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 Wip: Modded Realms For Traitor Soul
heron
post Dec 3 2009, 12:43 AM
Post #21


Joined: 14-September 05



QUOTE (maestro @ Dec 3 2009, 01:05 AM) *
well... I really just wanted people to go through the maze behind the inn to get to the "secret" path... surely you can understand with your hidden entrance to botb? If I take out the collision, then I'll just take out the whole maze, it would be pointless.

I'll think about it...


Is that what it was? lol ..
what if the area near the waterfall have a bit more breathing room to move around?
I get boxed in when I teleport from wof to jt.
thanks again.


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maestro
post Dec 3 2009, 09:42 PM
Post #22


Joined: 10-February 07



Do you mean the teleportstart pointer isn't working? It should put you in the town square, I must have done something wrong. Also in one of my earlier versions I had each individual bush collidable, but I later only had the walls colliadable. I just reexported the collision for my latest update of JT to be sure this was the case in the collision. Here is the latelst collision file incase the version I gave you was outdated.

Edit: you gave me an idea. see what you think of this maze & updated collision: town.scn

This post has been edited by maestro: Dec 4 2009, 01:17 AM
Attached File(s)
Attached File  town_col.zip ( 65.67K ) Number of downloads: 8
 


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heron
post Dec 4 2009, 09:06 AM
Post #23


Joined: 14-September 05



QUOTE (maestro @ Dec 4 2009, 12:42 AM) *
Do you mean the teleportstart pointer isn't working? It should put you in the town square, I must have done something wrong. Also in one of my earlier versions I had each individual bush collidable, but I later only had the walls colliadable. I just reexported the collision for my latest update of JT to be sure this was the case in the collision. Here is the latelst collision file incase the version I gave you was outdated.

Edit: you gave me an idea. see what you think of this maze & updated collision: town.scn


Now im getting a loading crash.
btw, the teleportstart only works once you create a new character (ex:temple).
all other ports will make you appear near them once arrived. (I should have been more clear about that). The only way you can decide where to appear is by controlling the town collision's center.
I normally add a cube on the other side of the map to get a center of where I want to end up.
It's strange .. LOL

This is the only JT that seemed to work for me. (sometimes I get stuck and sometimes not)
http://www.mediafire.com/file/zm52nxm2wtw/town_wof_jt.zip


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maestro
post Dec 4 2009, 10:16 AM
Post #24


Joined: 10-February 07



gah... why do you get crashes and I don't? you know in all the time playing FUR I must never have used the actual portal, I never remember being transported to the waterfall. I'll just move the realmportal point from in the waterfall to next to the waterfall. It seems I have to start testing like you are.

I don't see what is the point of the teleportstart pointer then?

This post has been edited by maestro: Dec 4 2009, 10:41 AM


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maestro
post Dec 6 2009, 12:54 AM
Post #25


Joined: 10-February 07



Ok, funny the max file wasn't, in fact, the latest one, it was missing the realmportal points. I guess the most updated version of the town got deleted, I had to add back in the portals and the tarot. Anyway, it should work now.
Town scn & col


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heron
post Dec 6 2009, 08:31 AM
Post #26


Joined: 14-September 05



still getting a loading crash.

I've dug through my files and found your japtown max that you uploaded awhile back and mess with the collision file. It's cleaned up a bit around the waterfall.

Here's the fixed JT town collision file: Attached File  jt_col.zip ( 65.79K ) Number of downloads: 7

and here's my edited JT town collision in MAX:
http://www.mediafire.com/file/3md3mujuz0y/...ion_v5fixed.zip

I will update wof with this new fix after running more test in the coming days.

- heron


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maestro
post Dec 6 2009, 12:06 PM
Post #27


Joined: 10-February 07



I have to figure out the problem on my end, because I did some MAJOR editing of the file, throw it in the viewer and have a look.

I bet I know what the problem is. You know I added people standing around town in my latest update, they are props, not actual people. So they are in the props folder. Try downloading the latest version that I have in my thread but replace the town and collision with the one I just gave you and see if that fixes it, because I can load it just fine.

This post has been edited by maestro: Dec 6 2009, 12:18 PM


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heron
post Dec 6 2009, 04:35 PM
Post #28


Joined: 14-September 05



QUOTE (maestro @ Dec 6 2009, 03:06 PM) *
I have to figure out the problem on my end, because I did some MAJOR editing of the file, throw it in the viewer and have a look.

I bet I know what the problem is. You know I added people standing around town in my latest update, they are props, not actual people. So they are in the props folder. Try downloading the latest version that I have in my thread but replace the town and collision with the one I just gave you and see if that fixes it, because I can load it just fine.


Thanks, I will check them out later.


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maestro
post Dec 7 2009, 10:04 AM
Post #29


Joined: 10-February 07



QUOTE (heron @ Dec 7 2009, 12:35 AM) *
Thanks, I will check them out later.

gah...you'll check them out AFTER releasing your newest WoF...


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heron
post Dec 7 2009, 02:47 PM
Post #30


Joined: 14-September 05



QUOTE (maestro @ Dec 7 2009, 01:04 PM) *
gah...you'll check them out AFTER releasing your newest WoF...


have you added anything new? I just tweaked the col file that was giving me problems around the waterfall. JT vanilla is still intact so no worries.


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heron
post Dec 10 2009, 08:58 PM
Post #31


Joined: 14-September 05



GREAT NEWS for modded realms!!!

It seems the normal code for hero statues only crippled the Grove realm. (maybe it had to do with the typhon item internal bug?) I will try to change the Grove id from 0 to something else and see if that will bypass the bug, wish me luck!
The rest of the realm should work 100% with the normal code below;

[QUEST]
<ID>:0
<TITLE>:Realm Boss
<REQUIRED>:1
<TYPE>:REALMBOSS
<MINLEVEL>:0
<DEPTH>:40
[/QUEST]

Cheers!

I will release a new version of WOF soon with this revision.

- Heron


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magmon
post Dec 10 2009, 09:18 PM
Post #32


Joined: 2-January 08



QUOTE (heron @ Dec 11 2009, 04:58 AM) *
GREAT NEWS for modded realms!!!

It seems the normal code for hero statues only crippled the Grove realm. (maybe it had to do with the typhon item internal bug?) I will try to change the Grove id from 0 to something else and see if that will bypass the bug, wish me luck!
The rest of the realm should work 100% with the normal code below;

[QUEST]
<ID>:0
<TITLE>:Realm Boss
<REQUIRED>:1
<TYPE>:REALMBOSS
<MINLEVEL>:0
<DEPTH>:40
[/QUEST]

Cheers!

I will release a new version of WOF soon with this revision.

- Heron


Sounds like a great undertaking lol. If only I had the new fate...


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maestro
post Dec 10 2009, 09:28 PM
Post #33


Joined: 10-February 07



great find heron!

we'll have to talk about JT, I've made a waypoint realm between JT & NT with statues and questgivers, so that NT could get some notice. Now if only it would load, lol...


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heron
post Dec 10 2009, 09:36 PM
Post #34


Joined: 14-September 05



QUOTE (maestro @ Dec 11 2009, 12:28 AM) *
great find heron!

we'll have to talk about JT, I've made a waypoint realm between JT & NT with statues and questgivers, so that NT could get some notice. Now if only it would load, lol...


sure thing! Also, Grove is finally fixed! the hero statue and sense of dread is now 100%!
all I had to do was give it another realm id .. who knew!!?!

I need to revised my gold edition mod and WOF soon before I forget, lol.



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