[RELz]Tamriel Rebuilt - Antediluvian Secrets #4

Post » Wed Sep 22, 2010 11:20 am

http://www.youtube.com/watch?v=oHV-kJEJnh8

Check out some videos of recent work on Heartland (southeastern area of the mainland) for everyone's enjoyment. Only one has finished so far, but more are soon to follow! The videos are of this area because this is where we are, exterior-wise.
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Dean Ashcroft
 
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Post » Wed Sep 22, 2010 12:31 pm

What the hell is up with the TR website? Every time I go there I get a page load error. Is the website down or something? It's not my internet connection because every other website/page I go to loads just fine. I'm using Mozilla FireFox.
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Steven Hardman
 
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Post » Wed Sep 22, 2010 9:22 am

What the hell is up with the TR website? Every time I go there I get a page load error. Is the website down or something? It's not my internet connection because every other website/page I go to loads just fine. I'm using Mozilla FireFox.

Sorry Tes96 , but I'm a FireFox user as well and I have no problem with the TR website . In fact , I was just there and read the two new general messages for April ( including the April fools abduction spoof . )
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James Shaw
 
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Post » Wed Sep 22, 2010 7:36 am

No problems for me either. Site works fine. Nice videos on youtube but I already saw them some time ago on your blog I think. Well, can′t wait for a new release, you guys are awesome.
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Dark Mogul
 
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Post » Wed Sep 22, 2010 4:39 am

http://www.youtube.com/watch?v=oHV-kJEJnh8

Check out some videos of recent work on Heartland (southeastern area of the mainland) for everyone's enjoyment. Only one has finished so far, but more are soon to follow! The videos are of this area because this is where we are, exterior-wise.

Yay teasers! Keep up the good work, I'm looking forward to the next release! :)
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x_JeNnY_x
 
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Post » Wed Sep 22, 2010 6:14 am

And if you didn't like the videos... here are screens of a plantation on the banks of the Thirr:

http://img97.imageshack.us/img97/4953/morrowind20100425232103.jpg (Facing East by North East)

http://img687.imageshack.us/img687/5756/morrowind20100425231757.jpg (Facing East)

Courtesy of Nemon, our super cool Exteriors departmental leader person dude thing.
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Gen Daley
 
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Post » Wed Sep 22, 2010 9:46 am

The images look amazing - I can't wait until release.
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Andrew
 
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Post » Wed Sep 22, 2010 4:14 am

And if you didn't like the videos... here are screens of a plantation on the banks of the Thirr:

http://img97.imageshack.us/img97/4953/morrowind20100425232103.jpg (Facing East by North East)

http://img687.imageshack.us/img687/5756/morrowind20100425231757.jpg (Facing East)

Courtesy of Nemon, our super cool Exteriors departmental leader person dude thing.

Nice, especially the second one. :)
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Etta Hargrave
 
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Post » Wed Sep 22, 2010 3:45 am

And if you didn't like the videos... here are screens of a plantation on the banks of the Thirr:

http://img97.imageshack.us/img97/4953/morrowind20100425232103.jpg (Facing East by North East)

http://img687.imageshack.us/img687/5756/morrowind20100425231757.jpg (Facing East)

Courtesy of Nemon, our super cool Exteriors departmental leader person dude thing.
Oooh, is that the Roth Roryn region I've been reading about? Looks pretty, bucolic and I so want to explore it.
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Eilidh Brian
 
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Post » Wed Sep 22, 2010 2:06 pm

Oooh, is that the Roth Roryn region I've been reading about? Looks pretty, bucolic and I so want to explore it.


Those images are from the Thirr River Valley region, which stretches from Old Ebonheart in the north to Narsis down in the south. The Roth Roryn is further northwest, and is a craggy region of ravines and confusing rock mazes.
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Matt Terry
 
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Post » Wed Sep 22, 2010 3:55 pm

Ah, now the site is working for me. hehe
If Maps 1 & 2 make up only that little eastern section of Morrowind, then won't it take like, 7 or 8 maps to do the entire province?
The TR community is going to do the area that covers Silgrad Region despite the fact that there's already a Silgrad region mod out, right?
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x_JeNnY_x
 
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Post » Wed Sep 22, 2010 2:57 pm

We've moved from our old Map style releases. Our next release is the Sacred East region, featuring Necrom, Dun Akafel (an awesome ruin to explore) and most of the Indoril lands. Aside from Telvannis and Antediluvian Secrets, we'll be releasing 6 more parts.

