Project Tamriel...

Post » Thu Oct 29, 2009 8:46 pm

I'm confused... I thought Morrowind was Pre-TES IV, but the stuff you guys are talking about seems Post-TES IV.
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maddison
 
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Post » Thu Oct 29, 2009 4:12 pm

I'm confused... I thought Morrowind was Pre-TES IV, but the stuff you guys are talking about seems Post-TES IV.

I dunno, I guess to minimize the amount of lore they can get wrong they are going to make most of it up :P
or something along those lines
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suzan
 
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Post » Thu Oct 29, 2009 5:35 pm

I dunno, I guess to minimize the amount of lore they can get wrong they are going to make most of it up :P
or something along those lines


That makes sense for the provinces other than Cyrodiil. We already know what happens there, lore-wise. So I would think that the main story for that area would be one that led to the events in TES IV, and any bits the lore may not touch on (probably a lot) would have to be made up.

It probably would be easier to set it Post-TES IV, or at least base it in a universe parallel to that of canon Elder Scrolls, and just follow the direction you guys (gaiusimperator, ISGC) are discussing and make up some new stuff.
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Adam Kriner
 
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Post » Fri Oct 30, 2009 4:34 am

That makes sense for the provinces other than Cyrodiil. We already know what happens there, lore-wise. So I would think that the main story for that area would be one that led to the events in TES IV, and any bits the lore may not touch on (probably a lot) would have to be made up.

It probably would be easier to set it Post-TES IV, or at least base it in a universe parallel to that of canon Elder Scrolls, and just follow the direction you guys (gaiusimperator, ISGC) are discussing and make up some new stuff.

I just think, with such a huge mod, it should have a grand, near cataclysm, angles and demons, MQ to end all MQs and that's hard to fit in with lore that's already written :/
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Catharine Krupinski
 
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Post » Fri Oct 30, 2009 3:48 am

See i don't think the quest should be made up, alot of it can be very lore friendly. But we will see how it goes i think.

The whole angel and demons thing sounds a bit meh...

EDIT: We need some dedicated members first, people who are willing to write stories, make quests, dialogue and IMO most importantly make new statics

The winning factor of this colossal mod is a dedicated and organised team
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Dorian Cozens
 
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Post » Thu Oct 29, 2009 6:55 pm

I am willing to do any random dialogue work you want done, and book writing as well, I am trying to learn scripting, and trying to get at least okay at the construction set, but for now, I am willing to do just background simple things that can help get the load off. I am also willing to help with storyline, but I do have a quite literal ton of schoolwork, just not over break...
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Michelle Serenity Boss
 
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Post » Thu Oct 29, 2009 1:56 pm

That's greatly appreciated mate :)

Thing is, everyone needs to remember that the project will be done province at a time.
So i think the best way to tackle to quests is to do a main quest for each province, as it gets made. Then if and when the whole of tamriel is built up make one giant interleaved quest.

Im really hoping for one of the open source engine projects to get along the way. Or atleast MGE with no memory restrictions :thumbsup: :banghead:
Graphical engine improvements will be the saviour of this project, but for now we just need a tonne of exterior modders.

Over the last few days ive been trying to lighten the load by creating new heightmaps with actual mountains and hills, and crevices, thing is i need more detailed information on where these hills are. So if anyone out there has the patience/knowledge to sit and draw some rough guides of provinces with a basic map of where the mountains are i will make some great mountains and hills where needed



{S.G}
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The Time Car
 
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Post » Thu Oct 29, 2009 4:28 pm

Hi all,

SGMonkey if you would create a map with all the mountians ect that would be excellent work! Would save me a load of hassel :hehe:

Atm i havnt done anything (sorry) - uni work kinda got in the way. However do not worry! I have got some resources together, theres not many out there, so i really could use help from others to point me to resources that i may have missed.

I am gonna hold back on actually working on any landscaping then untill its been decided on if you can actually create a detailed hieghtmap.

