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Thursday, May 29, 2003







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Thursday, March 27, 2003Here's the revamp so far...
From this:

To this:

To this:

I've virtually rebuilt the hangar from scratch because after I added in a few rooms the r_speeds increased beyond 2000. I'm going to have to rebuild the corridors i plan on using, but i have tried re-mapping out the entire structure. no more spaceship - hell, the concept was getting tired anyway. asteroid now, more room to maneouvre, and as this is my first NS map, I'm going to go for "easy" over "cool", and improve from there.
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Wednesday, March 19, 2003I originally had intended on having the Marine team stranded in the comms room of a land base, but sticking them in a Space ship and mapping that out seems a lot more interesting, and more challenging in terms of realism.
So my original pics of the Marine Spawn were pretty dull:

Now for the spaceship, the scenario is that the dropship has just landed in the Hanger, and they have to start from there. The three hives are in the central command (ship front), the escape pod unit (top center), and the engine coolant system (ship rear).
Here's a couple of pics of the new Marine Spawn, the Hangar:


Having played Morrowind, I've come to realise what a jip Neverwinter Nights was. However, another game has recently caught my eye - the Natural Selection Mod for Half-Life. I'm loving the cross between RTS and FPS, and I love the way the maps look. I'm now putting together my own map for NS, and I'll blog my progress here.
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Thursday, September 12, 2002Although I haven't uploaded anything, I've been doing a fair amount of scripting and dialogue. Joy. Boy is it hard to get your henchman to do anything of any intelligence. Sigh.
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Tuesday, September 03, 2002With any luck, when you kill the goblin group in Tibert West, the noises of the goblins will stop.
With any luck.
I've changed some of the way I'm tracking the deaths of important characters. Now the module will not overwrite the flag that "this is an important death" if you kill the monster before you're given the quest to do so. Instead, you can kill the monster, and then just cycle through the success dialogue when you're given the quest. Or, if I'm really tricky, once I've finished the dialogue, I'll put in another path, such as "oh, a big green orcish looking thing? I've killed that already ... do I get a reward?"
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Saturday, August 31, 2002Noticed I'm still missing half-a-dozen maps. *sigh*
Bug-tested the first two "quests" and appropriate dialogue tonight - and it was hopelessly fudged. Luckily, I have managed to fix all of that up. It should now work appropriately. In fact, there is some of the cooler scripting now going on - such as you can now get a henchman (though they can't actually do anything yet, and run through the first parts of the dialogue and pick up a few quests. There's a lot of scripting to go, however. I get the feeling the henchman scripting will be the hardest, but I plan on ripping of stuff that other people have written make sure it works.
Having never used C++ before it's a little awkward - but having done so much ASP and other shit, it all comes down to simple language recognition, translation and writing. Interestingly, my father knew about a dozen languages - he would of made a mad coder.
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Thursday, August 29, 2002I've been scripting away. You can now probably play out the first two quests successfully, then things will start to break down. But hey, it's a start.
Once I've finished the dialogue and quest scripting, I'll need to do a lot of movement scripting, random effects and "alignment" scripting. That'll probably take the most time, as the quest scripting seems to be mainly cut'n'paste and dialogue writing. I'm probably through about 20-25% of that, maybe even a little less. I haven't even tried testing it. I probably should.