What??? To reply would be to risk the impression of steely indifference we strive to maintain with new members (and longtime lurkers). Are you insane? :roll: (Oh, and thanks for the report, Blue. We can put that on the backburner for the moment.)
I don't mind recruiting & monitoring testers, but someone needs to keep an eye on the test thread to see if they can help any of them when they hit snags. My lack of ability in this area is well known, and I honestly think someone else would be more qualified. Surely, at least one programer / modder out there is available?
The obvious candidate to help the testers of a particular mod is the developer of that mod. I will help out as I can (I do check this forum several times every evening), but I'm not an expert in every particular area of modding. Mainly what we need you for Spike is to recruit and organize the testers. Keep lists of who they are and what needs testing, and maybe put the testers and the mods together. We can work on standards of bug reporting as we go along, but need to stress from the beginning that there is seldom such a thing as too much information when it comes to bug reporting.
Hey, what happened to the interrogations? I was looking forward to seeing a couple of other modders squeal about what they have in the works. Instead I spill my gut's, Blue has a non-starter, and Ted hasn't even been put on the hotspot yet?
Shiningted: Masterwork Weapons change KotB will be a new module unto itself, Ug, not merely a mod for ToEE, and it certainly won't be out by May 2 unless Ted gets on the meth. And Allyx, the fate of your unfinished Verbo-mod is no doubt the most dramatic question begging to be answered here on the forum. Sorry, but most other inquiries may well be quite boring, such as: Ted said What's this mean, Ted? And is it done? Explain, man!
Ooooooooo good question... I made a simple thing to add masterwork weapons to the sales inventories of the shops: just creat them right in the box, and they show up in the barter screen. Simple, and works a treat. Here's the code, since u asked (military tactic - when interrogated, bamboozle them with too much information): Code: def master( attachee, triggerer ): npc = find_container_near(attachee,1001) if (npc != OBJ_HANDLE_NULL): create_item_in_inventory( 6220, npc ) create_item_in_inventory( 6221, npc ) create_item_in_inventory( 6222, npc ) create_item_in_inventory( 6224, npc ) create_item_in_inventory( 6300, npc ) create_item_in_inventory( 6302, npc ) create_item_in_inventory( 6304, npc ) create_item_in_inventory( 6009, npc ) create_item_in_inventory( 6010, npc ) create_item_in_inventory( 6034, npc ) create_item_in_inventory( 6055, npc ) return SKIP_DEFAULT I have done both code and appropriate dlg stuff for the leatherworker (shown here) and the Blacksmith and planned on doing it for ummm someone else too (I think it was the cabinetmaker, to do wooden stuff, shields and composite bows). Each would be activated by a quest - Bing, Giant's head and Deklo trees respectively. Its pretty much good to go... ...except while the technique works fine for the intial spawn, when the inventory refreshes itself, the game crashes. I have no idea what to do about that. Kudos to Allyx btw who came up with the idea of having masterworks added for different NPCs according to different quests (for the people who are offended by the Giant's Head quest. Personally I like it.)
I'm not unwilling to try this, but I've got to know first how the mods will be disseminated for testing. Will the modder mail them to me, and me to the testers? Then replies sent back via return e-mails? Seems the most logical to me if we're limiting testing to a select few volunteers. If this is so, then I'll get a thread up asking for testers to "apply." One last thing: should they have broadband, or does it really matter? Size (of files), you know...
Forgive me for suggesting the obvious solution again, but how about a version of my Reattaching Inventories fix? Two Brother Smythes with a separate shop container for both (would require separate InvenSource.mes entries for both as well) in the same spot. The one who sells the masterwork stuff would be switched "off" to start. Once you have completed the quest the no-masterwork-stuff-selling Smythe would switch "off" and the masterwork-selling Smythe would switch on. Presto, he now sells masterwork equipment. Might take some dialog fiddling for the switch, like he might tell you to come back in a minute or two and he'll have it ready to view, but doable. Don't look at me that way.:sweatdrop
Au contraire Brother Blue, that sounds eminently reasonable. Actually Morpheus had this idea a while back, but as with testing, its the people who do the hard yards who deserve the kudos :notworthy I am curious why my idea causes respawning crashes - stuff added to the box through selling doesn't. I would like to get to the bottom of it to avoid another Ah Fong-like debacle in future.
Well, gee, thanks Gaear. What about the spells? What about the spells man!? Oh and bye-the-way thanks for all your input. But anyway, my spell development is on hiatus as my home computer is currently down (and won't be up for a while) so I have to rely on the kindness of friends and the limitied access I have at work to even keep up with things here. If this were my interrogation I would tell you that everything it the latest spell.zip is ready except for flaming sphere. And as I have pleaded otherwhere, could someone please remove that spell before the new release, in case I don't get the chance to do so? Thanks Darmagon
You were definitely in my sites D, but I was scared that given your recent absences you might not answer . . . and my illusion of mandatory compliance would be shattered. At any rate, you'll have to wait in line behind Krunch to join the Gestapo. (And thanks for the update. I do have a couple more specific questions for you . . .) Now, if Morpheus would just duck back in I could ask him about Arena of Heroes. :roll:
Blue: Random Encounter Thing for Ted with the Encampment of Baddies Next question: Blue, what's the deal with your random encounter thing for Ted with the encampment of baddies?
D'oh! That was supposed to be next on my list after the implementation of Kalshane's Fixes was done, but since that "little" project took a lot longer than I initially thought (I did it twice you know, once via scripting and once with the MOBs) it kind of got lost in the shuffle. Once I am done with the Reattaching Shopkeeper Inventories project I will look at the Encampment Random Encounter again. No promises it will be done in time though, as I haven't actually started it. I haven't actually even looked at the files Ted sent me.