Oh and i am throwing together some ideas for story plots/quests and have a good idea of the region i am working on.
I think what i will do is mark a map or something on whats going where (like dungeons ect...)
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Pat RiMsey
 
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Post » Thu Oct 29, 2009 9:49 pm

It's good to hear from you MidgetAlien :P

I've been messing about for about week or so now making height maps for Highrock, and I have got them to work perfect. Its just a [censored] load of work, takes ages to do and get looking good. Plus I can only work on 32x32 cells at a time (Until I find a decent height map editor other than the one in oblivion)

The oblivion editor is fine, but as I said, limited to a square map of 32x32, and I have to mess about importing my height map from a BMP into oblivion, then back out of Oblivion and back into Morrowind :P, but that's the easy part

But if anyone would like to have a swing at making some height maps, please let me know and i will send you the scaled maps

{S.G}
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Jade Payton
 
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Post » Thu Oct 29, 2009 4:58 pm

An ambitious project, but what I always ask myself is what those giant new landmasses are needed for if nobody will fill them with any life, meaning new epic quests. People can't just walk around and kill critters all day, can they? Nonetheless wish you best luck on recruiting a good team and getting this done!!! ;)


Greets, TheDaywalker!!! :rock:
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Harinder Ghag
 
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Post » Thu Oct 29, 2009 1:55 pm

Your planning to help with Skyrim aren't you?
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Nauty
 
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Post » Thu Oct 29, 2009 4:18 pm

Yeah, that's right, I joined Skyrim team a year ago yet, when I was new to modding and had no clue how business inside the modding community is. Without Lestat working his butt off all on his own the first months, the project wouldn't be half of what it is today and still the point isn't even reached to begin with doing quests. I wouldn't join such a large project again. Not because of projects size, but because of the support you don't get in sufficient amounts.

Please don't get me wrong, it's no offense against your WIP at all!!! If you like to do landscaping and create new environments, go for it. For me personally the essential thing of a new landmass is, what action is going on there. And if I look around I see, that even for Vvardenfell hardly anything with quest contend is done anymore. Getting a team together is like winning a lottery and such things.


Sry, but that's my experience!!! :)


TheDaywalker :rock:
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QuinDINGDONGcey
 
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Post » Thu Oct 29, 2009 7:26 pm

Ha ha ha, its funny, cos im working with Lestat on Skyrim too :P In fact I created the new landmass :)

And I know what you mean about the support, alot of people just aren't willing to get involved. I've been trying to help out as much as I can with Skyrim, im trying to make models, but modelling for Morrowind is not as simple as modelling for my own work. My own stuff is alot less limited, engine wise

I'm currently trying to get as much flora down as i can for Falkreath. Although, I have just picked up on an old mod of mine which i really want to get finished, although I don't plan to stop working on Skyrim, I would like to work on both.

{S.G}
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kennedy
 
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Post » Fri Oct 30, 2009 2:58 am

An ambitious project, but what I always ask myself is what those giant new landmasses are needed for if nobody will fill them with any life, meaning new epic quests. People can't just walk around and kill critters all day, can they? Nonetheless wish you best luck on recruiting a good team and getting this done!!! ;)


Greets, TheDaywalker!!! :rock:

I'm thinking the same thing. A continent no matter how good is not interesting before, cities, NPC's and quests have been added. I once played Silgrad Tower. It's a really nice 'Island' with the biggest and most impressive city yet. But I quickly got bored, because, there really wasn't much to do. Creating a giant continent wich not much to do, would suffer the same problem. I would be boring.

But this should not be seen as a single project, but separate projects for each province, so Skyrim is a separate project , Black March is a separate project etc. Otherwise this will never lead to anything.
Using common ressources for the provinces would be a good idea, but if ?'The team' expect make everything at once, they will fail, so you need to plan.
For a provence you need to know, what cities to include, what factions to include, a mainquest, and the lore for the area, etc. While not everything needs to be planned at the beginning, you need to have an idea about, what an area should contain.
If you look at the size of Vvardenfall and the amount of quests for Morrowind, which is 300-something, the entire area should include around 10000 quests in order to match Morrowind just to show the scale of Pjoject tamrial.. although less than that should be sufficient.
I would suggest starting by supporting the projects already in the works, so something will reach completion, instead of feks having a single modder making Hammerfall, since he or she will never have a chance to finish it by himself.

And thinking about a mainquest involving all provinces is really futile at the moment. Maybe the discussion will make sense in 10 years.

I'm not bashing the project, but it's obvious that without planning and a sense of perspective, it will fail, so plan.
I'm looking forward to seeing a website for this.
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Elea Rossi
 
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Post » Thu Oct 29, 2009 5:32 pm

I'm thinking the same thing. A continent no matter how good is not interesting before, cities, NPC's and quests have been added. I once played Silgrad Tower. It's a really nice 'Island' with the biggest and most impressive city yet. But I quickly got bored, because, there really wasn't much to do. Creating a giant continent wich not much to do, would suffer the same problem. I would be boring.

