Developement Work Log (diary, what ever)

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LoneNurgling
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Developement Work Log (diary, what ever)

Postby LoneNurgling » Sun Sep 11, 2016 9:01 pm

Greetings all, I've started this post just so i or others if they wish can add a post to say what we were working on today.
Basically to inform everyone else, as alot of things may not get to the change log but are still being worked on.
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Re: Developement Work Log (diary, what ever)

Postby LoneNurgling » Sun Sep 11, 2016 9:02 pm

Re-orginized the haks for dds textures and models again, hopefully to fix the bugged tileset for good.

I will post a update to this post if it works.
Edit: Partial success, fixed alot of the tiles, will test in game to check if its just the editor (common if the texture file isnt all lowercase).
Will squash some bugs before testing.
-Updated underdark, northern caverns to use the correct light settings for underdark.
-Firedrake plains, changed bridge color, added missing pillar. Added interior area for the tower "dr_oldtoweroutside" to "dr_oldtowerinside".

Edit again:
Fixed 99% of tile errors and texture errors of tiles (there is a few cave ones). Removed textures that appeared to not work?
Ill continue to work on fixing these texture errors but they are not nearly as bad as "missing texture", they just seam to be shaded darker.
Corruption
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Re: Developement Work Log (diary, what ever)

Postby Corruption » Mon Sep 12, 2016 6:59 pm

Awesome keep it up!
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Re: Developement Work Log (diary, what ever)

Postby LoneNurgling » Mon Sep 12, 2016 7:45 pm

Thanks corruption,

Finished up Old Firedrake tower, just needs a few spawns.
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Re: Developement Work Log (diary, what ever)

Postby LoneNurgling » Wed Sep 14, 2016 7:47 pm

Bug fixing today.
-Fixed bugged locked doors from old lock pick system in the marsh caverns, Old Mine and hollow den.
-Fixed Tile in Hollow Den, and walkmesh, added one tile, revised another.
-Fixed "begger" to Beggar.
-Fixed Floating door to swamp house in port kir.
-Fixed name on the second level of Halls of Kelemvor (was "Kelevmor")
-Zaz Shadow Theif Door thats requires key from thug no longer unlockable.
-Removed crafting materials, and alot of dark steel, zalandar type items from Calismshan Merchant in Port Kir
-Removed Orbs of lesser elementals from The Dragons potion and quill in Port Kir.
-Removed dark steel items from the Halls of Kelemvor, replaced nwn2 raised dead scroll with server stock one.
-Added raise dead scroll to the Hidden grove.
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Re: Developement Work Log (diary, what ever)

Postby LoneNurgling » Thu Sep 15, 2016 12:35 am

Wealdath Editing (there was a few area tranistion bugs)
+added guiding leaf, it will be given in the hidden grove, and allow you to enter the grove in the wealdath.
-Wealdath Trail, added spider spawn, Review transitions.
Reconnected various areas to fix transitions, they all work now. You now enter the Wealdath via ranger camp.
Added a few harvest-able plants to the areas.
-Edge of the Wealdath now have hill giants on the hill(chieften to) and some loot.
-Added more random monster spawns to toughen the forest areas.
-Adjusted all Music to the Wealdath areas.
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Re: Developement Work Log (diary, what ever)

Postby LoneNurgling » Thu Sep 15, 2016 2:17 pm

More wealdath area work
-Underground Ruins, extended ruins to a unused part, streamlined walk mesh so there is less to get caught on, reworked spawns.

Noted in bug list, but here as well.
logging camp interior and underground ruins both a tranistion thats blank and not linked, either connect or use as underdark entrance.
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Re: Developement Work Log (diary, what ever)

Postby LoneNurgling » Fri Sep 16, 2016 2:25 pm

-Wealdath caves, Fixed a few tile and walk mesh errors (area also has one cave exit that has no link{EDIT:Linked this to Riberbridge Caves})
-Forest Goblin Cave, Fixed a tile error.
-Updated map notes for the Forest goblin camp area.
-Tunnel in the Wealdath Logging camp leads no where as well.
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Re: Developement Work Log (diary, what ever)

Postby LoneNurgling » Sat Sep 17, 2016 3:29 pm

Wealdath Work
-Haunted Ruins exit down dosnt lead anywhere as well. Fixed walkmesh
-Wealdath Trail 3, fixed walkmesh.
-Wealdath Trail 2, has a unconnected cave entrance

Forest of Tethyr (changed all music and background noise)
-Forest Tethyr Old Ruins, 2 Caves have no link to anything. <- Added hill giants, more thieves
-Forest of Tethyr farm, Added Minotaurs and gnolls.
-1st Level Bandit Hideout,linked extra door to second floor. Added more Spawns
-2nd Level Bandit Hideout, added more spawns. Fixed Loot in area. (cave to 3rd floor has no link, link to underdark possibly)
-Forest of Tethyr Tradeway, Added minotaurs and gnolls
-Forest of Tethyr, riverbridge <-- Added undead spawns.
-Riverbridge caves have been linked to the wealdath caves and vise versa
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Re: Developement Work Log (diary, what ever)

Postby LoneNurgling » Sat Sep 17, 2016 10:05 pm

-Dojo of Kara-tur, updated tiles, fixed walk-mesh issues.
-Marketgarden, Fixed walk mesh error, removed summoning items, added wp for trinkets.
-Ruined Dwarf Temple (all levels), removed party transition, turned down chanting, fixed lighting.
-Updated Firedrake Cave. Added cave doors, Connected to Cave in the firedrake coastal road area.
-Firedrake Coastal Road cave entrances fixed, Removed Giants from spawn and replaced with high level gnolls, Fixed ruin colors.

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