The New Face of BP
#221
Posted 10 May 2005 - 09:36 PM
This sounds like both good news and bad. The good (or great) news is a much better runing game and the bad is a bit longer befor we see 2.0 (?). I can tell asking when you think you will be done is piontless because you don't know yourself. Please keep giving us some updates like you just did.
Chev
P.S. I am hoping that someone would want to make a WeiDU version of RoT, since you seem to be in the rebuilding mood might you want to look into it??? It would make a great addition to BP.
Yes, Santa I want a big red wagon too!
I Ride for the King!
a.k.a. Chev
#222 -coralzombie-
Posted 11 May 2005 - 02:11 PM
#223 -Guest-
Posted 11 May 2005 - 02:14 PM
hello and good day to all. I have used every available weidu mod ( i think) and found them extremely fun, i.e tactics-- which created a whole new interest in the game for me. that aside i have one question that i cant find the answer to,,, hint im a noob here... when bp-weidu is released will i be able to skip the previous install method for bp and use the tdd-weidu, ts-weidu and sos-weidu to install and! what kind of improvements (basic im a layman) will i see.. in short WEIDU?-- is it better? thanks the big_L
ok im a retard i just found my answer ! U dolt! but i still would like soemoens opinion on the weidu version of the 3 main parts to bp just for an idea of what differences and improvements horred made
#224 --Gaias--
#225
Posted 11 May 2005 - 11:43 PM
i'd rather wait longer and get a mostly bug free version, than hurrying things and get a furbard version with 100 patches to fix it.
#226
Posted 29 June 2005 - 02:41 AM
A lot of time has passed...
May be a little update, because I saw your message about "upcoming" BP at http://www.shsforums...howtopic=16132#
#227
Posted 29 June 2005 - 06:02 PM
So, Horred, are there any news about version 1.70?
A lot of time has passed...
May be a little update, because I saw your message about "upcoming" BP at http://www.shsforums...howtopic=16132#
Actually, I spent a couple of hours on the Ascension scripts just last night. Only made it two more ahead, and saw some things to go back and check over in the ones I had already done. So, two steps forward, one step backwards.
Keep in mind that these are complex scripts done by some of the best scriptors out there. They are merely outdated with some of the more recent discoveries about IE scripting, and some things can be consolidated so as to run smoother and faster in-game. I'm trying to keep the original intentions intact, while also improving and expanding upon their scope. And, restoring a series of broken spell calls [i.e. Actions such as: Spell(LastSeenBy(Myself),0).]
Also, keep in mind that is is infinitely easier for me to write a whole new script, rather than proofread/evaluate somebody else's. But that is what I have to do here, so I slowly trudge away at it whenever I can force myself to it. It is quite painstaking, tedious work--to say the least.
Once I finally get done with these few dozen scripts, the rest should fall together quite fast, by comparison. Unless I decide to add some all-new content (I'm considering some custom script-work for some of the in-game boss-types that I find lacking in strategy. A good example would be the script I worked out for Lavok, or his buddy Tolgerias. )
EDIT: More precise progress report-- Ascension scripts (the fin*** series):
Scripts done: 10
Scripts to go: 22.
Edited by horred the plague, 29 June 2005 - 07:10 PM.
#228
Posted 30 June 2005 - 12:35 PM
We are eagerly waiting for it!
#229
Posted 10 July 2005 - 07:40 PM
Scripts Done: 32
Scripts to Go: 0
(Yay! )
Note that there is still a lot of work to do on this; this was just a considerable milestone being crossed. These were very advanced scripts, and well-thought-out. I've merely fixed things I found broken, applied my knowledge of broken Objects, converted them to my Stats.IDS system, and tried to speed them up a bit. I did my best to keep their original intent intact.
