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Talus 2
Aug 6, 2009 19:48:47 GMT -5
Post by Badwater on Aug 6, 2009 19:48:47 GMT -5
Just a general FYI to everyone - Lanthar tested yesterday to see whether it was possible to have 2 servers on the same machine. His test was successful so it looks like we can have Talus 2 as a separate module running on the same machine as Talus 1.
Slidermike and I are working on getting a very basic (not playable) Talus 2 module going. If things go as planned I think it's possible to have a playable Talus 2 by sometime in October. That will depend on how I do with updating Talus 1 (which is my first priority at the moment) and whether Longtide has the time to offer his building talents.
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Talus 2
Aug 8, 2009 17:55:39 GMT -5
Post by Badwater on Aug 8, 2009 17:55:39 GMT -5
My game plan this weekend is to try and get hidden crp placeables to work. The CEP folks have come up with something for me to try and I'm going to see if that works. Keep your fingers crossed; it's been an onerous process, but slowly and surely I've gotten closer and closer to getting C.R.A.P. to work as intended, and CEP hasn't left me hanging on stuff yet.
I will put together a shell Talus 2 module after the hidden stuff works. The CEP team, especially 420, are being very helpful in getting this stuff going and hidden placeables, items, and compartments offer enormous options in what we do with plot items and loot in T1 and T2. I want to have this working on T1 and not have to backtrack a bunch of stuff on T2.
The shell T2 module will have only enough in areas and content to be able to test tilesets, CNR, CRAP, the Listener, etc. before adding the playing content to T2. If all goes well we can have something in place to test within a few days, and then it's a matter of building when all is up and running.
I will add some posts for builders regarding the new tilesets and CRAP. That way if folks like Longtide (hint, hint) can and want to get into working with some of these wonderful toys - er, building options - that we now have available I can hopefully help speed up the process so they don't have to test and go through all the garbage I have.
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Talus 2
Aug 24, 2009 15:46:51 GMT -5
Post by Badwater on Aug 24, 2009 15:46:51 GMT -5
Slidermike and I are working pretty hard and putting a lot of hours into getting a viable T2 module going. We're not there yet and are probably a week away from being able to start adding some content. (although after all this exporting I am probably going to wait a couple of weeks to start building T2 stuff. Hours and hours of work, argh.. ..no wonder this hasn't been done yet).
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Talus 2
Aug 24, 2009 23:33:02 GMT -5
Post by Badwater on Aug 24, 2009 23:33:02 GMT -5
We have DMFI and the DM Tools working on T2. We upgraded DMFI and I'm looking at probably updating T1 to DMFI 1.09 maybe sometime this week. This update will be transparent to players; DMs, however, will need to get the new widgets - I like what the new DMFI is doing.
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Talus 2
Aug 25, 2009 2:34:35 GMT -5
Post by Badwater on Aug 25, 2009 2:34:35 GMT -5
CNR has been loaded into T2. A huge job that probably no one has any idea of what is involved save slidermike, because about 1300 scripts had to be exported from T1 - we're talking about 6 hours straight. Near as I can tell CNR works but I only did a few things. The basics are there, the only thing missing would be a recipie item or something but I'm pretty sure I got everything - all that crap with CRAP forced me to have a system of exporting/importing large numbers of scripts. Flight works in T2. I'm going commando - I'm going to load overrides and haks now. It's the middle of the night, I've had a glass of wine (ok, 2 - no, really) and I'm going for it. I will post the haks that will be needed for T2 shortly. It's a brave new world! P.S. An update, I checked the CNR merchants and there's something wrong with their dialogue, so I'm going to investigate what is missing.
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Talus 2
Aug 25, 2009 3:57:02 GMT -5
Post by Badwater on Aug 25, 2009 3:57:02 GMT -5
The dialogue for the CNR merchants is not working. The appearances for some of the CNR merchants is wrong - they have no clothing, etc. I've been working on NWN for the better part of 19 hours and I'm done for now and going to bed. I'm afraid I just ran out of time to run this one down.
No overrides or haks were loaded into T2 - not yet.
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Talus 2
Aug 25, 2009 9:49:18 GMT -5
Post by slidermike on Aug 25, 2009 9:49:18 GMT -5
A huge job that probably no one has any idea of what is involved save slidermike, because about 1300 scripts had to be exported from T1 - we're talking about 6 hours straight. I'm going commando - I'm going to load overrides and haks now. The Waaambulance has been dispatched and is en route now. Hold on, the doctors might be able to save you. As for going commando.... I just dont feel well thinking about a man your age doing that. hehehe I want my haks!! put the haks in.. lol just teasing, we will get to those soon enough. Thanks for all the hard work BW.
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Talus 2
Aug 27, 2009 0:50:26 GMT -5
Post by Badwater on Aug 27, 2009 0:50:26 GMT -5
CNR Merchants are now working. (Thanks to Lanthar for his help and for some help with other things we want to do with T2...we had him for about 30 mins and made it worth our while ). T2 also has the updated CRAP Scripts from today. I think I'm ready to do the haks and overrides, but I have some T1 business to attend to first. I should be on this in the next couple of days (maybe tonight if I get burned out on T1 ).
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