As I have much going on at work right now with the closing of the books, new owner structure cross-border traveling and such (not forgetting buildning on my home office) the beta tests will still be a few weeks into the future but to everyone that already showed interest and still is interested. Please send me an email on nwn2zork[a t]kliche[d o t]com.
I can tell you that painting walkmesh cutters around every placeable I've converted to environmental object is mega-super-boring. It gives me pain in the wrist and elbow. But every area shrinks with about 5-10% in disk size and are of course more kind to your computer's aging CPU.
More boring things that I doing right now:
- Hiding all map notes and painting in map note enable triggers.
- Entering all floating text strings that shows up when the PC enters a previously not entered room or area. That's about 110 locations even if not everyone has a floating text string. (I have to go through them all though)
- I've been lazy when and have not done all of the grassing and texturing in the forest areas. Now I have to do it by looking at the texture in the finished areas and try do make the overlooked ones look the same. It had been much easier if I'd done them together before.
- I'm fixing all item icons so that objects that can interact with other (cast spell unique power) gets a small star in the upper corner. Then I add a little background glow to them so they feels more NWN2
- I've done some more placeable models in 3ds max. At least the first time the player finds an treasure there is a placeable for it instead of that silly loot bag. I'm still hoping for item on ground models to be implemented in NWN2.
- All areas now have the correct music, ambient sounds and area on enter scripts. I'm still working on the NoMap functions but that may not make it into the beta-release.
- More things done in 3ds max. Instead of using VFX's for my handheld light sources. The battery powered lamp, the candle lantern, the pair of candles and so on, I've made item models (just by converting the placeable models) so they work as a real object. That seems to solve some problems I had with the game crashing on area transitions.
- The issue list is down to 21 entries. Many of them is just small irritating things. That will obviously change when the external beta test begins :)
The latest Zork - Rediscovering the Great Underground Empire (yes, name change again) stats:
- Areas: 30
- Scripts: 217
- Conversations: 41, 5643 words
- Placeable Blueprints: 398
- Item Blueprints: 75
- Visual Effect Blueprints: 71
- Module Size: 1254 files, 345 Mb
- HAK Size: 1257 files, 242 Mb
- Music: 11 unique tracks, 38 Mb
Next week we shift over to playing every two weeks and between that we expand or group with one more member and play a four player NWN2 OC. Our fourht member has never played NWN2 so we thought it would be a easy and nice way to introduce him to it as he's a BG and IWD fan. We save SoZ for later :)
Thanks for visiting and reading even now when long between the updates.
/A
3 comments:
Ah, a "to do list" for the endgame mod--that takes me back to good ole' NWN1 days. It's boring and you get no satisfaction for doing half the things(I recall editing each monster's description to make them all "unique". That takes longer than you think).
Keep the tools up, and don't let the boring get you down.
Final stages can be very tedious ... ;) I am not sure I even have the patience for some of them nowadays, especially as most players will not appreciate the difference. ;)
It depends on my mood on the day as to whether that kind of stuff ever gets done.
I am very much looking forward to having a go with your mod and have pinged you an email.
Cheers!
Lance.
It doesn't get much more boring than laying down walmesh cutters... There should be a plugin to lay them down en masse automatically.
Sure feels like the end is near now... :)
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