While these were the most intense scripting work I'll have to do on the project, note that there are still 388 scripts that need perusal. Some will require work as well. And scripts are not the end of the work! I'm sure you all realize, there are many other filetypes to work on. BAM's, for example, will take a little while to rework. Note that I'm trying to make BP and the other mods (TDD & SoS) automatically compatible with the TS/NeJ ANIMATE.IDS conventions. Since their team (which I was formerly a member of, BTW) wouldn't work with me on this, I'll have to work around them. Changing 100's of filenames to fit their system. Note also, that this is probably the number one roadblock between BP and NeJ(2) compatability (if Yacomo added the double Ulcaster icon to the worldmap, as I requested).
Edited by horred the plague, 11 July 2005 - 12:45 AM.
#230
Posted 10 July 2005 - 09:37 PM
I Ride for the King!
a.k.a. Chev
#231 -Stormbringer-
#232
Posted 11 July 2005 - 04:24 PM
I blazed through a couple more unexpected twists, with the Blucher and Kensia Ryu scripts. I could have done a lot more to them, but I merely cleaned them up the same way I cleaned the Ascension scripts.
EDIT: I decided to trudge on--I've made it up to the PRIEST scripts. That leaves 155 scripts to go through. (Not bad for 24 hours of work, eh?)
ANOTHER EDIT (About an hour later): Trudged even further. All the R scripts are done. This includes the ritual scripts. Some cleanup in those as well. 104 scripts to go. But my back is getting sore from this lousy chair, so I may have to give up for the night.
YET ANOTHER EDIT! (About an hour later): Ouch, my back is sore...Okay, all scripts have been perused and worked through. It's like a lodstone has been lifted from my heart (and dropped on my back, ouch).
Well, next big project to tackle is the animations. I have to make all of the ones from BP (I think I already took care of TDD and SoS) line up with the TS ANIMATE.IDS and ANISND.IDS. Then, about two dozen D files to peruse. And finally, the real big chore: putting all of this content into a tp2 file. And then, at last--the beta testing.
This project is far from done, so don't get impatient please.
OMG!!!! ANOTHER EDIT!!!: I couldn't sleep, so I tackled the animations. All four mods (TDD,SOS,CTB, and BP) will fit into the TS/NeJ animation lineup. This not only includes BAM files, but the CRE's themselves. The only sacrifice I had to make (for now) was changing the CTB bugbears. They use the same hobgoblin animation that the TDD bugbears do. While I know of a way to make them (and many more animations) fit into the engine, the easy proper slots are all used up. The system I would use doesn't have any death animations, however--unless somebody has solved that problem at last. If they have, I'll take the time to convert everything and keep it whole.
Still lots of work to do--don't let the ungodly progress of the last 30 hours or so fool you.
Edited by horred the plague, 12 July 2005 - 01:07 AM.
#233
Posted 12 July 2005 - 05:25 AM
R
#234
Posted 12 July 2005 - 11:14 AM
Have you been keeping up with Bestial Animations and The WoRmHole? I bet you have, but if you hadn't I just wanted to point it out. They look like some really cool animations
I Ride for the King!
a.k.a. Chev
#235
Posted 12 July 2005 - 07:17 PM
Oh Great Plague,
Have you been keeping up with Bestial Animations and The WoRmHole? I bet you have, but if you hadn't I just wanted to point it out. They look like some really cool animations
Yeah, I was in chat with max when he first came up with the idea. In fact, I had a few of these set up in that way already, a while back--and abandoned them because of the death animation issue. It seems that Galactygon hasn't gotten any further into solving this issue. The talk at the time was making a VVC file to do the job, but I guess that didn't pan out after all.
I also had started converting NWN models into BAM's, back when TeamBG was still flourishing. I ended up giving it up, due to time constraints and too many ongoing unfinished projects already.
But the real problem we're facing here is compatability. If every modmaker had used a standardized mod pack for anim's (like bestial, for instance)--it would be easy. Of course, they did not. The only way I'm able to pull this off is due to the fact that I have a say in every big mod involved except NeJ. SoS, CtB, TDD--I can do what I like with those. Max and CB have given me free reign, because they trust me and my work.
