» Fri Feb 18, 2011 9:14 pm
No update I think, but I can give one now for those interested.
Work continues everyday. I work on it literally everyday, with extended hours on the weekends. For the most part it is Quests and Dialogues, the building and testing of. One by one my 12 or so quests are being finished. A little more than halfway through them. I have other quests waiting in the wings, but I don't want to start them until I finish the ones I have started. They all interlink in various ways, so a lot of time is spent debugging. A lot. For the time being I am doing debugging on my own, since the bugs I am taking down are big obvious ones. Eventually I will likely need some other eyes on thing to discover the less obvious ones or those I have missed. A few months before I need that kind of help.
Recently I have been redoing the navmesh. I had a very severe problem with pathfinding to and from Hightown. Because Hightown is an 'island' it required a door (in the form of a ladder) for access. However, after several tens of hours of testing, rebuilding, testing, scrapping, rebuilding and retesting of the navmesh, I have come to the final conclusion that the pathfinding module in Fallout has some definite limitations. I won't get into the detail, but it is basically not able to pathfind to a door and onto the island navmesh in a exterior cell. It likely has to do with the topology of the exterior itself (The pathfinding module relentlessly moves towards the highest point in the cell, assuming that will take it to the higher level navmesh, which as it turns out, does not. My guess is the algorithm for the pathfinding was much much more focused on horizontal movement, over vertical.)
To solve this I have opted for a physical bridge for access into Hightown. There will be two. One is a makeshift bridge (screenshot) that was put together when the 'drawbridge' (seen in some http://www.fallout3nexus.com/downloads/images/10084-2-1271478762.jpg). This will provide initial access to the town. One of the quests in the town will have the player fixing the broken drawbridge. The transition between these two entrances is rather complex, involving the enabling and disabling of several navmesh. It goes somewhat beyond the shenanigans of even Rivent City's entrance. The two entrances are also about 7 cells apart, so there is a huge area of navmesh that I must test to insure that players, followers and NPC's can access Hightown smoothly.
Furthermore, the navmesh and entrance to the town need to work for NPCs, as a number of Hightowners actually venture out in the wastes, and visit several other towns in their travels. They need to be able to pathfind back to Hightown from these locations.
So I had been working to make this whole setup work. And from the looks of things, I may have succeeded.
Next up is the accommodations system. The player is not allowed to stay the night in Hightown, unless he procures a bed. If a bed is rented, the player can remain in Hightown for that period. If no bed is rented the player will have to leave before nightfall. I hope to have guards track down and escort player out of the town who overstay their welcome. Of course, should the player endear himself to the townsfolk, and or even become a Hightowner, this restriction would be lifted.
After I get that working, it will be back to the last few quests. Mind you none of these are large quests. Merely involved interactions with the townsfolk and the city itself. I have tried to make every 'quest' have multiple possible solutions, involving either combat, persuasion, or stealth. I have had some success here. I also am trying to make most quests have a physical impact of some kind on the town. The player's actions will change the town.
In anycase lots to do still. I have to be careful to keep things within the range of things I can actually get done. I have been tempted to take up some modelling, to add some new objects as part of the 'changes' to the town the player can effect, but have resisted the urge, as that would take considerable time for me, and would threaten the completion of other things.
The dark shadow that rises up before me in terms of workload, is the Voicing of dialogues. There are close to 2000 lines of dialogue already. To organize, prepare, build lip sync files, insert and test all those lines will take a huge amount of work, never mind that there could be another 500 to a 1000 lines yet to come.
Anyways, that is the story up to now. Back to modding!