As for the question on Silgrad: yes, we will be creating that region too. It's vastly different from the interpretation of the Silgrad Tower team.
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jennie xhx
 
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Post » Wed Sep 22, 2010 8:38 am

I sure loves me them Ruins. TR rocks!
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CHANONE
 
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Post » Wed Sep 22, 2010 2:40 am

We've moved from our old Map style releases. Our next release is the Sacred East region, featuring Necrom, Dun Akafel (an awesome ruin to explore) and most of the Indoril lands. Aside from Telvannis and Antediluvian Secrets, we'll be releasing 6 more parts.

As for the question on Silgrad: yes, we will be creating that region too. It's vastly different from the interpretation of the Silgrad Tower team.


How is TR going to mold in with Mournhold and Sotha Sil? I'm assuming you'll just build around it and merge bethesda stock cells with your cells. Are you going to ignore the Mournhold Expanded mod and do your own version of it in TR? Or is Mournhold Expanded not going to affect the rest of TR?
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Jeneene Hunte
 
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Post » Wed Sep 22, 2010 11:07 am

How is TR going to mold in with Mournhold and Sotha Sil? I'm assuming you'll just build around it and merge bethesda stock cells with your cells. Are you going to ignore the Mournhold Expanded mod and do your own version of it in TR? Or is Mournhold Expanded not going to affect the rest of TR?

Not positive on this, but I think that they'll be building around it and linking the cells to Mournhold, without editing the interior of the city.
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Abi Emily
 
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Post » Wed Sep 22, 2010 6:22 am

Not positive on this, but I think that they'll be building around it and linking the cells to Mournhold, without editing the interior of the city.

I hate the fact that the city is closed. I view it as the beginning of the end.(closed cities in Oblivion, blocked roads, zone based game area in Fallout3 :flame: ) That city so needs to be opened. If TR team not considering this, I hope community does this in the end.
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Rude Gurl
 
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Post » Wed Sep 22, 2010 2:30 am

I hate the fact that the city is closed. I view it as the beginning of the end.(closed cities in Oblivion, blocked roads, zone based game area in Fallout3 :flame: ) That city so needs to be opened. If TR team not considering this, I hope community does this in the end.


Dont's worry; the city of Mournhold has already been http://img230.imageshack.us/img230/2770/almalexiamournholdsf0.jpg as the outer city of Almalexia.
Its exsterior and almost all of its interiors are done and all it needs now is NPCs

As a side note; TR will not be doing http://www.tamriel-rebuilt.org/forum/viewtopic.php?t=22559 with Sotha Sil's clockwork city.
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Dan Stevens
 
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Post » Wed Sep 22, 2010 5:13 am

Dont's worry; the city of Mournhold has already been http://img230.imageshack.us/img230/2770/almalexiamournholdsf0.jpg as the outer city of Almalexia.
Its exsterior and almost all of its interiors are done and all it needs now is NPCs

Mournhold opened?! YAY! :celebration:

let's put something appropriate:
http://www.youtube.com/watch?v=P3ALwKeSEYs :P
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Brιonα Renae
 
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Post » Wed Sep 22, 2010 11:58 am

Dont's worry; the city of Mournhold has already been http://img230.imageshack.us/img230/2770/almalexiamournholdsf0.jpg as the outer city of Almalexia.
Its exsterior and almost all of its interiors are done and all it needs now is NPCs

Cool, this is news to me. Is there any impact on FPS because of this?
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Rusty Billiot
 
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Post » Wed Sep 22, 2010 11:47 am

Cool, this is news to me. Is there any impact on FPS because of this?


Sorry, let me clarify on the Mournhold issue (we do have a FAQ about it on our website, and have had one for the past several years, in case people didn't realize that.).

We have not remade Mournhold or expanded it(@Yeti: Mournhold is not a city, it is simply the capitol of Almalexia, which is the capital city of Morrowind, so Mournhold is part of Almalexia) or opened it or modified it, largely as per our policy of "Don't mess with Bethesda's work."