I even have a little bit of say in TS--it's a little known fact, but I'm listed as a co-author of Tortured Souls, under my real name.
I might have to pick up the torch on the TSv6xx weidu, figure out exactly what is wrong with it (people say there are problems, I haven't played it yet), and make a release--one that accounts for the presence of other major mods, maybe even an optional biffing component while I'm at it (like what I have on the BP yahoo site now, except more polished ).
I've actually renamed any conflicting animations in SoS, CtB, and TDD to fit the TS/NeJ animation system. Why? Because I can, that's why. Next thing I have to do is rename a dozen or so spells in these three mods to fit the NeJ2 lineup. Hunt up any items, cre's, etc that use these spells and change those files too.
An intelligent person would ask: why are you changing all the old mods, instead of having the new-mod-on-the-block do this? The answer is simple: it's either that, or leave NeJ entirely out of the BP experience. I know leaving it out would make the modmakers of NeJ happy--they don't want a hodge-podge, they feel that NeJ should stay a stand-alone adventure. We of the BP crew disagree, we like the fullest possible experience in our game. We think the multitude and diversity of plots and adventures enriches the experience, instead of distracting from it. So, if I make all the other big mods compatible with NeJ (or close enough that even an intermediate modder could make it so on their pc)--well, who can say anything about that? "If you can't move the mountain to Mohammed...."
NOTE (for the record):
It should really be taken as a compliment to the integrity and quality of Vlad's (and his team's) work, that I'm willing to do so much to make NeJ a part of the group.
When I complain about all the extra work I have to do on this (those who follow these forums for a while know I've blown my stack on this topic, on several occasions :bash: ), it's because I know it doesn't have to be this way. We modders could and should communicate more, let each other know when we take up a slice of the pie (many file formats are painfully finite in IE modding)--respect their work, and base ours around it if at all possible, because "they were here first". Especially when it comes to the major mods, because there are only a few. It would make compatability work 99% easier, and make this much more of a "modding community" than a "meeting of modders". And please note that I'm not trying to single out Vlad here, nor his team, nor any other modder here--I merely mention this mod because I'm knee-deep in their files currently, doing exactly what I'm talking about here. (And not touching one single NeJ file while I'm doing this, BTW)
Well, that's my two cents, at least.
#236
Posted 13 July 2005 - 03:36 PM
Thanks for clearing thing up, and the note in your last post is simply pure gold
#237
Posted 17 July 2005 - 11:17 AM
#238
Posted 17 July 2005 - 01:57 PM
EDIT: I still have the s & h fixes to put into this, as well.
Another day's worth of modding time (edit: maybe two), whenever I can drag myself into doing it (which I'm loathing, since I've mostly forgotten what little I had learned about making tp2's... ), and hopefully I can get this thing into tester's hands. I'll start a proper 'classified ad' when I'm ready for the beta crew--a couple veterans have already contacted me.
UPDATE: I made it through the s & h patch; I only had an older version, so I'll have to get any v6-7 changes added in as well. Only the monstrous tp2 remains, and perhaps a couple other things I've overlooked.
Edited by horred the plague, 17 July 2005 - 06:09 PM.
#239
Posted 17 July 2005 - 10:41 PM
UPDATE: I made it through the s & h patch; I only had an older version, so I'll have to get any v6-7 changes added in as well. Only the monstrous tp2 remains, and perhaps a couple other things I've overlooked.
Give me a shout if needed dude.
The great wolf Fenrir gapes ever at the dwelling of the gods.
#240
Posted 18 July 2005 - 08:56 AM
UPDATE: I made it through the s & h patch; I only had an older version, so I'll have to get any v6-7 changes added in as well. Only the monstrous tp2 remains, and perhaps a couple other things I've overlooked.
Give me a shout if needed dude.
Thanks, I might need some tp2 proofreading expertise. And of course you're in on the demo, you've been around since day one. I think you were the recipient of my first export beta, so many moons ago.