[WIPz] Famous Battles of Cyrodiil Thread III

Post » Wed Mar 30, 2011 6:00 am

Oh...it's amazing how easily you can overlook stuff.

Can you test it out Uglulyx and see if it works?
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Darlene Delk
 
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Post » Wed Mar 30, 2011 7:43 am

Oh...it's amazing how easily you can overlook stuff.

Can you test it out Uglulyx and see if it works?


Well I'm not quite sure why it's not working. I had noticed that mistake whenever I built that test bed and added the catch but it still didn't want to work. Maybe we should try isolate the problem. Later on I'll try take out the timer and see if it works. Then figure out how the heck I'm going to add a timer.
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Prisca Lacour
 
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Post » Tue Mar 29, 2011 9:48 pm

Not much going on here I supposed, I guess you can call this a bump.

I started adding a camp inside the walls of the town, it is looking pretty good, because I have already started to add the random campsite clutter, I'm definitely going to add more boxes and crates through. So, you guys just still working on the script? Are both of your battles done? (except for respawning, obviously)
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Talitha Kukk
 
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Post » Tue Mar 29, 2011 10:40 pm

Not much going on here I supposed, I guess you can call this a bump.

I started adding a camp inside the walls of the town, it is looking pretty good, because I have already started to add the random campsite clutter, I'm definitely going to add more boxes and crates through. So, you guys just still working on the script? Are both of your battles done? (except for respawning, obviously)


As far as I know both are done with the exception of respawning. I'd love to try work on it today but I prefer doing scripting stuff all in one go, and I only have 2 hours, which I don't think would be enough time. I have an idea that might work. Basically I'm going to try make the timer script a separate quest. This simplifies it and might help figure it out.
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Danial Zachery
 
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Post » Wed Mar 30, 2011 7:43 am

Update: Well guys, it looks like the demo is about 95% done. 4% is the respawn script.

Now that school is starting up, I will have very limited time to work on this project. And as far as I know, the team has the same problems. I can only hope you bear with us during this time.

Thanks!

Kroot
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Alexis Estrada
 
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Post » Tue Mar 29, 2011 9:19 pm

I'll give the respawn script another go later today or tomorrow. If I can get it working I'll send you the test file so you take a look at it.
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Ysabelle
 
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Post » Tue Mar 29, 2011 10:13 pm

Hey guys, sorry I haven't done much in the past two days, but on the bright side after a stressful "update" (complete overhaul) of my graphics drivers, my computer can, indeed, run Oblivion. I will actually be able to play the demo when it comes out. So, thats really all.

Progress update, I filled up the campsite with supplies (boxes and crates), and just made it look like a campsite. I suppose thats really the only place I can call done. I may get some notable work done today but I don't know.

School doesn't start for me for two more weeks (well, after labor day so a little less) but these are the two weeks of summer where we will try to cram in as much as possible, so I dunno how much work will get done over the next two weeks. I will get decent computer time on school days and plenty on weekends, I just have to step it up on homework on which I've been slacking off, for a while so I don't really know what to expect this year.
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Ludivine Dupuy
 
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Post » Tue Mar 29, 2011 11:29 pm

Just PM me when you have more NPCs for me to do. I think I am feeling up to it. I am looking forward to the demo, though now I am working on completely reinstalling all of my mods (I melted oblivion... saw that coming) So I may not get around to trying it out for a while xD
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Abi Emily
 
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Post » Tue Mar 29, 2011 10:30 pm

Darn I couldn't work on the script yesterday. Ended up going to one last pool party before school starts again. I will try to work the test respawn again tonight. IF I can't figure it out at that point I'd say our best move would be to either recruit an experience scripter to help us out, or get rid of wave respawning and make them respawn constantly. Which I know is possible. Simply keep counting deaths and when someone dies it increments to count and enables a new NPC.

So something roughly like:

Begin ondeathset (questID).(Deathcountvariable) to ((questID).(Deathcountvariable) + 1)if (questID).(Deathcountvariable) == 1NPC2.Enableelseif (questID).(Deathcountvariable) == 2NPC3.enable(So on and so forth)endifend


That would probably get it working for the demo atleast. Then we could always keep tinkering with the wave respawning and release it in the full version if we figure it out.
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Sweet Blighty
 
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Post » Wed Mar 30, 2011 12:59 am

That looks fine for now. We just need to get this demo out before the school workload becomes too much.
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Czar Kahchi
 
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Post » Wed Mar 30, 2011 4:22 am

Ya I'm with you there. I probably have it worse. Going into grade 12 and can't get any courses because they screwed up the courses this year so much. Everytime I go in to get it fixed up there's something new out of place. :(

If you have any trouble with that script just give me a shout and I'll see about it. It should work easily enough.
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amhain
 
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Post » Tue Mar 29, 2011 9:41 pm

I haven't done much since I last filled you in on my progress, I've been busy making the most of my last week of summer, worrying about school, and using my freetime to actually play Oblivion a(which I just got working :) ). I am also trying to split my time between working on this mod and a personal mod I am making. To say the least I'm busy. :shrug:
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daniel royle
 
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Post » Wed Mar 30, 2011 11:40 am

I haven't done much since I last filled you in on my progress, I've been busy making the most of my last week of summer, worrying about school, and using my freetime to actually play Oblivion a(which I just got working :) ). I am also trying to split my time between working on this mod and a personal mod I am making. To say the least I'm busy. :shrug:


Ya I agree with you. Even in the summer I feel like I have hardly a fraction of the time I'd like. Painting warhammer, modding Oblivion, playing Oblivion, photography, and the rest of my life. :/
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Lakyn Ellery
 
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Post » Wed Mar 30, 2011 2:03 am

Ya I agree with you. Even in the summer I feel like I have hardly a fraction of the time I'd like. Painting warhammer, modding Oblivion, playing Oblivion, photography, and the rest of my life. :/

It all ends up coming down to the last few weeks for me, at the beginning of the summer I'm like, "meh, got three months to do whatever I want, I'll start later", then proceed to sit around for two months, only to realize in the last couple weeks that I haven't done anything. Not to mention, this isn't our job, so if one day I decide to do something other than work on my mod then I don't have to.
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joannARRGH
 
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Post » Tue Mar 29, 2011 11:34 pm

Ya I agree with you. Even in the summer I feel like I have hardly a fraction of the time I'd like. Painting warhammer, modding Oblivion, playing Oblivion, photography, and the rest of my life. :/


NO WAY! Do you play 40k or fantasy?
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Riky Carrasco
 
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Post » Wed Mar 30, 2011 9:57 am

Wow definitely looking forward to this mod.
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Devils Cheek
 
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Post » Tue Mar 29, 2011 9:14 pm

NO WAY! Do you play 40k or fantasy?


Fantasy. I was actually just playing a game today with my friend. We played a few different scenarios, even tried capture the flag. :P In the end I always get my but kicked though, is dice are magic.
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TRIsha FEnnesse
 
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Post » Wed Mar 30, 2011 12:31 am

Aww...damn, I play 40k. Tau to be exact. What do you play?

Anyway, uh...have you figured out that respawn script yet?
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xx_Jess_xx
 
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Post » Wed Mar 30, 2011 12:30 am

Aww...damn, I play 40k. Tau to be exact. What do you play?

Anyway, uh...have you figured out that respawn script yet?


I play Ogres, Skaven, Tomb Kings, and a small Empire army I converted to a Cathayn theme. Yes I know it's a lot, but my Tomb Kings were my first army, so I have a lot of them, and Ogres are really high points value so I only actually bought like 4 units for them. A majority of my Skaven are also from my little brother, he liked Orcs more.

No haven't gotten around to creating a respawn script yet, do you mean in waves? Or the constant respawn. Something like this should work.

The NPCs have one that increments the death toll, basically take the one I already had in there and change the minuses to pluses.

This would go somewhere in the quest script.
short deathtollshort difficultyBegin Gamemodeif deathtoll == 3NPC4.enableNPC5.enableNPC6.enableNPC1.disableNPC2.disableNPC3.disableendifif deathtoll == 6 && difficulty == 1(disable all npcs, continue quest)else (enable 3 more NPCs, disable old bodies)endifif deathtoll == 9 && difficulty == 2(disable all NPCs, continue quest)else(enable three more, disable bodies)endifIf deathtoll == 12 && difficulty == 3(Continue quests, disable bodies at start of next zone)endifend

In this scenario there are 3 guys to start with, once those three die 3 more are spawned, and so on and so forth. It's kind of still in waves but no timer. Though the quest delay time variable might be good, if you can slow how often the quest is run you'll have a short break in between each wave.


Try that out, I can't test myself today because my girlfriend is coming over and I need to clean up.
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Darlene DIllow
 
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Post » Wed Mar 30, 2011 2:56 am

Aww...damn, I play 40k. Tau to be exact. What do you play?

Anyway, uh...have you figured out that respawn script yet?

I don't play but thats the same as my friend who does play. Hes trying to get me into it, but hes not very good at it....
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Roy Harris
 
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Post » Wed Mar 30, 2011 5:12 am

Just kind of confirming kroot. I meant with that script that you should try put it into the game. I'm starting school again tomorrow and will likely be dealing with school admin for the week too much to be in a good modding mood afterwards. I really wish they didn't skrew up all my courses so badly this year. :(
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kitten maciver
 
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Post » Wed Mar 30, 2011 1:03 pm

I understand that. It looks like we're both in quite a fix here, eh? I really want to test the script out, but I don't have time to set the whole thing up. I've really just been doing little things here and there, like the theme park. But to set up a whole new scripted thing like that? Sorry, but we might have to stall a little longer. I can probably get it done this weekend.
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Laura Shipley
 
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Post » Wed Mar 30, 2011 7:10 am

I understand that. It looks like we're both in quite a fix here, eh? I really want to test the script out, but I don't have time to set the whole thing up. I've really just been doing little things here and there, like the theme park. But to set up a whole new scripted thing like that? Sorry, but we might have to stall a little longer. I can probably get it done this weekend.


Ok good to hear. I'll probably be spending my weekend recovering and possibly minor stuff for Parrots!. We're starting an hour earlier this year for some silly staggered bell project, I can see it might wrok in bigger cities but there's only three public schools here, only one highschool, so the whole point is kind of defeated.
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Project
 
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Post » Wed Mar 30, 2011 10:00 am

Sorry, I haven't been very consistant in my work, I've been pretty busy, just making the most of my last week of summer, and getting ready for school, but hopefully I will have next week before a steady workload sets in.
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Adriana Lenzo
 
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Post » Wed Mar 30, 2011 2:14 am

hey is this mod going to get a demo released anytime soon? its been awhile since u said u guys were gna have it out and no ones been on this topic for a couple of days, so im just curious
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Charlotte Henderson
 
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