What we HAVE done is three things, two of which change the vanilla version of Mournhold:

1. Added special "behind-the-scenes" doors to the interior cells of Mournhold (they won't show up on your minimap, don't worry!) so that when visiting it while playing TR, your map won't show you being in Ebonheart, but actually in the middle of Almalexia.
2. We are scripting the Gates of Symmachus to be unlocked permanently (not counting any big quests that might require the gates to be temporarily sealed) ONLY once the player has completed the Tribunal main quest. This way, the player can travel from Almalexia to Mournhold and vice versa through the Gates, without having to go through Ebonheart.
3. We have created an exterior DUMMY version of Mournhold, for the sole purpose of distant land creation with MGE, so that people who are standing high up and look toward Almalexia won't see a big, brown, empty circle in the middle; they'll see what looks like the capitol of Mournhold.

Levitation will be banned (and jumping may or may not be capped, I don't think that's decided yet, but I'm leaning toward not capping it in Almalexia proper.) in Almalexia, just like it is in Mournhold. Even though through certain MQ events, the ban should be lifted, no one knows, or believes (if you tell them what happened) that said MQ events have transpired, so there's no reason to lift the ban, from our point of view.

Sorry to disappoint anyone who was thinking otherwise, and I hope this clears things up a bit.
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Shianne Donato
 
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Post » Wed Sep 22, 2010 2:03 am

Sorry, let me clarify on the Mournhold issue (we do have a FAQ about it on our website, and have had one for the past several years, in case people didn't realize that.).

We have not remade Mournhold or expanded it(@Yeti: Mournhold is not a city, it is simply the capitol of Almalexia, which is the capital city of Morrowind, so Mournhold is part of Almalexia) or opened it or modified it, largely as per our policy of "Don't mess with Bethesda's work."

What we HAVE done is three things, two of which change the vanilla version of Mournhold:

1. Added special "behind-the-scenes" doors to the interior cells of Mournhold (they won't show up on your minimap, don't worry!) so that when visiting it while playing TR, your map won't show you being in Ebonheart, but actually in the middle of Almalexia.
2. We are scripting the Gates of Symmachus to be unlocked permanently (not counting any big quests that might require the gates to be temporarily sealed) ONLY once the player has completed the Tribunal main quest. This way, the player can travel from Almalexia to Mournhold and vice versa through the Gates, without having to go through Ebonheart.
3. We have created an exterior DUMMY version of Mournhold, for the sole purpose of distant land creation with MGE, so that people who are standing high up and look toward Almalexia won't see a big, brown, empty circle in the middle; they'll see what looks like the capitol of Mournhold.

Levitation will be banned (and jumping may or may not be capped, I don't think that's decided yet, but I'm leaning toward not capping it in Almalexia proper.) in Almalexia, just like it is in Mournhold. Even though through certain MQ events, the ban should be lifted, no one knows, or believes (if you tell them what happened) that said MQ events have transpired, so there's no reason to lift the ban, from our point of view.

Sorry to disappoint anyone who was thinking otherwise, and I hope this clears things up a bit.

http://www.youtube.com/watch?v=lITBGjNEp08
I knew it. :P

That's fine with me. :) But I'm against fake exteriors. I hope you don't have them in TR, as there is actually no need for something like that. (In that photo the exterior is more detailed than Mournhold already.)

Still maybe community could open it. Oblivion cities were opened. Morrowind has only one example of this blasphemy. Do you think a project like this can be compatible with TR's design? (I have one basic idea, but don't know if it works. You can put a sphere around the city, and when player reaches the sphere's surface-->>>>loading-->>>NPC transports to the same position but in interior. There would be no difference. You can create an interior DUMMY version of Almalexia. Now MGE can do distant land in interiors too. ;) )
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Cat
 
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Post » Wed Sep 22, 2010 5:11 am

That's not a bad idea, Vtastek.
I don't see why you guys just can't copy all of Mournhold and just paste it into the exterior world and tinker with the scripts so that you don't have to be teleported there from Ebonheart. Like all the main quests will still work, but you don't need to be teleported there. Why can't you just do that?
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Kieren Thomson
 
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Post » Wed Sep 22, 2010 1:53 am

That's not a bad idea, Vtastek.
I don't see why you guys just can't copy all of Mournhold and just paste it into the exterior world and tinker with the scripts so that you don't have to be teleported there from Ebonheart. Like all the main quests will still work, but you don't need to be teleported there. Why can't you just do that?

