[WIP] The Black Marshes

Post » Mon Sep 06, 2010 4:07 am

Mmm, nice progress. Excellent. :foodndrink: :goodjob: B)
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Mashystar
 
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Post » Sun Sep 05, 2010 11:52 pm

Perhaps some of the local NPC's can give the player a warning about reports of quicksand in the area...but not give any more info...so it is a semi-surprise when player walks into it.
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Charlotte X
 
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Post » Sun Sep 05, 2010 7:59 pm

Wow....
So much love is going into this project...it's beautiful.
Incredible quality, as usual from the Silgrad direction.

Will be following this happily!
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Tammie Flint
 
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Post » Sun Sep 05, 2010 1:51 pm

Just to say that I have written the first section of the quicksand script, in that it causes you to sink, stops you from jumping, and damages your speed. You sink at a speed that is dependant on your current fatigue, and whether you are standing still, walking, or running. I'll start on the next bit, in that it reduces your speed in a manner dependant on your strength and fatigue, whilst in the quicksand of course. However this script requires OBSE functions, and obviously if you don't want to make The Black Marshes dependant on OBSE, then this will not work. Ibsen3, could you tell me if you want me to continue on this script. I'll send you a PM. :)
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+++CAZZY
 
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Post » Mon Sep 06, 2010 3:55 am

You guys this is the best mod ever made for argonians! Mine is so anxious to go home that he breaks everything with his tail, lol. :D



Cheers,
Pushkatu!
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Unstoppable Judge
 
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Post » Mon Sep 06, 2010 2:11 am

Well, I'm not on the team, but I think I've worked out a way to make this work, at least for getting INTO the quicksand, and subsequently sinking. I've not yet thought of a way to get out again, but then again I've only just started thinking about it. Then I have to think how to get it set up so that companions etc would sink too.

I'll be happy to write a script for you, Ibsen3. Part of my mod is set in a swamp area, so I might use it too if that's ok with you. To be honest, I wouldn't bother making one if only I was using it. PM me if you want me to do it for you. :)

Darn, you've got my scripting brain going! I won't be able to let this go 'till it works now! Let me get my CS open...

EDIT: I've already though of ways to implement creatures/companions sinking, and to let you walk out again whilst writing this! Lol.


Hi TheFilthySpaniard (and thanks to everyone else),

Great stuff! I'll send you a PM once I post up this reply. It will be great to see what you come up with. And yes, we are OBSE-dependent. It's about the only thing that we are dependent on, besides SI. I figured that most people have these anyhow.

This is what you were talking about, isn't it, JohnyObliv?
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Ash
 
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Post » Sun Sep 05, 2010 2:25 pm

Hi TheFilthySpaniard (and thanks to everyone else),

Great stuff! I'll send you a PM once I post up this reply. It will be great to see what you come up with. And yes, we are OBSE-dependent. It's about the only thing that we are dependent on, besides SI. I figured that most people have these anyhow.

This is what you were talking about, isn't it, JohnyObliv?


Yes, this was mostly what I was talking about. But isn't quicksand something that you would find in a desert, instead of a swamp? Maybe something like http://en.wikipedia.org/wiki/Bog would be more appropriate to sink in to. You know, some parts of wetlands and bogs look like you can stand on them, but you sink into them anyways. People have drowned in those areas... So it would be perfect :grad:
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Christine
 
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Post » Sun Sep 05, 2010 11:15 pm

hmmm, another mod that I should keep an eye into :)

I know it has been said, but I'd really like to have it in Tamriel worldspace (and with open cities, if possible). That, with a merged and expanded (if that's possible) inventory map would be just great.

