and there is at least one reference to the Sword Coast. I think this helped with the story a bit to put it in a more concrete context. 2) All alignments are supported, but in general I recommend good or neutral. 3) This is not a sequel to Keep on the Borderlands, but picks up right where you character would leave off from an xp/level standpoint. Most characters can be carried over. 4) There is a 'romance' element that factors into the main plot, and thus I'm strongly recommending a male character. Some of the dialog indicates a the player is a male. If a player do

Nearly ready to test

I am nearly ready for beta testing. All the dialog is done. All the scripting is done. All the layout is done. I need to run a spell checker first (mentally I'm considering this testing and debugging). I also need load screens and a few in conversations tga files. I plan to grab the screen shots I need during my first few test passes then add them in. I have reached the testing phase. I'm sure there is more broken than working but this is a huge step. I've mentioned before this is an adaptation of the PnP rather than a straight conversion. I'm thinking of releasing it with the title. "Tamoachan" rather than "C1: The Hidden Shrine of Taomoachan" to reflect this. * whew * Time to put the kiddies to bed and rest.

Major Milestone Reached and Stardust

I have hit a major milestone today. I have finished building the dungeon with two exceptions sound and loadscreens. It is untested, but the dungeon represents the converstion or adaptation of the original Hidden Shrine of Tomoachan. My 'wrapper' goes around it and is interspersed with in it. My to do list before I begin testing is as follows: Write the end scene/battle. (It's finished in my head) Write the epilogue, with 2-3 different outcomes (Also in my head) Set up battles encounters for the wrapper (dialog and area transitions are done, just need the bad guys). Pick load screens for each area. Place sounds for each area. I may wait and take screen captures during a test run and turn them into load screens. It is possible I could be ready to be testing by the end of the weekend. If not by the end of the week is very likely. I have a lot of varied scripting to check so testing could take a while, but that light at the end of the tunnel is getting bigger. Burnout is

Quick Screen Shot

Image
This is from my upcoming adaptation for Hidden Shrine of Tomoachan.

Pool of Radiance Remastered - Part 2 Released

The final version of Pool of Radiance part 2 by Markus "Wayne" Schlegel was released on NWVault. I played the first part and I am very excited that part 2 is out. I'm going to finish my current NWN2 project before playing much but if this is similar to part 1 it's going to be a fun ride. You can download the mod on NWVault: click here . or read about the release: click here. Way to go Mr. Schlegel!

Bit o' code

I borrowed a chunk of this from the bioware forums, but a guy I correspond with asked for it. It's code I use to fire off a conversation with a party member. It avoids the speaktrigger issue that occurs if you try to start a conversation with an NPC that's not in the area where the trigger is laid down. I'd give credit to the gentlemen I borrowed from but I didn't bookmark the thread and don't recall who it was. (Sorry and thank you who ever you are) This could be modified to handle the speaker and conversation name as a variable but I haven't bothered. #include "ginc_companion" //void main(string sCompanionRosterName, string sConversation) void main () { string sCompanionRosterName= "co_navio"; string sConversation = "test02"; object oPC = GetEnteringObject(); object oTalker = GetObjectByTag(sCompanionRosterName); //CHECK TO SEE PERSON WHO TRIGGERED IS PLAYER //AND TARGET IS A COMPANION IN THE PARTY if( GetIsPC(oPC) &&

Child Guard by Bruce Nielson

Bruce Nielson author of The Light Reborn recently posted a ' Child Guard ' override for NWN1 that covers up women in the game making them more modest. Although my current project has some racy imagery in it here and there, I think this is a great addition. I'm the father of 3 and I think it's a great resource for parents. If they don't want it fine, but it's nice to have it around. It seems is sparked a bit of controversy and you can read more about that on a forum thread on the Online Roleplayers . It's interesting and worth a look.

NWN2 Custom Music Guide

I've already plugged SirNugz custom music guide once, but he's revised it. It's clearer and he added some nice screen shots. It's quite useful to builders who want to add custom music an may offer some insights if you want to add any custom content. Take a peak here .

An Operational Pause

Brief break in the action. Real life is intruding. I'm a wee bit under the weather. I have a late night at work planned. I have a few things to help my kids with. I'll be back at it in no time, I've done at least a little bit almost every day. I'm on room 41 of 52 of the dungeon, which is the next big chunk to be completed. Then... ... other stuff, but I'll really feel like I am in striking distance when I have a version of the dungeon ready for testing.

4th Edition Ramblings

Hey, I've been posting on a few forums about the 4th edition of D&D. Here are two really good threads on one of my favorite sites, RPGMP3 4th Edition Thread 4th Edition Online Component Thread.

