[RELz] Underdark: The Realm of Underdark

Post » Fri May 27, 2011 9:50 pm

Just so you know, you can now submit your mods to the beta site via the whitelist your mods section on the side bar. Not sure if you want to do this yet, still need to talk to the dev team, or just don't want to do it at all but I thought you should know.
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SaVino GοΜ
 
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Post » Fri May 27, 2011 1:08 pm

Just so you know, you can now submit your mods to the beta site via the whitelist your mods section on the side bar. Not sure if you want to do this yet, still need to talk to the dev team, or just don't want to do it at all but I thought you should know.


*throws a white paper airplane like a dart, hits the whitelist* Done!
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Rex Help
 
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Post » Fri May 27, 2011 9:02 am

I added an update on the description at the download link at TESNexus on the issue of "Getting Lost in the Underdark".

So, I'll post it here as well.

NOTE: The issue of the transitioning doors seems to be a common misunderstood concept that leads players to getting lost because they can not find an "obvious" door. There are many places that uses an "Auto Load" feature created by MentalElf. The purpose for using this concept was incorporated heavily into quick loading areas that we needed, such as in the Labyrinth (the very reason it is so easy to get lost) and for trick visuals we wanted to build such as in the Sentient Tomb passage ways and providing a means to divide up an incredibly huge dungeon into what is now the 3 main dungeon "wilderness" areas of the Underdark. It is also how we were able to make it appear that you are walking upside down on the ceiling.
The most important feature that I wanted MentalElfz's scripting for was to make it possible to see the interior of a cell before entering and the exterior before exiting as seen in this http://www.youtube.com/watch?v=FdlCLZZSAXg&NR=1. So I don't blame players for getting lost, it's easily done, but by showing how the 'AutoLoadDoor' change works; it may provide a better understanding and what to look for. This very script is how changing of the Main Underdark Cells works. If you see (in the dark, it may not be possible) well enough, watch for these doors, however they are not visible. Just watch for the normal cell changing windows pop up and for quick terrain changes. Once loading through a door like the AutoLoadDoor, the next time you will change faster through the transition.

Aoikani

I also added http://www.youtube.com/watch?v=5pmkYlT1QKg
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Mark Churchman
 
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Post » Fri May 27, 2011 4:51 pm

Just an update... still working on door placements and NPC's for the dwarves. I'm the only one working on it at the moment while Shadow works on the map/world solution.
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Stryke Force
 
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Post » Fri May 27, 2011 1:12 pm

I must admit I'm seriously impressed with your work so far and looking forward to exploring this realm with my Blind Revenant. I'm a little shocked that there aren't more responses in this thread already. Keep up the amazing work. I look forward to seeing the mod in it's eventual completed format :goodjob:
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Astargoth Rockin' Design
 
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Post » Fri May 27, 2011 1:47 pm

Just an update... still working on door placements and NPC's for the dwarves. I'm the only one working on it at the moment while Shadow works on the map/world solution.

Does this mean you are looking at implementing world maps? I hope so because I play with a somewhat zoomed in map and without a player marker... now it makes sense that a map is not much use but..... I can't find my way at all at times :(

Boy is this place BIG. I popped in the marketplace at top of the spiderweb road and it lagged something insane - guess you already know this?

Cheers and thanks!
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Astargoth Rockin' Design
 
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Post » Fri May 27, 2011 3:21 pm

The inside of House Baenre also lags.
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SHAWNNA-KAY
 
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Post » Fri May 27, 2011 8:10 am

Does this mean you are looking at implementing world maps? I hope so because I play with a somewhat zoomed in map and without a player marker... now it makes sense that a map is not much use but..... I can't find my way at all at times :(

Boy is this place BIG. I popped in the marketplace at top of the spiderweb road and it lagged something insane - guess you already know this?

Cheers and thanks!


