Update

General forum for server information, questions, and announcements.

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ayergo
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Re: Update

Post by ayergo »

w00t!

I'll be on after work ~5:30ish my time.
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HEEGZ
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Re: Update

Post by HEEGZ »

Ayergo, does this mean we'll go Live as soon as portaling is tested and working? Not sure how much we want to add in before going Live, or if we will just add as we go? I'm fine either way really.

Also, if you are interested in DMing on BG, please chat with Ayergo or myself as we are very low on DMs at the present time.
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ayergo
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Re: Update

Post by ayergo »

We've got enough to go live with, and i think if we dont go live soon i'm going to have folks showing up with pitchforks and torches at my house. : P

Yup, we get it all working to Acadius' tech satisfaction, we roll and pick up DMs as we can.
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
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AcadiusLost
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Re: Update

Post by AcadiusLost »

Last night we got BG onto the shared beta character vault, so that's part of the way there; just the portalling scripts left. Didn't get the remaining hurdles cleared on those last night; but will try again tonight.
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ayergo
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Re: Update

Post by ayergo »

Got all the haks updated as well and got it recompiled. If folks could log in and make sure everything didn't break it would be grand.
There's a place I like to hide
A doorway that I run through in the night
Relax child, you were there
But only didn't realize and you were scared
It's a place where you will learn
To face your fears, retrace the years
And ride the whims of your mind
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AcadiusLost
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Re: Update

Post by AcadiusLost »

Reminders to myself to erf up:

TKL performer serverside scripts, and template instruments

PrC validation wand and activation script

Returns Bins blueprints and scripts (trigger and placeable)

Server Portal example blueprint

Portalling convo scripts


Other things to check:
-PC tools gui script update
-DMFI Langexe script update
-alfa_acr01.tlk spare copy updated
-abr_openstore / abr_closestore scripts imported to all merchants

Will edit in more as I think of it.
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Re: Update

Post by HEEGZ »

[deleted - see below]
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AcadiusLost
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Re: Update

Post by AcadiusLost »

Umm, no; don't import those! You should have more recent versions of those resources already in the BG module.

The March 2007 date on there ought to be a good indication that those are more than a bit dated.

*reminds himself to investigate Administrator options on sourceforge to clean up the listings*

But yeah, you don't want those. Don't import them!

[edit: worked out how to hide those as downloads so no one else is mislead into thinking they are updated content for now. I'll open access back up once they're repackaged for public release.]
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Re: Update

Post by HEEGZ »

Well crap. I was informed by three separate people on IRC to import those .erfs so that I wouldn't be missing out on placeables etc. when I start to build for BG this weekend. I've pretty much spent the last week trying to figure out what files, if any, needed to be added to my module besides the ALFA haks. Unfortunately, there seems to be no single source to go to that explains how to build for ALFA. I've spent around 5-10 trying to prepare for building and thought I had it all set up after importing these files last night.

I don't expect anyone to hand hold me through the process, but this is a bit frustrating. I consider myself above average with technology, and this has been an exercise in frustration.
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AcadiusLost
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Re: Update

Post by AcadiusLost »

You were on the right track with the downloads from Aelred's list, those are the packs of custom-appearance placeables that fit our haks. I'm not sure where you got into the old ABR sourceforge stuff; those never really got off the ground at all. Sourceforge is still being actively used for ACR script version control, but not much else at the moment. With the move into a multi-server environment, there may be more call for an update to the "Releases" there.

Remember, you don't need every placeable erf to build with custom content (we haven't even made blueprints for every possible placeable model yet in some cases).

For BG-type toolsetting, I'd recommend:
http://download.alandfaraway.org/downlo ... ridges.rar
http://download.alandfaraway.org/downlo ... ridges.erf (arched bridges)
http://download.alandfaraway.org/downlo ... houses.erf (more rural house placeables)
http://download.alandfaraway.org/downlo ... ywalls.erf (alternate city walls / ramparts)
http://download.alandfaraway.org/downlo ... ywalls.rar (more walls)
http://download.alandfaraway.org/downlo ... nposts.erf (plain wooden signpost pieces)
http://download.alandfaraway.org/downlo ... dglass.rar (Faerun stained glass)

The builder constuction kits:
http://download.alandfaraway.org/downlo ... prints.rar
http://download.alandfaraway.org/downlo ... prints.rar
http://download.alandfaraway.org/downlo ... prints.rar

http://download.alandfaraway.org/downlo ... sewers.erf
http://download.alandfaraway.org/downlo ... lsdoor.erf
http://download.alandfaraway.org/downlo ... sewers.erf (Deep Halls and Deep Sewers placeables/doors)

That should be more than enough to play with for time being. Use right-click "Save As..." to get the .erf files as .erf's if they start to download as junk from those links.

(apologies for the diversion, but seemed like there was some new-builder stress to be addressed there)
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Re: Update

Post by HEEGZ »

AcadiusLost wrote:(apologies for the diversion, but seemed like there was some new-builder stress to be addressed there)
I'm just upset that after triple-checking all my facts that I still got it wrong. I'm going to either rebuild my basemod with just the 8 haks, or else add the erfs you've linked above, until a more up to date basemod is available. The toolset is actually much more stable now that I've switched to directory mode. Just going to have to rebuild my mod from scratch without all the stuff I've imported. Thanks for the explanation and links.
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Re: Update

Post by HEEGZ »

Image
Please replace the circled house(s) above with the "Warehouse" from the toolset. It's a pretty light colored building with a larger than normal main entrance and a little hitching post by the doorway. You might need to make a slight touch up to the textures underneath the existing houses, but perhaps not. As far as placement goes, you can put the back of the warehouse against the exterior wall on the right side of the map. This puts the entrance facing left, directly into the town. Feel free to throw some horses and wagons outside the building, maybe a feeding trough. Just a few things to make it look more like an active merchant place.

Once I know this change is made I'll toolset the interior. Expect it will take me about 2-3 hours or so.

done, please send interior asap
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Re: Update

Post by HEEGZ »

Image
Please add some horses and wagons around the outside of this building as well. Both the Merchants League (comment above) and this Iron Throne building just need some ambiance to help sell their function in the area.
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Re: Update

Post by HEEGZ »

Please add a variety of Flaming Fist guards to the following locations:

:arrow: Flaming Fist HQ. 2-4 outside. Maybe half a dozen inside?
:arrow: One outside harbormaster office.
:arrow: 2-4 Inside each gate. 2-4 outside each gate. Whatever your preference is.
:arrow: 2 outside the palace.

I'd like to have roughly a half dozen spawned into each area of BG. This makes it easier to quickly grab the LAW when someone steps out of line. Takes too long to spawn them in, and I don't like to pause the whole server just so I can spawn some dudes.
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Rotku
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Re: Update

Post by Rotku »

You can add spawns to your quickslots, HEEGZ. Saves a lot of time if there are common ones you use (eg. Grog on TPI)
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