Shattered Gates of Slaughtergarde Adventure BETA 1 release

Discussion in 'General Modification' started by anatoliy, Sep 18, 2020.

Remove all ads!
  1. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,627
    Likes Received:
    538
    Correction: While that's technically true, loading the files from data folder and initialization happens before the module is added to path. So you can't override protos.tab and such this way. But, that can easily be changed I think.
     
    anatoliy likes this.
  2. anatoliy

    anatoliy Established Member

    Joined:
    Feb 18, 2017
    Messages:
    635
    Likes Received:
    201
    Yes, I agree. But I still would prefer having overrides / data explicit folder inside module folder. It is too many changes to test properly, if we would merge paths on module level.
     
  3. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,627
    Likes Received:
    538
    Unfortunately it looks like it'll have to be separated because of some bullshit in the party loader. And who knows what else.

    So I'll add the following to path, before /overrides but on top of all the other data files:

    modules/[MODULE]_core.dat
    modules/[MODULE]_core/

    And instead of loading modules/ToEE/ and modules/ToEE.dat, it'll load modules/[MODULE].dat and modules/[MODULE]/

    Thus your release will have to include just 2 files:
    modules/ZMOD_core.dat
    modules/ZMOD.dat

    And the configurator will alter defaultModule from ToEE to ZMOD so it loads them up instead of ToEE.dat and modules/ToEE.

    Note that you'll have to include a few more mes files from ToEE.dat for the game to work, and the predefined PCs if you wish.
     
    anatoliy likes this.
  4. FDR4PREZ

    FDR4PREZ Established Member

    Joined:
    Apr 10, 2007
    Messages:
    533
    Likes Received:
    80
    thanks :)

    I made a generic standard D&D party. I made a fighter and a barbarian for my front line tanks, with a cleric as back up, and thief and wizard lobbing arrows from the back. The fights in the cave were no difficult.

    I found it odd that nearly all the baddies in the cave had really good armor. If you are out with the limited money for the shopmap purchases when creating your party then as you start to kill these guys it is an instant armor upgrade for your tanks. Not sure if the original module had them dressed like this.
     
  5. anatoliy

    anatoliy Established Member

    Joined:
    Feb 18, 2017
    Messages:
    635
    Likes Received:
    201
    Yep, it's in the book all right. Under possessions line of each npc.

    I guess you could mark this info as spoiler though))
     
  6. FDR4PREZ

    FDR4PREZ Established Member

    Joined:
    Apr 10, 2007
    Messages:
    533
    Likes Received:
    80
    Yes, that is the trouble with public beta testing... everything (the good, bad and ugly) is all out in the open for all to see :)
     
  7. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,627
    Likes Received:
    538
    @anatoliy This reminds me, you're probably going to want to generate Temple+ pathfinding data.

    There are two new data types that are used to augment the pathfinding system - enhanced path nodes (pathnodedist.pnd, pathnodenew.pnd) and clearance data (clearance.bin).

    From what I recall:
    pathnodenew.pnd is basically an override of pathnode.pnd, and pathnodedist.pnd contains the actual traversal distance between connected pathnodes. IIRC vanilla ToEE pathnodes just use the absolute distance, which would cause weird backtracks and even failed pathfindings sometimes. The most famous example being Hommlet, IIRC the game failed to take account of the river blocking paths between seemingly adjacent pathnodes, and this caused a lot of trouble, and prevented you navigating from end to end sometimes.

    Edit: also this
    [​IMG]

    clearance.bin is for pathfinding acceleration (pre-bakes ray casting data). The performance boost also allows the game to raise the limitation on NPC PF queries, and also try to generate a short-range path between the 2nd last pathnode and the destination (this reduces some of the infamous zig-zag phenomenon).

    To generate these, start the game, go to the map, and in the console type
    Code:
    import debug
    debug.recalc_neighbours()
    debug.flush_nodes()
    debug.genclr()
    
    It will unceremoniously dump the files in your modules folder, but you should put them into the corresponding map folder.
     
    anatoliy likes this.
  8. FDR4PREZ

    FDR4PREZ Established Member

    Joined:
    Apr 10, 2007
    Messages:
    533
    Likes Received:
    80
    @Sitra Achara Is this issue below related to your post?

    This can be moved to the bug thread, if so deemed.

    In T+ settings I have the walk distance set to 15-feet.
    upload_2020-9-20_12-45-45.png

    In this game if I want to move from A to B, those two points are within 15-feet from each other - but only if you can walk through the wall.

    But the actual walked path is much longer, so my guy walks this entire distance, which is much longer than 15-feet - so he should have been running.

    upload_2020-9-20_12-44-41.png


    EDIT - I just did some similar testing in ToEE and it does the same same thing as this game, so it is not an issue in this game. The two endpoints are close to each other, but the total path length is long, then the player will still walk the entire distance. I just never noticed it before in ToEE
     
    Last edited: Sep 20, 2020
  9. Sitra Achara

    Sitra Achara Senior Member

    Joined:
    Sep 1, 2003
    Messages:
    3,627
    Likes Received:
    538
    That's an unrelated issue... but I did see a bit of zigzagging when wandering around Sumberton, which reminded me of that.
     
  10. Shiningted

    Shiningted I changed this damn title, finally! Administrator

    Joined:
    Oct 23, 2004
    Messages:
    12,744
    Likes Received:
    375
    Yup, as Anatoliy says, its in the module. I questioned this myself. You do have the module, right?
    Because you can teleport from one part of Sumberton (gate) to another (main square) but not walk directly, the pathfinding may have issues. If it gets bad enough I will delete it from the gate area, that's a straight line.
     
  11. anatoliy

    anatoliy Established Member

    Joined:
    Feb 18, 2017
    Messages:
    635
    Likes Received:
    201
    Published beta release 0.91, see head post for details.
     
  12. FDR4PREZ

    FDR4PREZ Established Member

    Joined:
    Apr 10, 2007
    Messages:
    533
    Likes Received:
    80
    I downloaded the v0.91 and completed the "north road"

    time to see where my "south road" travels take me :)
     
    anatoliy likes this.
  13. FDR4PREZ

    FDR4PREZ Established Member

    Joined:
    Apr 10, 2007
    Messages:
    533
    Likes Received:
    80
    The battles to the north are much tougher than the western battles
     
    anatoliy likes this.
  14. FDR4PREZ

    FDR4PREZ Established Member

    Joined:
    Apr 10, 2007
    Messages:
    533
    Likes Received:
    80
    I don't like going south.

    It is scary and make me want to cry
     
  15. anatoliy

    anatoliy Established Member

    Joined:
    Feb 18, 2017
    Messages:
    635
    Likes Received:
    201
    Congrats!

    What route have you took, and which encounters you had reload fights? :)
     
    Last edited: Sep 22, 2020
Our Host!