But this should not be seen as a single project, but separate projects for each province, so Skyrim is a separate project , Black March is a separate project etc. Otherwise this will never lead to anything.
Using common ressources for the provinces would be a good idea, but if ?'The team' expect make everything at once, they will fail, so you need to plan.
For a provence you need to know, what cities to include, what factions to include, a mainquest, and the lore for the area, etc. While not everything needs to be planned at the beginning, you need to have an idea about, what an area should contain.
If you look at the size of Vvardenfall and the amount of quests for Morrowind, which is 300-something, the entire area should include around 10000 quests in order to match Morrowind just to show the scale of Pjoject tamrial.. although less than that should be sufficient.
I would suggest starting by supporting the projects already in the works, so something will reach completion, instead of feks having a single modder making Hammerfall, since he or she will never have a chance to finish it by himself.

And thinking about a mainquest involving all provinces is really futile at the moment. Maybe the discussion will make sense in 10 years.

I'm not bashing the project, but it's obvious that without planning and a sense of perspective, it will fail, so plan.
I'm looking forward to seeing a website for this.

Agreed, alot of long and tricky quests are very important. And its been said before, this is not supposed to be a "Lets build the whole of tamriel in one go" kinda project, it is supposed to be a group of people working on each province. I myself am working on Skyrim, and no other province, Midget Alien is working on hammerfell and hopefully assembling a team, same goes for Red Eye who is planning to work on Summerset Isle. And then there are the other 3 projects that i know of, working on Cyrodil, Morrowind and Argonia.

As expected, there will be alot of research and digging around for lore for each province, i think pretty much everyone agrees on that. No-one is intending on just randomly placing towns and cities.

And tell me about it, a mainquest for the whole of tamriel right now is at the back of my mind :P
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Zoe Ratcliffe
 
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Post » Fri Oct 30, 2009 4:08 am

Agreed, alot of long and tricky quests are very important. And its been said before, this is not supposed to be a "Lets build the whole of tamriel in one go" kinda project, it is supposed to be a group of people working on each province. I myself am working on Skyrim, and no other province, Midget Alien is working on hammerfell and hopefully assembling a team, same goes for Red Eye who is planning to work on Summerset Isle. And then there are the other 3 projects that i know of, working on Cyrodil, Morrowind and Argonia.

As expected, there will be alot of research and digging around for lore for each province, i think pretty much everyone agrees on that. No-one is intending on just randomly placing towns and cities.

And tell me about it, a mainquest for the whole of tamriel right now is at the back of my mind :P

This is my point Midgetalien working on Hammerfell and hopefully assembling a team... nowadays you don't just assemble a team, and you would be better of with Red Eye and Midgetalien working on the same area (or working on one one og the current projects). Lestrat have just complained about lack of interest in Skrym, Chaka zg have already once abandoned his project (but fortunately have resumed progress) and I don't know a lot about the Cryodil project. My point is, that there is a limited number of modders, and if you want to do too much at once the progress will be too slow to keep interest in the project.

I'm looking forward to hearing about the research.
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Svenja Hedrich
 
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Post » Thu Oct 29, 2009 8:42 pm

Lestrat have just complained about lack of interest in Skrym


That's false, I just take a 2 week break for various reasons...

I'll even do Skyrim alone, cause it's only place on Tamriel that a Nord can call his home...and I'm a convienced Nord... :P
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FoReVeR_Me_N
 
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Post » Thu Oct 29, 2009 3:37 pm

Yeah, and its Lestat not Lestrat! :swear:

Ha ha, just messing
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Iain Lamb
 
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Post » Fri Oct 30, 2009 12:48 am

Actually, Zarnatheron does have a point, but I think it is one that will be little of an issue. Yes, having the different projects can be rough, but at the same time it offers a few pallets for modders to work on different things. Get bored doing the same landscapes in Hammerfell, go and make some stuff for Summerset for awhile. Personally, this whole time I have been assuming cooperation between the projects, and this cooperation would include working on one anothers projects. Will this make things take longer, probably, but on the same note the only thing stopping this is attitude - there is more than enough time available to do this I would imagine as long as people work it.
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Nicole M
 
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Post » Thu Oct 29, 2009 6:35 pm

I am willing to do any random dialogue work you want done, and book writing as well, I am trying to learn scripting, and trying to get at least okay at the construction set, but for now, I am willing to do just background simple things that can help get the load off. I am also willing to help with storyline, but I do have a quite literal ton of schoolwork, just not over break...

