CO8 you guys rock! A fabulous community vibe that you guys have going. Thankyou all very much for all the effort and creative sweat over the years, in particular the much anticipated KoTB .... been waiting for something else for this engine ever since TOEE. Cheers and Beers Fitzlevity :clap:
Wow, haven't used this thread in a while Just to let folks know I have gone over and tinkered with a lot of the objects in the game that may have been causing the CTDs (everything with an animation I can find, and everything else on those maps - pub, church, outer bailey, hermit map, spiders map, the Thorp) and will post the next patch tomrrow. Fixed lots of other little things too.
I really must apologise this latest patch is taking so long, but atm I am on the end of a 39 hour stint at work (8 hours of it was a sleep break - I got maybe 3). So RL is interfering badly. In better news, still no CTDs on my repaired game when I actually get to play it.
I've been checking in every day (more than once) for this patch, and I'm disappointed and disgusted by the delay!!!!! Actually mate, I think that it is I that has the problem, ie I love this game and especially what co8 has done with it. I want to play it more and more, in the best and latest incarnation available. Don't worry about us mate, we can wait, just worry about your health and such. I have no experience or skill with programming, but if there are any mundane tasks I can do to speed things up for the caves mod I'd do that. Jason
I crushed a few more bugs last night - fixed the problem with Milo's spells (thanks to Half Knight for finding the exact bug) and fixed the issue with being able to claim to have seen the Spider Silk merchant before you otherwise could (not a mis-assigned flag but a typo - meeting Aereon was triggering it). I am heading overseas in a couple of weeks so the next patch will be out before that
Well, I didn't make it I got moved in to my new house before heading overseas, but only by the skin of my teeth. The computer never got set up let alone put together a patch, whether for KotB or some stuff for the Co8 CMF I wanted to post. A pity, since both could have been done relatively quickly and then posted from work, but only if the PC is out of its box and has a mouse, keyboard, monitor etc. Sorry bout that. Anyways, I am in Malaysia til the 18th. At least I have net access
Ok, its the 19th and I am back in Sydney However, I have to set up my PCs (existing one and new one I got at Xmas time but didn't bother to set up before moving house) and get phone / net access at the new place. At least I can get cable broadband there - no more damn ADSL nonsense. Speaking of which - for Australian residents, I had nothing but trouble with iPrimus, both connection and service - I would recommend avoiding them.
Wow, its been a month since I updated this thing. Bad Ted! My modding PC is up and running, I am fixing the remaining bugs such as the "get the Mad Hermit to follow you" issue which I have re-scripted in a different fashion which seems to work nicely, and the other fellas are hard at work on the long-promised KotB portrait pack. Shouldn't be long now, hopefully no more than a week or so depending on RL issues. Then its back to getting the final version finished :mrhappy:
Ok, our long-awaited new portraits are in, thanks to a lot of hard work by Gaear to get them game ready, so I thought I would post a teaser of some of them. Here you will see some new Humans, Elves and Dwarves. Artwork by our resident geniuses Half-Knight and Daadamo, built (in some cases) on pre-work done by Maggit, Ax Thrower and Rogue Trader. On schedule for a release of the patch within the week, if I can just get a few hours to put it all together.
Within a week... ahhh, I crack me so consistently up.... On a happier note, I am running out of things to do for the patch. One important one got done tonight (now I finally have a PC with some processing power) - I redid the night-time map of the keep to be a pixel-perfect variant of the daytime one (previously it was a little off, which you really noticed around door icons and when passing time). Here's a pic based around a door icon to show nothing moves now (or if it does I can't see it any more).
Speaking of door icons, I fixed the warehouse one - that was a compromise based on trying to look ok for both day and night maps (they got less in sync as you moved to the right across the map, since I used the left corner as the starting point) and ended up looking poor on both. Now it looks better The fact that I snapped this screenshot just as a watchman walked past, mouthing off, was pure serendipity :icon_chuc
I fixed the 'summoned monsters being restricted by lack of Handle Animal combat training' bug - thank goodness summoned monsters are flagged seperately to summoned animal companions, making it an easy fix. I have also been improving Wild Empathy (yet again) and tinkering minor issues: for instance, now if you kill the Innkeeper, his dead corpse doesn't forbid you from going upstairs. I really am running out of things to do with the patch since the .dll update: I spent a lot of time scratching my head tonight trying to think of what I did have to fix. Testing is pretty darn imminent
I fixed the issue of using the Cape of the Mountebank in the Wizard's Lab, and also stopped you from using it in the cells for good measure. Also, I fixed the 'knock' thing, which is a shame - I tried it and it looked spectacular with that spell effect blowing the door open and the whole 'arcane lock suppressed!' line. But I guess it had to be done. Next I plan to revamp the Mad Wizard himself. I am also fixing the mercenaries and the guards who accompany you down there. Then I think I am about done