Because that would go against our creed of "Don't mess with Bethesda's work." We don't change the game, we just add to it. Such things are outside the scope of TR. If others want to make add-ons for TR that do such a thing, more power to them. Not to mention it wouldn't play nice with any mod that modifies Mournhold; the way we're doing it not only lets us follow our own rules, but it also lets Mournhold mods work in tandem with TR. Plus, it's a little more complicated than copy&paste.

A secondary reasoning for making the city is for realism's sake; it is as real as we can get without going against rule #1 of changing gamesas's work. If the player wants to break through our safeguards and cheat to get to the fake city and thus ruin his suspension of disbelief, that is entirely on him (or her). You shouldn't be jumping over (or tcl'ing through) city walls anyway. There's no sense of disappointment or disillusionment if the player enters and exits the ways they are supposed to. (I would prefer people not gripe about what we aren't doing, though, and be happy that we're allowing them a new way to enter Mournhold that is realistic, that was included but intentionally blocked in the Tribunal expansion :) Not to accuse anyone of griping.)
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Kelly Tomlinson
 
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Post » Wed Sep 22, 2010 2:35 pm

Because that would go against our creed of "Don't mess with Bethesda's work." We don't change the game, we just add to it. Such things are outside the scope of TR. If others want to make add-ons for TR that do such a thing, more power to them. Not to mention it wouldn't play nice with any mod that modifies Mournhold; the way we're doing it not only lets us follow our own rules, but it also lets Mournhold mods work in tandem with TR. Plus, it's a little more complicated than copy&paste.

A secondary reasoning for making the city is for realism's sake; it is as real as we can get without going against rule #1 of changing gamesas's work. If the player wants to break through our safeguards and cheat to get to the fake city and thus ruin his suspension of disbelief, that is entirely on him (or her). You shouldn't be jumping over (or tcl'ing through) city walls anyway. There's no sense of disappointment or disillusionment if the player enters and exits the ways they are supposed to. (I would prefer people not gripe about what we aren't doing, though, and be happy that we're allowing them a new way to enter Mournhold that is realistic, that was included but intentionally blocked in the Tribunal expansion :) Not to accuse anyone of griping.)

Although in my case, my suspension of disbelief breaks for the very same reasons you listed. I get a great sense of disappointment and disillusionment when I see a roadblock, a wall that I can't get over, an invisible barrier, a tunnel just made for loading between game zones... I don't want to see it at least in Morrowind, even for one instance.

Setting a ruleset/standards before and following it after, is very important for big projects like this. I admire the courage, dedication and teamwork/man hours going for this project. Keep up the good work. Keep your work flow, flowing; never compromise. I am eagerly waiting for new maps.

Maybe someone ends up with a TR mod that just does that(maybe that would be me! I will wait to see the city itself so I can start on it. I am ready for all impossibilities. In the mean time I should learn scripting and CS... :))
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Sammykins
 
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Post » Wed Sep 22, 2010 7:20 am

Because that would go against our creed of "Don't mess with Bethesda's work." We don't change the game, we just add to it. Such things are outside the scope of TR. If others want to make add-ons for TR that do such a thing, more power to them. Not to mention it wouldn't play nice with any mod that modifies Mournhold; the way we're doing it not only lets us follow our own rules, but it also lets Mournhold mods work in tandem with TR. Plus, it's a little more complicated than copy&paste.

A secondary reasoning for making the city is for realism's sake; it is as real as we can get without going against rule #1 of changing gamesas's work. If the player wants to break through our safeguards and cheat to get to the fake city and thus ruin his suspension of disbelief, that is entirely on him (or her). You shouldn't be jumping over (or tcl'ing through) city walls anyway. There's no sense of disappointment or disillusionment if the player enters and exits the ways they are supposed to. (I would prefer people not gripe about what we aren't doing, though, and be happy that we're allowing them a new way to enter Mournhold that is realistic, that was included but intentionally blocked in the Tribunal expansion :) Not to accuse anyone of griping.)

Will I be able to at least walk from Seyda Neen over to Mournhold, provided I can walk across water the whole way to the mainland?
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Marcus Jordan
 
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