I'm also willing to write books and such.
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~Sylvia~
 
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Post » Fri Oct 30, 2009 1:38 am

I have some bad news. A number of people (at least those with certain nVidia and Intel GPUs) will probably not be able to play on a map that goes out to extreme distances. They will experience horrible z-fighting, which gives the effect of massive texture flickering.

I came across this problem with Arktwend, and just recently put 2 and 2 together, that the larger the map and farther out you go from (0, 0), the worse the problem is. A bit obvious in hindsight. What I'm talking about is doors flickering in front and behind walls within fractions of a second, people's hairs flickering on and off within a fraction of a second, clothes disappearing. It's horrible.

A couple threads that describe the problems http://www.gamesas.com/bgsforums/index.php?showtopic=964470&hl=, http://www.gamesas.com/bgsforums/index.php?showtopic=916934&hl=

I don't know of a good solution yet. I believe I read in one post fairly recently that a programmer had found where to access the z-buffer code in Morrowind, so maybe a solution will show up in MGE. And I'm sure OpenMW/CrystalScrolls will be able to fix it.
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Robert
 
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Post » Thu Oct 29, 2009 4:14 pm

I have some bad news. A number of people (at least those with certain nVidia and Intel GPUs) will probably not be able to play on a map that goes out to extreme distances. They will experience horrible z-fighting, which gives the effect of massive texture flickering.

I came across this problem with Arktwend, and just recently put 2 and 2 together, that the larger the map and farther out you go from (0, 0), the worse the problem is. A bit obvious in hindsight. What I'm talking about is doors flickering in front and behind walls within fractions of a second, people's hairs flickering on and off within a fraction of a second, clothes disappearing. It's horrible.

A couple threads that describe the problems http://www.gamesas.com/bgsforums/index.php?showtopic=964470&hl=, http://www.gamesas.com/bgsforums/index.php?showtopic=916934&hl=

I don't know of a good solution yet. I believe I read in one post fairly recently that a programmer had found where to access the z-buffer code in Morrowind, so maybe a solution will show up in MGE. And I'm sure OpenMW/CrystalScrolls will be able to fix it.


This bug has been widely-known since probably 2003 or 2004. Some people say it is quite tolerable, others say it is unplayable. It doesn't discriminate amongst video cards or CPUs, since it's an engine code thing. Either MCP or MGE or just OpenMW have added it to their list of things to fix, I'm not sure which ones did, so I just put all three.
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Jason Wolf
 
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Post » Thu Oct 29, 2009 7:02 pm

Some people say it is quite tolerable, others say it is unplayable. It doesn't discriminate amongst video cards

It does actually affect some cards more than others. I can switch between 2 versions of the driver for my GT9750: the older 100.14.19 does not have the problem and the latest 190.53, which has it as you can see in the following example screenshots.
(This is what it looks like in a cell at (-12, 49)):
http://img12.imageshack.us/img12/300/rugo.jpg
http://img193.imageshack.us/img193/7093/tapi.jpg
http://img64.imageshack.us/img64/4184/messenger.jpg

I think at the distances from (0, 0) that SGMonkey was talking about (-200,-200), your game would be quite amusing. But unplayable by any standards. The only hope for people with affected GPUs is one of the aforementioned projects fixing the depth buffer handling.
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Heather Kush
 
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Post » Thu Oct 29, 2009 9:02 pm

It does actually affect some cards more than others. I can switch between 2 versions of the driver for my GT9750: the older 100.14.19 does not have the problem and the latest 190.53, which has it as you can see in the following example screenshots.
(This is what it looks like in a cell at (-12, 49)):
http://img12.imageshack.us/img12/300/rugo.jpg
http://img193.imageshack.us/img193/7093/tapi.jpg
http://img64.imageshack.us/img64/4184/messenger.jpg

I think at the distances from (0, 0) that SGMonkey was talking about (-200,-200), your game would be quite amusing. But unplayable by any standards. The only hope for people with affected GPUs is one of the aforementioned projects fixing the depth buffer handling.


lol!
I think I could handle that
as long as it doesn't affect game play, I'll be fine
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Vicky Keeler
 
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Post » Thu Oct 29, 2009 5:32 pm

lol!
I think I could handle that
as long as it doesn't affect game play, I'll be fine


It does not affect gameplay. You just see these things popping into/out of existence within fractions of a second. It's not so bad near the origin cell (0, 0), but it gets really bad as you travel great distances away. If you really think you could play a game where you have to spend a long time looking at that, you are a better man than me!

But anyway, one of the new projects should be able to fix it.
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Katie Samuel
 
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