...although in the wrong side it's the issue of (maybe?) overbooking the game (Cyrodiil + Elsweyr + Black Marsh + (maybe other provinces) would make a hit for game engine, I think). Or am I wrong (hope I'm).
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Baylea Isaacs
 
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Post » Mon Sep 06, 2010 1:10 am

Yes, this was mostly what I was talking about. But isn't quicksand something that you would find in a desert, instead of a swamp? Maybe something like http://en.wikipedia.org/wiki/Bog would be more appropriate to sink in to. You know, some parts of wetlands and bogs look like you can stand on them, but you sink into them anyways. People have drowned in those areas... So it would be perfect :grad:


I haven't made a texture for the bog/quicksand, but the scripts underlying each would be identical. All you will need to implement it will be a flat mesh with no collision that looks like swamp, and some space to "sink into" below that.

And thanks for the reply Ibsen3 - the script will be wending it way towards you soon. :)
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Patrick Gordon
 
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Post » Sun Sep 05, 2010 5:32 pm

Yes, this was mostly what I was talking about. But isn't quicksand something that you would find in a desert, instead of a swamp? ...

From Wikipedia:

Quicksand may be found inland (on riverbanks, near lakes, or in marshes), or near the coast.
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Kill Bill
 
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Post » Sun Sep 05, 2010 10:46 pm

How will you get to Black Marsh? Simply by walking there, or is it in a seperate worldspace?
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J.P loves
 
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Post » Sun Sep 05, 2010 9:35 pm

From Wikipedia:

Quicksand may be found inland (on riverbanks, near lakes, or in marshes), or near the coast.


Didn't know that :P Then quicksand will do just perfectly :hehe:

Thanks a lot for making the script Spaniard, I'm sure it will be amazing :drool:
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Ross
 
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Post » Sun Sep 05, 2010 7:43 pm

How will you get to Black Marsh? Simply by walking there, or is it in a seperate worldspace?


Blackmarsh is in a separate worldspace. Ibsen's Ghost know more about how the player will get to that worldspace. I'm not sure if it will be a load door, or something more clever.

@ Benrahir - the above reply to Mishaxhi answer part of your question. And yeah, I believe the game engine can handle only so many extended Cyrodiil provinces on the same game map. That is why we're making Blackmarsh a separate worldspace, to prevent future various conflicts.

We don't want your all's games to choke. :nope:

Koniption
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Yvonne
 
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Post » Sun Sep 05, 2010 2:35 pm

I am really going to be happy when this gets finished...Walk all the way from Skingrad, south into the corner of Valenwood, then Elswyr, back across the southern tip of Cyrodiil, and then across Black Marsh...What a great trip!
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Gemma Woods Illustration
 
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Post » Mon Sep 06, 2010 4:32 am

On the quicksand/bog issue: we will just carefully be selecting our textures for that. As you might have guessed, we already have tons of swamp-related textures as things stand (although we can never have too many). I'll just play around with the textures if whatever TheFilthySpaniard comes up with doesn't use the sort of thing we're looking for. In which case, we'll let him know seeing as he'll be using it for his mod as well.

And yes, Black Marsh will be in a separate WS for safety reasons. These days, an error is not an error - it's an epidemic. You know how simple things become mountains to climb with PCs? Well, imagine the horrors of worldspace modding considering the scale of the thing. Modders suffer from horizon-blindness. They can't judge distances. So what looks like a tree only half a mile away becomes a day's trek. The same is true of modding. And that's why a lot of worldspace mods fail and that's also the reason why we're working on a playable beta before releasing the whole thing...so that in the worst case scenario of us not making it, we'll be able to say, "we're here!"
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ShOrty
 
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Post » Mon Sep 06, 2010 1:40 am

hey

using or creating province mods in the tamriel worldspace using a complete tamriel heightmap does not mean that all these different province mods have to be stored in one big tamriel complete esp. It does not mean as well that you must include a complete tamriel heightmap in every single province mod.The idea is to use a tamriel heightmap as a master and create your stuff in a seperate esp...this could be a complete province. a region..a city..or even just a small dungeon.... every modder could contribute something and the whole thing would be playable and living from the very first day....I don't think that it would cause to big compatibility problems...I mean we have thousands of mods taking place in Cyrodiil and can handle it....
btw..the german teams are doing a very good job with their improved mods ( Skyrim, Valenwood etc etc) allthough their total tamriel heightmap is not really lorefriendly and full of errors....

