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M&B Mod Community  |  Mount&Blade Expansion  |  Major Mods  |  Pirates!  |  Realease in current state.
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Author Topic: Realease in current state.  (Read 20801 times)
Yoshiboy
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« Reply #60 on: May 09, 2007, 12:40:55 PM »

I finally got it, to a big disappointment. It won't appear on the module list because it lacks a module.ini file. Do you have a spare one of those lying around somewhere, Yoshi?

If you're talking about RPGmod it only runs on .751
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« Reply #61 on: May 09, 2007, 12:47:25 PM »

Oh, sorry. I didn't find anything about that.

What about the ported resource? Is that a WIP porting source?
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Yoshiboy
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« Reply #62 on: May 09, 2007, 12:54:04 PM »

Oh, sorry. I didn't find anything about that.

What about the ported resource? Is that a WIP porting source?

Yep, its all the resources for RPGmod ported to the new release. But no code at all. Might save some one some time.
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« Reply #63 on: May 09, 2007, 01:00:27 PM »

Just a little FYI, Rpgmod seems to be much more stable then Pirates in certain ways. Upgrades to guns appear to crash the game if you try to use your ship to fire. Also, battles with the bigger ships appear to go very very slow, (sometimes causing crashes) whereas smaller ships I can fight against and get a good fps count. That may just be me, of course.

The fishing minigame is good fun, though.

Edit:

I downloaded both Pirates and Rpgmod at a steady 530 kbs/s
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Cymro
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« Reply #64 on: May 09, 2007, 01:04:35 PM »

I put a hat on just now for the sole purpose of taking it off in your general direction. Tremendously fun!

Especially the bit where it all goes white and dies (aka, "crashes") if your character's boat gets destroyed :P
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Pleidiol wyf i'm Gwlad
Yoshiboy
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« Reply #65 on: May 09, 2007, 01:12:32 PM »

RPGmod should be pretty stable. The parts I have done have been well bugtested. The intro with the trainer has not really been well tested so if any bugs happen its likely to be with that bit, once you get past there and hook up with lillia it should be ok.

Pirates is very unstable. but hey, M&B wasn't made for that kind of thing.

All this talk of RPGmod has made me want to fire it up again!   :lol:
I'll defiantly put it on my check list to fire it up and port it over this summer. I think Pirates was just getting me down a bit because it wouldn't bloody work :P maybe I aimed a little too high with that one. Saying that, I'm not promising anything.
« Last Edit: May 09, 2007, 01:14:23 PM by Yoshiboy » Logged

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« Reply #66 on: May 09, 2007, 01:22:08 PM »

I don't see the problem with RPGmod being on 0.751, as it is. Although I'm sure you want to bring it to .808 at some point, to take advantage of new features...  Also, I must say, dungeons are bloody big in RPGmod.

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Ursca
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« Reply #67 on: May 09, 2007, 01:25:33 PM »

Just played Pirate Mod - Genius! Brilliant fun! Ship battles are great, the fishing is cool, and I'm not even going to wonder how you got the ropes to work.

To be honest though, something like this is so far beyond the scope of the M&B engine that it will never end up satisfactorily bug-free. Which is a pity, as it deserves to be a main mod rather than just a gimmick.  :(

How does the Blunderbuss code work by the way? Does it make a cone-shaped blast, or just hits everything within an area?

(Oh, and the skull-dagger - Awesome! The 'raising hands' animation was fantastic!)
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Yoshiboy
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« Reply #68 on: May 09, 2007, 01:28:31 PM »

Just played Pirate Mod - Genius! Brilliant fun! Ship battles are great, the fishing is cool, and I'm not even going to wonder how you got the ropes to work.

To be honest though, something like this is so far beyond the scope of the M&B engine that it will never end up satisfactorily bug-free. Which is a pity, as it deserves to be a main mod rather than just a gimmick.  :(

How does the Blunderbuss code work by the way? Does it make a cone-shaped blast, or just hits everything within an area?

(Oh, and the skull-dagger - Awesome! The 'raising hands' animation was fantastic!)

Thanks :D

It always did feel more like a tech demo. Hopefully it will get some other people thinking with what is possible though :)

The blunderbuss is area damage code. it samples all the agents in a certain area and damages them. Take a peek at the source if you like. Its part of the musket spray script or something. Its free to use.

I liked the skeleton stuff, you have to thank cartreed for that though.
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Yoshiboy :)

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« Reply #69 on: May 09, 2007, 11:15:24 PM »

Yoshi, I have to say, awesome work on the Pirates mod.

What does being a skeleton do to you? (Aside from making you a badass)
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Yoshiboy
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« Reply #70 on: May 10, 2007, 08:53:06 AM »

Yoshi, I have to say, awesome work on the Pirates mod.

What does being a skeleton do to you? (Aside from making you a badass)

nothing :P
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Yoshiboy :)

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« Reply #71 on: May 10, 2007, 10:54:45 AM »

but it fulfills  every man's desire to be a badass  :lol:
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« Reply #72 on: May 11, 2007, 11:41:38 AM »

-.- *Nod* -.- *Nod*

Downloading only now. Forgot to check.


>.> 140 Mb in a rar? Ehr. WTF!  :shock:

And P00F then I saw pirates. (There it goes... M&B's desire to be a 'light'-weight game)


Thanks Yoshi!  8)
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Jallon
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« Reply #73 on: May 11, 2007, 03:20:17 PM »

Rpgmod doesnt have a .ini file. Can you make an updated release? or did you already?
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Alec{zacool}
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« Reply #74 on: May 11, 2007, 03:57:13 PM »

I downloaded It and It worked, I downloaded the "http://www.titanx3online.com/RPGmod/Yoshiboy/RPGmod.rar" one, you might be downloading the wrong one.

-Alec
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