Dungeons and Dragons 4th Edition

It's been announced... Here's the wizards of the coast page .

34 down and 20 to go

I have 34 rooms in the conversion/adaptation of Hidden Shrine done and 20 to go. Tons of progress, very little testing. My story and areas that largely 'wrap around' the original dungeon remain nearly complete. I need a break and will try to remain disciplined enough to take one. I am greatly enjoying the work but I want it to be finished. Not so much burnout but definitely excitement and impatience to complete it and share it with people. When... I don't know. It depends on how much and how often I can work and how long testing and debugging takes. I'm hoping this module is as stable as Keep on the Borderlands. I think Keep was a pretty simple hack and slash mod but it was stable and I was proud of that. Once again I'm going to say what I always say. This is it. This is the last mod and I'm quitting and giving it up. Maybe I can break the toolset after I release this mod. I'm retiring from mod writing... again... the same way I do after each mod

Wayback in 1999

Image
Way back in the late 90's I was still writing games. A good friend of mine, Bruce who has posted occasionally on this blog, and I worked at making DOOM and DOOM2 modules. We posted mods for a number of games including DOOM on my personal web site. I found a copy of that web site using the wayback machine. (if you haven't tried the wayback machine it's a real kick in the pants, take a peak.) To the left is the logo of our mod writing team, Winter Wolf Knights. Take a look here to see a page (minus background art) of my DOOM page from 1999. WOW! This was an icon we used on the web page, but it's also a picture of a winged imp we developed for one of our Doom modules. It really flew... ... memories. Ah.... Here's another link through the wayback machine. Some of the links and subpages work some don't but it's a fun trip down memory lane, at least for me. Site home page Anybody play Doom2 still? If so here is a link to two of my late 90's Doom l

Complicated Script

I wrote my most complicated NWN2 script so far, complicated for me anyway. I usually try to keep things as simple as possible. I used the getPosition function to grab the vectors of objects and compare their relative positions. I knew there y and z would be constant and only had to deal with the x. Depending upon where the player is in relation to an object the object will move in north or south (by being destroyed and created). It's a lot of work for relatively minor and insignificant bit, but it was interesting to try and write. I also made a willow-the-wisp using the 'invisible man' model and the will-o-wisp effect. It looks pretty good.

Custom Music tutorial by SirNugz

I have corresponded regularly with SirNugz about mod building and music and 2da files. He and I both went through a good deal of pain figuring all out how to add music and add custom content. He has published a guide on NWVault showing the ins and outs of adding customer music to NWN2. Check out SirNugz tutorial here . * * * Edit 12:39pm * * * Looks like it's also posted on the bioware forum here .

Testing

I tested the first chunk of my module, not exhaustively but enough to find the big issue and figure out what I was doing that was working and what was failing miserably. I'll do a little debugging, probably no additional serious (for now) then move on to the next chunk. * Edit 4:16pm * Editing and debugging complete. Two things I'm not sure off. 1) I've got guys who are supposed to be in a diaorama. The are 1/4 scale, and I can get them to freeze and look like stone. No problem. I want to place them on an object with dynamic collision on and not have them pop off to the side. I just set height and position lock but haven't tested this. It indicates this will hold them in the toolset (which I assume means not in the game). 2) I have a few extra factions. What's the best way to make someone non-hostile then have them go hostile against you and companions after the conversation. I can get them to attack, but they don't engage my companions, at least not

Progress (10 out of 52 rooms)

Progress on the Hidden Shrine of Tomoachan. The 'Dungeon' portion of the module is the part I'm converting. According to the paper and pencil module there are 52 rooms or areas. I have finished initial efforts on 10 of the 52 rooms, including some that were rather complex. I borrowed a bit of script and writing from NWN1 and cleaned it up or re-wrote it. It's a good chunk of work. Now my darlin' wife is ill and ran a garage sale and went to my sisters wedding dress fitting today. One of my sons was ill and need attention but was rather subdued. The bottom line, it was an unusual day, but I also spent a LOT of time working on the module. The pace may not be kept up. Finishing the internal rooms in the dungeon will be my next major milestone. Then I should test them, really I should test them a chunk at at time, but we'll see. Then there are journal entries, load screens, and a few other odds and ends I have planned (that may get cut). I am worried about

