Sunday, 30 December 2007

Module Update Sunday #06

This Sunday's update is up and here is what I wrote:

"The Christmas past fast and well enough and now everything is back to normal – except for remember to write 2008 instead of 2007 at Tuesday.

Okay, not too much done this week either, because of the holidays and all the food (need to get the exercise going again). But even a little work is work done.

As I mentioned last update I’ve been working on the weight system for the game. I thought it was fail proof but had wrong. Sometimes the weight increases more than one time so when picking up an item, dropping it and picking it up again the weigh increases 2 times. It’s probably something very simple but for now I can’t find it and will let it be until next test session. I usually try to solve the problem in one day maximum. If I don’t succeed I put it on my list and goes on with another problem. Otherwise I sink to deep into every little thing, get bored and would never get something done. Later on I revisit my list and pick something to try to solve again. I also mentioned a bug in the TakePlaceable-script that makes items disappear. I took some time to find and solve it and it was (as usual) more easy that I thought. After the great crash a month ago, I had to recreate several Placeables and accidentally put the wrong ItemRef in the variables so no corresponding item was created in the inventory. Easy error to make – hard to find.

I’ve done one shot on including Nytir's Building Construction Kit into the module. It’s a large kit but could do wonder when it comes to area variety. I failed though. Don’t really know why. It shows up fine in the toolset but the game halts on “Unpacking module”. That’s usually because of placeables.2da problems but I couldn’t find any errors in the file so I’ve dropped it for now. Maybe I’ll give it another try later on.

The rest of the time has been shared between making maps for the adventurers to find and making a resting script that fits the game play The maps are not finished yet but I come a long way. And while doing some graphics I’ve done some polishing on the item icons and some new load screens too. I’m still looking for some clues about how to assign a certain load screen from a script with SetAreaTransitionBMP(). I have never worked on a OnRest-script before so I had some catching up to do. After experimenting a bit I come to the conclusion that I will have to skip the NWN2 original rest system by making it impossible to rest when clicking on the rest-button or hitting “R” and replace it with my own rest-icon so I can handle it all in my own way.
It’s nothing too complicated or refined and include some usual custom rest functions as, limited rest, no rest while enemies nearby, healing proportional to resting time, and risky rest in the dark. I think I’ll have better control over it if I put it outside the original resting system and that’s a must because replacing the original games turn based time system with NWN2 semi-real time system affects how healing and light sources lifetime works. If everything works as I wish I might put in some fancy animations too. "



You find the post on NWN2FORUMS

3 comments:

Anonymous said...

Hi there! Thanks for stopping by our blog. Your project looks fantastic! I'm so happy to see more and more projects in NWN2.

Keep up the great work!

Liso NWNP Staff

Ernie Noa said...

The map looks terrific. Everything in your mod is shaping up great. Keep up the good work!

Amraphael said...

Thanks Liso & Ernie!
The map is far from finished. At the end of the week I'll print it out and hand draw the map-layout to make it look more like the drawings around it.

It's very easy do dig one self down in small details though :)