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Messages - xGhost4000x

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31
Southern Realm / Scene Progress
« on: December 30, 2009, 03:50:04 PM »
Some new things here:

Fixed:
+floating horses in Varalite Priory between Lacontia and Commagene
+created proper spawnpoints in Fort Aeriga(inside) and added walls to bedroom
+balanced walls, added walkways, and added siege spawn points to Fort Aeriga(outside)
+added seige spawn points to Unuzdaq Castle



New Villages:
+Serash
+Sharah


2 questions for you:

While working on Harlasha Ghaleh I ran into a glitch that prevented me from uploading it today. I could not add this castle because the terrain in some parts of the map constantly shot up when I exited and came back in. So I would lower it, smooth things out and when I re-entered the castle it would shoot up and cover the walls on the east end of the castle.  Do you know what could be causing this. (Yes, I saved  :D  )

Fort Aquantia has no walls! I'm not sure if that's how you intended it, but I was thinking that adding some Wooden Palisades around it would be a logical step to make it feel like an actual siege in the event of  battle. Let me know what you think.


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32
Southern Realm / Scene Progress
« on: December 28, 2009, 04:00:25 PM »
Thank you I will begin adding meshes to any new scenes I work on. I have another question about sieges if you don't mind. What is it that decides if a scene will use ladders, towers, or broken walls/gates as the center of the siege? Since castles use the same scene for the siege how do some castles appear damaged during a siege? Thanks!

33
Southern Realm / Scene Progress
« on: December 27, 2009, 01:06:35 AM »
hmm, well I was just guessing, but in Fury of Odin I deleted all the scenes and forced a siege and the error message said it was missing scn_town_15_walls so I figured that was the scene for town sieges, I may be wrong.

34
Southern Realm / Scene Progress
« on: December 26, 2009, 04:02:36 PM »
Hey, from what I have been able to figure, the scenes for Attacking a castle are a different scene entirely right? Which explains why they usually have fires started, walls damaged etc. As well as the scenes for when the AI sallys out, and when you push the enemy to the town center, and then to the castle. I am still wondering if it will be possible or if there is already a way to force sieges on towns/castles. As It would make testing sieges and getting them working properly alot easier.

35
Southern Realm / This forum is so....dead?
« on: December 26, 2009, 04:23:29 AM »
Quote from: "Boyninja616"
Never mind the mod, the majority of the forum is quite dead. Any suggestions?
Only what I said above, try mentioning this site on other forums, this is a very nice forum, but as you said, it seems dead for the most part. TBH I wouldn't have ever known it existed if it wasn't linked from the taleworlds forums. You need to find a way to get people to know it exists. Unfortunately I didn't major in marketing. :(

36
Southern Realm / This forum is so....dead?
« on: December 25, 2009, 05:19:01 PM »
Have you considered posting around on the taleworlds forum to get renewed interest in the mod?

37
Southern Realm / Scene Progress
« on: December 25, 2009, 03:46:30 PM »
Hey, I am working on more scenes, however I am wondering how sieges are handled. Are they an entire new scene? And, if possible, could you add a debug mode to the game, like in Fury of Odin, where you create a character and have a new option to click at the end. In FoO you can click "BEARCLAW" and you are given a ton of items to start with, but more importantly you can initiate a siege in any town you want at any time, and you can skip the building siege equipment and jump straight to the battle, this would make testing sieges a lot easier.

38
Southern Realm / Scene Progress
« on: December 23, 2009, 06:47:44 PM »
Sounds good, any pics?


Haurikka: Fixed Door leading back to TC.

Repaired Broken Scenes:
Fort Castaean (Inside)(Outside)
Fort Carilii (Inside)(Outside)
Chateau Perout (Inside)
Sancellan Castle (Inside)
Alanoia Castle (Inside)
Fort Venthera (Inside)(Outside)

I'm going to say again, I hate trees! Any tips on how to move massive amounts of thing at once, lowering all those trees gets extremely repetitive.

EDIT: Do you know if it is possible to have a door in a village that leads to another part of the village? I tried but it always does weird things, like bring me to the buy screen for village improvements.

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39
Southern Realm / Scene Progress
« on: December 23, 2009, 03:54:33 PM »
And update time, it took me five hours to do this, here:


Added spawn point for fugitive in the following villages:
Vakris
Quhraksh
Xhorik
Dhror
Franakkar
Kakkan

Building have been raised or lowered throughout the Vorok lands to appear more...natural.

Haurikka, Tavern has been tweaked, working door added, Town center has been removed of floating buildings, and added a missing weaponsmith + some scenery items, and re-arranged location of horse merchant and banker.


Repaired Scenes:
Camp Paskent (Outside): (Lowered all walls, and buildings plus trees! I now HATE trees!)

Scenes Built from the ground up:
Camp Paskent (Inside)
Maskran
Kithra
Sarba




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40
Southern Realm / Scene Progress
« on: December 22, 2009, 03:33:37 PM »
I'm glad you liked them, I'm perfectly fine with you using the castles for a different faction. I'm just glad to help this mod along in any way possible. I think it is probably the most interesting mod I've played, so any new scenes no matter where they show up is a good thing.

If you have any other areas you wan't me to look into I would be glad to, I though of going through and making sure all the taverns work as intended, as well as basic stuff such as checking for floating objects etc.

That AI mesh thing sounds like it would be extremely useful, both with sieges and with solving the problem of my villagers walking up giant mountains and wondering away from the village.

BTW, I've noticed that Haurikka had a floating bench and fire, so I lowered them to the floor.



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41
Southern Realm / Scene Progress
« on: December 22, 2009, 01:29:47 PM »
Sorry I don't even know what ai meshes are, as for the release I am using, it's the one posted up above along with its two patches.

42
Southern Realm / Scene Progress
« on: December 22, 2009, 12:22:40 AM »
I believe that the Voroks are done with the exception of touchups, do you want me to continue working on the Voroks or should I move onto another kingdom? I'm still not even sure if the work I did was any good. Please let me know what you think.

43
Southern Realm / Scene Progress
« on: December 21, 2009, 03:14:15 PM »
Castle Vorkar, I think the wall at the far end looks a little ridiculous but I'm no good at building from scratch and I'm equally bad at judging my own work. Enjoy.



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44
Southern Realm / Scene Progress
« on: December 21, 2009, 02:03:52 PM »
Karzul Deep, I have gone through multiple reformats and upgrades on my pc since my old Karzul which I don't have anymore, I noticed you switched it to wooden, so I figured I'd just keep it that way, I added one Stone tower, to press on the idea of the Voroks attempting to modernize there technology, I don't think it effects the castle to much and If you want I can remove it.

Also, I have one guard wandering outside of the castle, don't know why he is there or how to get him back to where he belongs.

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45
Southern Realm / Scene Progress
« on: December 21, 2009, 01:10:04 PM »
And here is the interior of Tulbuk Castle and the interior of Huarikka

Is there an easier way to figure out which scene I am editing? I currently have to make the changes and then, move all of the scenes out of the folder and enter the scene ingame so I get an error message.

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