[WIP] Tamriel Rebuilt - Sacred East #3

Post » Sat Dec 10, 2011 4:02 pm

You guys haven't started working on the exterior version of Mournhold, have you?
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rae.x
 
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Post » Sat Dec 10, 2011 11:23 am

What kind of compression are you using? Compressing to a .7z file on ultra will shrink things down to about 30-40% the original size. So you could get that down to about 150mb or a bit more than that.

My estimates were regarding the size of the total unzipped content (as I mentioned in that post). Compressed, the content will take up much less space, since .esm and .bsa files compress quite well.

You guys haven't started working on the exterior version of Mournhold, have you?

I'm not sure what you mean. If you're referring to our dummy version that is there for the purposes of distant land, then yes that has been pretty much finished for a long time.

perhaps he could fix that

fix what?
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Danielle Brown
 
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Post » Sat Dec 10, 2011 8:46 am

fix what?


what i meant was, if Thrignar put them in as an easter egg giving the reason for their existence as being legendary pauldrons with good armor rating and enchantments, yet putting them in as regular dwemer pauldrons, perhaps he could be persuaded into modifying them a little bit to include such features.

kinda wishful thinking on my part :P

also a curious question comes to mind, why would this new map cause games to crash with it's new TR_Data and BSA if it just adds content to the other maps...do you guys package the master files and bsa's differently before a public release?
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Kirsty Wood
 
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Post » Sat Dec 10, 2011 2:19 pm

also a curious question comes to mind, why would this new map cause games to crash with it's new TR_Data and BSA if it just adds content to the other maps...do you guys package the master files and bsa's differently before a public release?


The Map 4 alpha uses an updated TR_Data.esm and TR_Data.bsa. That doesn't mean it's just larger or includes more things, it also means we've changed some existing things or even removed old things... and since we have new iterations as often as every week, that means a LOT has changed since the iteration that you got when you downloaded our last official release.
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Brandon Bernardi
 
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Post » Sat Dec 10, 2011 6:47 am

The Map 4 alpha uses an updated TR_Data.esm and TR_Data.bsa. That doesn't mean it's just larger or includes more things, it also means we've changed some existing things or even removed old things... and since we have new iterations as often as every week, that means a LOT has changed since the iteration that you got when you downloaded our last official release.


Sounds messy....


:violin:
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Kanaoka
 
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Post » Sat Dec 10, 2011 1:47 pm

The Map 4 alpha uses an updated TR_Data.esm and TR_Data.bsa. That doesn't mean it's just larger or includes more things, it also means we've changed some existing things or even removed old things... and since we have new iterations as often as every week, that means a LOT has changed since the iteration that you got when you downloaded our last official release.



i see, so then, are iterations updated by individual members and compiled or do they all send in their work and compile it before the new iteration?
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Carlos Vazquez
 
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Post » Sat Dec 10, 2011 4:33 am

i see, so then, are iterations updated by individual members and compiled or do they all send in their work and compile it before the new iteration?


TR_Data is all the data files modders use to make the mod. It includes meshes/textures/CS entries, etc. Most modders don't contribute to this, except maybe to say "hey this value should be tweaked" or "this texture is bugged/incorrect". Whenever there are enough/pressing reasons to update TR_Data, I unpack TR_Data.bsa, add in the new stuff or update what needs updating, pack it back up, and upload for TR modders to download for themselves.
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Nicholas C
 
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Post » Sat Dec 10, 2011 6:18 am

and you say this happens at least on a weekly basis? damn that's a lot of bugfixes...ok my curiosity has been filled. thanks for the info, it helps us lowly players appreciate you guys that much more knowing this...at least it makes me appreciate it more ;)
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Victoria Bartel
 
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Post » Sat Dec 10, 2011 1:33 pm

and you say this happens at least on a weekly basis? damn that's a lot of bugfixes...ok my curiosity has been filled. thanks for the info, it helps us lowly players appreciate you guys that much more knowing this...at least it makes me appreciate it more ;)


It happens as often as every week. We haven't had a new iteration for several weeks, most recently.
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Laura-Lee Gerwing
 
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Post » Sat Dec 10, 2011 6:10 am

Took a look around the Map 4 alpha...holy balls, is all I have to say :D Great job on that.
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Jonathan Windmon
 
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Post » Sat Dec 10, 2011 6:22 am

well that kinda svcks, perhaps he could fix that if enough people asked about them ;)


If I tried to make a unique model for the pauldrons, the only thing legendary about them would be their svck.

I added them as something for only the truly crazy to find and because tamriel is sorely lacking in legendary pauldrons (or pauldrons period after morrowind...) Though I would not be against them having a unique model, it really feels like there are more important things on which the project should spend its sparse modeling talent.
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Travis
 
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