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Topics - Winter

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1
Craftmod Community Expansion Project / [NEW] Bugs
« on: June 25, 2008, 12:53:06 AM »
Report any bugs you find in this thread!

Regards,
Ryan

2
[NEW UPDATE]

Fresh 1.8.4 installer now up:

http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=7&lid=779

Bugs fixed: CTDs with blacksmiths and guns.


[ORIGINAL POST]

The Craftmod CEP has gone through a complete redesign and is now available on M&B 0.960. You can find the download here:

http://www.mbrepository.com/modules/PDdownloads/singlefile.php?cid=7&lid=779

This version (1.8.3) should be bug-free. Please make a detailed report of anything you see that doesn't work or look right.

Also, remember to support the development by buying my finely-crafted and excellent novel!

Regards,
Ryan

3
Tutorials / MOVED: Question about skill point managment
« on: April 10, 2008, 11:27:18 AM »

4
Discussion / Definitive Array Scripts
« on: March 04, 2008, 07:01:30 PM »
Hey guys.

I'm thinking of creating a definitive set of array scripts with infinite storage capacity, spawning new arrays and linking them in a chain to get around the old '256 slots' limit.

Would there be any demand for it? What are the functions that you would really want in such a system? Let me know!

Regards,
Winter

5
Craftmod Testing Board / Craftmod 0.903 Test Release
« on: February 15, 2008, 07:51:33 PM »
http://crossedswords.co.nr/storymod/Craftmod.zip
http://crossedswords.co.nr/storymod/Craftmod_supplement.zip
http://crossedswords.co.nr/storymod/Craftmod_update_2.zip

Unzip Craftmod.zip to your Modules directory, then unzip Craftmod_supplement.zip to your Craftmod directory, then unzip Craftmod_update_2.zip to your Craftmod directory. Test crafting, mining, item upgrades, horse time trials and Retainers. Please take screenshots of anything you think might be unusual and post them here, with a detailed bug report!

Remember, the Craftmod-unique horse models have screwed-up animations because they all need complete rerigging, so don't bother reporting that.

6
Schattenlander - Into The Darklands / No Activity Warning
« on: February 15, 2008, 05:27:59 PM »
Unless this mod starts showing some activity again, I'm moving it to the Dead/Hibernating Mods section.

7
Old Star Wars Mod / No Activity Warning
« on: February 15, 2008, 05:26:45 PM »
Unless this mod shows some activity soon, I'm moving it into the Dead/Hibernating forum.

8
Craftmod Community Expansion Project / [OLD] Test Release
« on: February 14, 2008, 06:58:46 PM »
Craftmod .903 test release is now available. Anyone who wants in on the beta should post here, and I'll give them access to the beta-testing forum.

This release features:

The full crafting system, rewritten from scratch and endlessly streamlined. Now properly moddable.
Mining and woodcutting by hitting things.
Retainers, slightly changed and streamlined from previous versions, which can be equipped through dialogue if you have 5 items of the same type in your inventory to give them.

Planned features:

Skill improvement script additions, mainly informing the player of new craftable item that are available upon skill improvement.

9
Craftmod Community Expansion Project / Mining Update
« on: February 14, 2008, 07:36:45 AM »
Unlike the old Craftmods, which hacked things together with passages and game menus, mining and woodcutting now work by having the player actually hit rocks/trees with the appropriate pickaxe/axe. The rocks will eventually stop giving up ore, and the trees will fall over.

Is there any demand for the old mining system to be updated? Like, at all?

10
Craftmod Community Expansion Project / Craftmod 903 Back In The Ring
« on: February 10, 2008, 12:10:20 PM »
As an offshoot of my work on Storymod, I got to thinking of ways to improve Craftmod's clunky and poorly-moddable crafting system.

One thing led to another, and today I've ended up with a fully-functional crafting system, completely rewritten from scratch. Instead of pissing about with troop slots on trp_player to keep track of resource use, it directly manipulates the player's inventory items for resource use and will no longer require specific ordering of module_items (except for ease of item slot assignment, but that can be chucked out the window if you want to manually assign all the slots). It also no longer requires creating new dialogue entries in order to make individual items craftable. Just set a few slots on your item and it can be crafted right off the bat. All the old hacks and compromises have vanished.

I won't be updating the obsolete camping and ambush systems, but they were never the point of Craftmod anyway. The point has always been to show what could be done with a little scripting ingenuity. And now we have a proper crafting system that can be dropped into any mod without much hassle.

I'll be releasing this open-source when I get all the items and item types incorporated (item types made with constants instead of plain unhelpful integers this time).

My one question is, is there any demand?

11
Discussion / New Mod Base
« on: January 28, 2008, 10:30:20 AM »
I've been wasting time lately porting Storymod C2 to 0.903, and it's like getting a lobotomy. Nowadays incorporating any Native functionality into a major mod is a massive pain in the arse, and I'm sick of it.

What I propose to do is create a new, more streamlined and more understandable base for new mods to be built on. Starting with towns and such, I want to remake it all, cut out the unused and unnecessary code and simplify what's there in order to make the whole mess less painful to work with.

Would anyone be interested in helping out with this endeavour? Scripters of any skill level are welcome and required in order to put this out within a realistic timeframe.

12
Tutorials / MOVED: Can some help me with this code.
« on: October 25, 2007, 04:51:10 AM »

13
Modding Knowledge Base / Sadness! Script param cap.
« on: October 18, 2007, 01:23:04 PM »
There is a hard cap on script parameters -- the maximum number you can have on a single script is 16. Any more and you'll get an assert on gamestart announcing "num params > 16".

 :(

14
Discussion / Math operations in module system
« on: September 27, 2007, 10:09:08 AM »
The maths ones I can do you, Winter - which ones are you concerned with?

As for the damage model, Ron, I assume you caught the bit where Armagan said he was changing the armour metrics in the new version (cf. here), and that since you mention testing on dummies this isn't the issue here.  Perhaps he's put in a multiplicative effect on Strength or something, to go with this?

All the new ones that got introduced, apart from sin cos and tan. I have recently learned basic trigonometry. :P

15
Storymod / streetofeyes.com wiki -- Storymod
« on: September 19, 2007, 12:35:09 PM »
I'm setting up a wiki of my own, part of which will be reserved for all kinds of Storymod information. I'd like to start using it for purposes of development as well as gameplay information and walkthroughs.

The wiki IS NOW UP:

http://wiki.streetofeyes.com/index.php?title=Main_Page

I'd like to invite anyone who would like to work with us to compile as much info as possible about Storymod and post it to the wiki to make the mod and its backstory more accessible.

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