There's no sally port in them thar gates. And if I do dialog, there is going to be talk of shrubbery.
Have you been reading my begging threads at Ultima:Lazarus? "There IS gonna be a shrubbery, right? I mean seriously, there's gotta be on in there somewhere..."
Ted...as always: :doublethu Just visited the Keep site & read your D&D reviews on your blog. "Keep" up the good work! P.S. Just watched WotDG for the 3rd time, and it was Dorian who raided the Ghost Tower with Barek, not Nim. Could you fix this for me? I already fixed it in my post. Can't get found out wrong twice in one day, you know; I'll get kicked out of the elitist snob group thingie... :sadblinky
I'm the only truly 1337 one here anyways, u lot r n00bs LOL!!1!1!! k thx bye O and while I'm at it... <best Boromir voice> One does not simply walk into Mordor... I mean the Keep on the Borderlands. You ring the bell!
1337; Often misused to satisfy a lamen's ego, the self-proclaimed 1337 will misuse the title, pretending to hold Xtr3m H4x0r capabilties while in fact masturbating to preteen beastiality at 2:00 AM with baggy eyes; anonymously hassling n00b's with better things to do than kill their babies over mindrot such as Everquest and Warcraft. See also "colon debris" and "queefstain" "i t0tally pnwed u. u r so a n00b and i am so 1337"
Update Update: I 'fixed' the no model issue, a bizarrity to be sure - serves me right for cutting corners. Also powered up the KotB protos.tab, no crashes or anything! Woohoooo!! Its got many dozen characters in it already in embryonic form. Had a funny thought: use Orion's protos.tab as the basis for KotB. Get all the good stuff like saving throw fixes, and none of the bad stuff like the skeletal priest issue (or changes to Elmo - grrrr...) since these characters won't even be in KotB (all the Hommletians will be overwritten). We'll see :grin: Well, off to bed - after werk tomorrow, can try out some of my simple dlg files and mob in some of the characters, and the Starter Pack should be ready a few days after that. Seriously - u can trust me :evil_laug Edit: Did I mention the torches next to the gate? Pretty funky, eh?
Spawned my first official NPC - a guard (not surprisingly). Tried with a breastplate rather than the full plate the module suggests, but its still in the experimental phase. Actually, I am going to rescale this so the gates are larger and more impressive (if they look large in this screenshot, keep in mind the PC is a halfling). Cujo's halberd turned up just in time Found something annoying - you can't write over the existing .dlg and .py names, they're written in stone (or at least in the dat files). So the KotB ones will go in the 400's, I tihnk. If you are writing any new stuff for a mod of ToEE, using this range of numbers is not a problem - KotB will be a completely seperate mod. Using Wicked's pic for the moment on the guard - ignore that
Yeah, that has to do with the fact that, no matter whether you want it or not, the module data file (.dat) already contains dlg and py files with the given numbers. Technically speaking, you *can* use these numbers, but then you'll have to name your dlg/py files exactly the same as in the data file, and that will probably make little sense for a new mod That's why it's better to use new numbers of course. P.S. Great work on the mod! It's really wonderful to see that finally ToEE can be modded in a way similar to that that was already long available for such games as BG, IWD, NWN, etc. Keep up the excellent work! - Agetian
Starter Pack Release Date Well you folks have probably noticed that the Starter Pack is slightly later than the end of September :writersbl But then, it is going to be a lot bigger (and fuller) than it was originally planned: as I said 14 maps rather than just the one of the Keep I origianlly had in mind. 15 counting the shop-map Well worth the wait! I can give a definite date for it now - this Friday. I can be definite, because I am flying out for Malaysia for a couple weeks Friday arvo (God willing - there is rumours of storms...) and will certainly post before that. Its really in s state to go now - that is, the maps are there, they have doors to connect them, and there is a Protos.tab / description.mes with all the new NPCs mentioned in the thread with names (once again, must update that ). And it doesn't CTD However, for my own amusement, I want to get a proper opening going before I post, with the player turning up at the Keep gate n getting drilled by the guard, getting signed in by the Corporal and his Scribe etc. Won't be elaborate but it will be something. Other than that, what will be posted will be for working on rather than playing on (obviously).
Re: Starter Pack Release Date Take your time, Ted! I know that it's all very well worth the wait! Can't wait to try out whatever you have done, and possibly contribute myself (at least with modding tips and tricks, which should be a lot easier if I actually see what's happening)! - Agetian
ok guys i am here and ready to help. i have long been a fan of Co8 page, and i recently got the urge to play it again, i was quite suprised to see that not only was co8 page still up and running that there was still such interest in TOEE. seeing all theese new tools and *gasp* a new mod in the works prompted me to get on here and help out. sooo... with that said what do you want me to do? i got the world builder but it has lost me at the moment. so nothing too critical plz, till i get the hang of it. also i don't know the story for kotb, but i am also looking to solve that. any suggestions/tips for the world biulder or anything else would be appreciated. even if ther isn't anything for me to do, keep up the good work guys!
Well, have you got Zane's dat extractor? If not, grab it, extract the dat files in the game (there are 5, ToEE.dat and ToEE1.dat to ToEE4.dat) and have a poke through all the various files, particularly the dlg files in the data/rules folder to get the hang of what dialogue looks like. Then come back tomorrow and grab the starter pack