Yes, there is a world map in place right now. It is not released yet but will be soon as I can finish up the work I'm on now. Until then, I recommend using http://www.tesnexus.com/downloads/file.php?id=26220 by Kyoma.
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tegan fiamengo
 
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Post » Fri May 27, 2011 2:49 pm

House Baenre and the web area around Ched Nasad will be fixed as well ^^ Last two areas to address as far as lag is concerned.
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CORY
 
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Post » Fri May 27, 2011 8:23 pm

Pathnodes and doors are now done!

I think :wacko: so many doors ...
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Jennie Skeletons
 
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Post » Fri May 27, 2011 4:34 pm

Woohoo! :rock:
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rolanda h
 
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Post » Fri May 27, 2011 7:47 am

When can we expect another update?
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Devin Sluis
 
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Post » Fri May 27, 2011 6:52 pm

I'm not sure, but because you need the update for a somewhat full and lively city, I'll probably exclude the Menzoberranzan updates and only add the Veintaur for now. I'm working on the NPC's, shops, merchants, and new weapons that Shadow made. I'll release it as 0.59.1 and save 0.6 for the full Menzo, Veintaur, Sloopdilmonpolop and mapped world version. It's slow but progressing.
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Eibe Novy
 
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Post » Fri May 27, 2011 6:53 pm

In the meantime, I think Nivea will finish up the Mindslayer's retexturing and ... hopefully, UK47Howard will have completed the animated tentacle version of the Mindslayer using loops.
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Dan Scott
 
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Post » Fri May 27, 2011 5:21 pm

Very good!
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A Boy called Marilyn
 
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Post » Fri May 27, 2011 2:08 pm

Animating the mindslayer tentacles is not possible unless maybe it's rigged with bones? I'll need more information on that to actually say that it will be animated. If anyone knows if it's possible to rig bones in armor to animate, please post a reply for a solution.
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Jack Bryan
 
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Post » Fri May 27, 2011 9:13 am

Interesting little tidbit of information that I overlooked on some references. I'll have to include some changes into the next update concerning "THE DEAD!".

Especially the part that says "Quest Item - NPC updates more frequently. Dead body isn't removed when the cell regenerates." and "Respawn - If the NPC is killed, he or she will be recreated after three days. All references are recalculated and healed after three days, regardless of whether or not this flag is marked."
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Strawberry
 
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Post » Fri May 27, 2011 8:12 pm

Well, I guess there wasn't 165 doors in Veintaur. There was really 227! :rolleyes: But they are all done now, and almost 50 different Dwarven NPC's are in Veintaur.
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lacy lake
 
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Post » Fri May 27, 2011 2:04 pm

Awesome!! :goodjob:
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Britta Gronkowski
 
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Post » Fri May 27, 2011 5:20 pm

ShadowLance, can you send me your mod? I'm close to finishing up the Veintaur
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Mashystar
 
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Post » Fri May 27, 2011 11:23 am

Well, I guess there wasn't 165 doors in Veintaur. There was really 227! :rolleyes: But they are all done now, and almost 50 different Dwarven NPC's are in Veintaur.



Wrong... 240+ ... I wonder if I'm going to find more straggling doors?! :blink:
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Benjamin Holz
 
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Post » Fri May 27, 2011 10:18 am

Holy crap! That's way more than any stock city.
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Siobhan Wallis-McRobert
 
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Post » Fri May 27, 2011 11:24 am

240! How do you cope :hehe:

This is going to be interesting - added any more mumblings to the Dwarves, those made me smile.

I will stand here in the shadow and cheer you on :goodjob:
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Dean
 
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Post » Fri May 27, 2011 3:49 pm

Yeah well, I never thought it would be possible, but you can get lost in this city.
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Tom Flanagan
 
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Post » Fri May 27, 2011 9:13 am

240! How do you cope :hehe:

This is going to be interesting - added any more mumblings to the Dwarves, those made me smile.

I will stand here in the shadow and cheer you on :goodjob:


Got to be careful on them, I think I found a bug on one of those dwarves. He keeps cussing at me after I killed him, but I only killed him because he acted strangely simular to that follower that is crazy thinking everyone is against him. It's funny though to see him cuss while he's laying there. But.... I'll have to fix the AI on that.
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BRIANNA
 
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