but this is just my point of view....I am really looking forward to your first release...in what WS ever :-)

regards
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marina
 
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Post » Mon Sep 06, 2010 4:22 am

hey

using or creating province mods in the tamriel worldspace using a complete tamriel heightmap does not mean that all these different province mods have to be stored in one big tamriel complete esp. It does not mean as well that you must include a complete tamriel heightmap in every single province mod.The idea is to use a tamriel heightmap as a master and create your stuff in a seperate esp...this could be a complete province. a region..a city..or even just a small dungeon.... every modder could contribute something and the whole thing would be playable and living from the very first day....I don't think that it would cause to big compatibility problems...I mean we have thousands of mods taking place in Cyrodiil and can handle it....
btw..the german teams are doing a very good job with their improved mods ( Skyrim, Valenwood etc etc) allthough their total tamriel heightmap is not really lorefriendly and full of errors....

but this is just my point of view....I am really looking forward to your first release...in what WS ever :-)

regards


Hi Onra,

We've already done tons of work on BM in a separate worldspace, and at the point we're at now, I don't know if it's feasible to even attempt to move it into a complete Tamriel heightmap, especially anytime soon. I think there are tools for helping with such worldspace transitions, but it's best to not try to do such a thing right now, even if what you say is true.

I know people's PC specs differ widely. Have you gotten reports of good performance with the complete Tamriel heightmap, even with people who used it on less powerful PCs (by today's standards, respectively)?

Koniption
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Tiffany Castillo
 
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Post » Sun Sep 05, 2010 5:20 pm

hey Koniption :-)

it is absolutely logical that you continiue working on your own worldspace....all I wanted to say is that we can maybe discuss or think about transfering different projects (like yours) into the tamriel worldspace later on...I absolutely agree that it make sense to release your stuff in your WS first, especially as no stable version of a tamriel heightmap has been released yet.

for the performance...I think it will depend a lot on how the different provinces are modded... are the cities in their own worldspace..what kind of landscape textures are used...what lod objects are used etc etc....I have tested the german Skyrim and Valenwood improved mods ( both in Tamriel worldspace) and using of course Ilianas Elsweyr mod combined with my additional Valenwood/ Elsweyr map...it is all working absolutely stable...

I am currently working on adding the summerset isles and as it seems I will have to redo the Morrowind map...but I think i will be able to start first ingame testings during the next week...

regards and good luck for your Blackmarsh project

onra
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meghan lock
 
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Post » Sun Sep 05, 2010 3:02 pm

I hope that you decide to make the quicksand indistinguishable from normal marshland....that will make it more fun.
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Mel E
 
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Post » Sun Sep 05, 2010 6:49 pm

I hope that you decide to make the quicksand indistinguishable from normal marshland....that will make it more fun.


I second that :coolvaultboy:
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Angela Woods
 
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Post » Sun Sep 05, 2010 5:45 pm

I second that :coolvaultboy:

I'm going to comeback and third it! Fourth, fourth...anybody want to fourth it?
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James Rhead
 
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Post » Mon Sep 06, 2010 1:52 am

I'm going to comeback and third it! Fourth, fourth...anybody want to fourth it?

I'll Fourth it.
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victoria gillis
 
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Post » Sun Sep 05, 2010 3:36 pm

I'll Fourth it.

Who will fifth it? Anyone...?
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claire ley
 
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Post » Sun Sep 05, 2010 5:42 pm

Uhhm, let us stop spamming the thread before a moderator gets angry :P
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Stace
 
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Post » Sun Sep 05, 2010 9:10 pm

I don't agree with "Completely Indistinguishable" there are usually hints of quicksand or sinking spots, I do however agree making the hints something you actually gotta watch out for and not be completely obvious.
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Chris Jones
 
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