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Author Topic: Darkmod Development Information  (Read 41799 times)

Offline Ahadhran

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Darkmod Development Information
« on: January 11, 2007, 05:25:50 PM »
There is no current Version of Darkmod for the .808 Version of M&B.

I am Currently working on the 2.00 Version of Darkmod for .808. Below is a bit of an overview on my progress:

Current Project
Port over quests and fix bugs that were still in the last versions code.
figure out the theme for the basic good faction (formerly the zendar defenders)
adding new troops (mostly done, just need to equip them properly)
making some new items to replace old quest rewards (on the backburner)
porting quests
Create a dynamic war outpost system where the player can choose to "build" them in order to mobilize more troops in an area.
added a "intro sequence" that starts a groundwork for a story


Finished
ported over troops
porting over items
purged most of natives code
redoing map
ported over parties
did guardian keep scene
did forbidden keep scene
ported factions
ported ranger base quests
made it possible to hire ranger scouting parties to follow you around
Get all the merchants carrying faction specific items
getting troop spawns sorted out
adding new races (all but blessed race done which will likely wait for a while)


Yet to do
create criteria and ways for the player to become tainted/demonic/or undead
Finish decorating several scenes
add some more towns for the guardians and the rangers
Get hidden treasure spots ported over
make several attackable outposts for various factions (probably won't happen till a later version)


Features for 2.00
once I get further along I will post relevant information here

Mod concept:

The idea of this mod is to create a darker more cryptic atmosphere where the sides of good and evil are constantly clashing. Undead knights roam the land while the human wars go on unchecked. I will work a story line in at some point but getting base scripting in is my first priority.

Thanks to:
winter, fisheye, and silverkatana for coding help
Thorgrim for invaluable tools
Janus for repository
RR_Raptor65 for models
JIK for models
Smiling_cataphract for ideas
Cartread for skeleton model

Many others along the way for their help ideas and inspiration
« Last Edit: August 07, 2007, 02:39:24 PM by Ahadhran »

Sunhawken

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Re: Darkmod Development Information
« Reply #1 on: January 15, 2007, 09:03:48 PM »
When is the Expected release date.


P.S Keep up the good work.


P.s.s For some reason i liked this forum on taleworlds forum. I guess because every thing was there.

Offline Ahadhran

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Re: Darkmod Development Information
« Reply #2 on: January 15, 2007, 09:08:03 PM »
I have no Idea when I will be finished but I will try to post an approximation of a date when I get closer to done. I will also try to post some screenshots of whats being done since a lot of it is graphical right now.

Cheese

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Re: Darkmod Development Information
« Reply #3 on: February 01, 2007, 09:05:28 AM »
Any news from the Darkmod? It's been the best mod I've ever played and I hope I could play it on the .808 version too sometime :) But take your time.

Offline Ahadhran

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Re: Darkmod Development Information
« Reply #4 on: February 02, 2007, 10:23:27 AM »
I a doing a lot of modeling new scenes so it will be a while. (indoor and outdoor) Also college has away of distracting me too. Don't worry though this project is still alive. ;)

calimer

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Re: Darkmod Development Information
« Reply #5 on: February 03, 2007, 11:59:45 PM »
What happened to the previous forums?  I posted a good amount of feedback on darkmod, I hope that you at least got to look at it.  Great mod though.  I wish the hellsword wasn't exactly the same as the blade of zendar though, you have to do a lot more work for the hellsword.  Also it would be nice to be able to turn from the evil side and help the forces of good.  Those hidden cities are also really cool.  I've had some really great battles in darkmod so thanks for all of your hard work and effort.  Having those extra NPCs is really nice too.  My favorite battle in darkmod involved myself with 6 other npcs vs 523 "good" enemies.  It was quite an epic battle and after a few hours I finally won, haha.  Thanks again for your hard work, you have really given a lot more worth to M&B.  Take care.
-calimer

Offline Lord Of The Sith Lords

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Re: Darkmod Development Information
« Reply #6 on: February 17, 2007, 07:17:59 AM »
did you put the widow maker by Phoenix in a previous version? because it was a really good axe and if you didn't put it in a previous version could you put it in the next?
if you turn to the dark side you get cookies, if you turn to the light side you get brownies, if you are both light and dark you are smart cause you get cookies and brownies, if you don't have the force then your stupid cause you get nothing!

Offline Ahadhran

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Re: Darkmod Development Information
« Reply #7 on: February 17, 2007, 09:47:38 AM »
The widow maker will not be in future versions of Darkmod because of the quality of the modeling job, not do to the appearance of the model. It had over 1200 polygons and some very messy geometry. However time allowing, I may do a recreation of the same design but without the aforementioned defects giving credit to Phoenix for the design.

Mormakar

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Re: Darkmod Development Information
« Reply #8 on: April 16, 2007, 02:47:41 PM »
I like the modd ;)

Keep up the good work.

Redcow

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Re: Darkmod Development Information
« Reply #9 on: April 16, 2007, 08:08:15 PM »
hey i was just wondering how the mod was coming along and i really like the mod its pretty sweet

Sunhawken

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Re: Darkmod Development Information
« Reply #10 on: June 25, 2007, 09:30:13 PM »
Still a lot of work i'm guessing?

Offline Ahadhran

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Re: Darkmod Development Information
« Reply #11 on: June 25, 2007, 11:42:34 PM »
Yes, But progress is being made. I have only one class for summer quarter at college so I have a bit more time.

Here is where my time is going:
1. A lot of time is just getting the bare minimum textures for each faction and sub-factions unique look. I am not fast at texturing. Here is the breakdown for the factions
       the damned - bare minimum is finished
       the alliance of light - nearing 50% finished. I've done two shields, one coat of mail, and I need to do another main armor or two.
       the rangers - 90% of bare minimum finished, I may even leave it as it is, not sure yet.
       the guardians - I am undecided what to do at this point, they need a reworking though
       the slayers - will be more or less unchanged from last version so 100% done
       the followers of the Darkmoon - again I don't really know what I'm gonna do about this faction, needs work but I'm not sure if it will happen soon.
       Face re-textures for Tainted and Blessed races - 0%
2. Transferring code from previous version. This is pretty fast and shouldn't take long.
       I have finished porting ranger quests
       I have ported constable Hareck quests
       I have to port over guardian quests still.
       I have to copy over a few other misc. things
3. New coding. I have only just started this.
       I have to implement a bunch of new quest Ideas I have.
       I have to get all merchants working faction specific.
       I have to rewrite the evil quests.
       I would like to try at least getting a preliminary system in for having what party you encounter have an effect on the size of the battlemap.
       I have to do some more scene stuff and make a few new towns.

At any rate, a lot of slow down comes to graphics. In three hours I can do a substantial amount of coding, versus just one texture...
« Last Edit: June 26, 2007, 09:17:17 AM by Ahadhran »

Cheese

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Re: Darkmod Development Information
« Reply #12 on: June 26, 2007, 01:53:15 AM »
Thanks for keeping us up to date! Oh and good luck for the project. I'm sure this will be a great success! :D

Offline Ahadhran

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Re: Darkmod Development Information
« Reply #13 on: June 26, 2007, 09:14:18 AM »
Thanks,

Oh, and I forgot to mention that I have to do face re-textures for both the tainted and blessed races. Edited as needed above

Knightmaster

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Re: Darkmod Development Information
« Reply #14 on: July 15, 2007, 10:54:02 AM »
Just a question will there be faction strenght?

Does it also have story?

and will the undead look more undead like you know human faces but some kind of undead?

When this mod comes its great.