Early Testing

I finally reached that mental milestone of constructing all of the required areas for the module, and as noted I have a fair amount of dialog done as well. I gave the module a test run and I am able to walk through the module from beginning to end. The conversations I have in place function, and all area transitions are working after a bit of testing and debugging. The two toughest things to track down were a failing transition triggered during some dialog. The target area was not baked (duh). The other bug it took time to find was a conversation that failed to fire, which worked fine in early testing. Turned out the tag of someone listening and speaking in the conversation was wrong. I have a few copies of this speaker and the wrong one (with the wrong tag) was present. So, with my very early testing out of the way it's back to building, and it looks like some very fun stuff is ahead. I'm going to pull over a few scripts from my NWN1 version of Tomoachan and polish the

Keep on the Borderlands makes the Hall of Fame

B2 Keep on the Borderlands made the NWVault Hall of Fame . Woo hoo! It's always a thrill to have a module make the Hall of Fame, and I am thrilled to have a NWN2 module make it in. Night Howls in Nestlehaven by jackyo123 and Dark Waters 1 - Highcastle by Adam Miller, which were much higher rated modules than mine we also inducted. I've played most of Adam Miller's work and highly recommend it. I haven't had a chance to play Night Howls in Nestlehaven yet, but look forward to doing so.

The Hidden Shrine of Tomoachan

Image
Well Lariam got it on the first guess. I am back to working on The Hidden Shrine of Tomoachan . We did a little work on expanding and improving the NWN1 with the Maztican team , but we didn't get very far. I did a conversion for NWN1 as my first public module, and started on a copy for NWN2, but gave up. At any rate, I've decided to do something based on The Hidden Shirne of Tamoachan rather than a straight conversetion. I have had an elaborate backstory and epilogue for the module floating around my head for a long time. In fact that's what most of my work has been focused on, and in my mind that story is the focal point of the module, rather than the original dungeon crawl. The original dungeon crawl will factor into the module but will undergo some pretty significant changes, as there are things that are not possible in NWN2, there are no giant hermit crabs for example, nor are there centaur mummies, so I'm doing my own thing here and there, making it more m

Questions: Any one know what I am building?

I've told two people, my son and one community member what I am building right now. I'm considering revealing it publicly. It's no great secret I suppose, but it's been fun to work away quietly on my own. Any guesses on what I am working on? I've posted a few screen shots, but I have deliberately tried to keep things vague. Let me know!

A milestone, problems solved.

Ok, I have reached that milestone. All of the areas that are minimally required have been built. Many are only partly decorated, none have scripting or bad guys put in yet. Plot related dialog is nearly done, and most area transitions are in place. I am going to finish the area transitions, and perhaps at the journal entries then get the module to a point where I can walk it and interact with key NPCs and work through key events to move through the module from beginning to end...then there is lots to add and lots to polish and lots to test. I did hit a major snag, beyond the one mentioned earlier. There is an issue with build 1.0.6 of NWN2. Water can disappear if someone is using the undo/redo command in the toolset, forcing you to repaint it. If you turn off directional lighting it completely disappears and can't be repainted (or at least it doesn't show up when you paint it). I learned the latter bit of info tonight. You can read about it here .

Almost at a major milestone then an epic crash

I back up my work every few hours, but that wasn't enough for me to avoid loosing approximately 2 hours of work. I had completed an the final 2 areas for my module, then it crashed while saving and poof my 240MB module was 90MB and nothing was contained within. I went back to my version from two hours (and two areas) ago. Oh well... I was extremely pleased with how the 2nd to last area looked, and more important that that was it for laying out areas, there is still tons of scripting and populating to do, but the layout and transitions were nearly ready for a run through. oh well.....

Keep on the Borderlands - The Music Video

After a lengthy thoughtful post from earlier this morning I thought I'd follow it up with something truly... I'll let it speak for itself. Here is a music video on youtube inspired by and featuring artwork from Keep on the Borderlands - as well as a handful of d20. I don't know the group at all, but as I've recently converted Keep on the Borderlands for NWN2 I felt obligated to post this clip.

Progress

I am spending way to much time working on this module, if I don't shelf it soon for a while I'm going experience some burnout. I have to construct 5-8 more additional interior areas, depending upon how I break them up. I have been working furiously on area layout with some decoration. My plan is to go back through and add more decoration, set sounds, load screens, etc... in another pass. I'm going to get all of the essential dialog in place, which actually is 80% complete. Then I'll take a walk through and see if all the area transitions work and the dialog is ok. With that the main story will be in place and functional. (minus journal entires) After that... add the monsters and NPCs. Companions are already in and well developed. There are a fair number of tricks/traps in the game and they need to be scripted. I think I can salvage/borrow a lot of scripts from earlier NWN1 mods, but I'm not quite sure. Finally... polish and debugging. I suppose psycholo