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They turn against
The world we know
Now our destiny
will be decided

We have to send
our brothers in arms
With pain in our heart
We watched them go
Will they return?

Truth is we had no choice
We'll try to shield those we can
No better world
Let this end
Mothers cry
Our boys die
But we'll stand 'till the end


My favourite Within Temptation song at the moment. No other reason for posting.

Although, I really feel this needs to be the "final epic fight/last stand" theme for a film....now I just need to find the film.

(no subject)

Date: 2006-07-10 06:29 pm (UTC)
From: [identity profile] seidhepriest.livejournal.com
BTW, would you still be interested in the NWN module?

(no subject)

Date: 2006-07-10 10:24 pm (UTC)
From: (Anonymous)
Yes, in principle, assuming I can fit it in with my revision (and hopefully soon job).

(no subject)

Date: 2006-07-11 12:00 am (UTC)
From: [identity profile] seidhepriest.livejournal.com
Then show up sometime on ICQ or send a message whenever you could download it... About 300 MB for all the relevant files...

(no subject)

Date: 2006-07-11 10:24 am (UTC)
From: [identity profile] nadriel.livejournal.com
Okay, but I won't be back at my home PC for another day or so.

(no subject)

Date: 2006-07-10 10:24 pm (UTC)
From: [identity profile] nadriel.livejournal.com
The above was obviously me, forgetting that my parent's PC doesn't auto-login...

(no subject)

Date: 2006-07-11 02:01 am (UTC)
From: [identity profile] seidhepriest.livejournal.com
The size is mostly the \override directory, some music, the modified dialogue table (which would have to be translated into a custom table later - that isn't something for you to worry about though), some portraits, .hak files etc.

The module has some features working already - the BG-style magical effects - as an example, if a player equips Belm the scimitar of Speed, he gets an additional attack/round; Staff of the Magi provides the Invisibility effect when equipped, etc.; this is handled by a combination of custom spells, on-equip and module heartbeat scripts; custom henchmen system (the henchmen are level-blueprint-driven, levelling-up on party rest, they also have an innate sequencer/spell subsystem and smarter spellcasting AI supporting the new spells), some new & custom "old" spells (some classic stuff from BG series like Chromatic Orb, Miscast Magic, etc.), the True Trolls subsystem which you already saw, stores that feature renewable supplies (e. g. if a store runs out of a certain kind of items, that kind of items will be "re-stocked" within a random time frame), and some more stuff in the works (areas organised in regions with weather synchronisation, NPC "resting" and absent from their positions during certain hours - such as merchants only showing in the market during day).

Tiny Helptool

Date: 2006-07-11 02:04 am (UTC)
From: [identity profile] seidhepriest.livejournal.com
Also for testing (and with the /override dir.) would come the Tiny Helptool, a kind of universal utility for testing and "complementing" modules (ex.: a module shifts an NG druid character's alignment to "chaotic" for helping out somebody, risking the NG druid's ability to remain a druid; the Helptool can shift alignments and do a bit more on the player character and henchmen).

(no subject)

Date: 2006-07-18 08:53 am (UTC)
From: [identity profile] seidhepriest.livejournal.com
The mod will also have a rather special treatment of magic. Only characters with a full intuitive understanding will have access to magical items, although an in-party sorceress will be able to enchant items (at a later stage). There also are armour and weapon-enchanting spells (Magic domain priests also get one specific enchanting spell) that mages get at mid-to-high levels.

Thus, spellcasting classes will be able to have full access to magical weapons, whereas a plain fighter, say, would be limited completely to wield +something weapons without any very special abilities (e. g. the more powerful weapons, armour, etc. would be accessible to spellcasting classes only), unless created specifically for a fighter to wield (e. g. an item empowered with very strong magic, unlike the common magical properties which can only be understood and "bound with" by a magician). However, a mage within the party would always be able to imbue weapons and armour with special properties (and attune to the character).

Scrolls will be limited to spellcasters as well (no more fighters or rangers being able to cast "Raise Dead" or "Remove Disease" off a scroll).

The mod by itself is geared more towards magic-wielding classes (of all kinds).

Also, if it were possible, the NWN "item price" levels would be removed, with the items getting their own cost independently of the cumulative cost of effects (that'd make, say, a cursed +3 sword still be worth even a bit more than a standard +3 sword).

(no subject)

Date: 2006-07-19 09:38 am (UTC)
From: [identity profile] seidhepriest.livejournal.com
The experience reward model would be fixed - a monster, when dropping dead, would reward the killer (or the killer's PC master, in case of summoned creatures/henchmen) with a fixed amount of experience points. This way, if a summoned creature (or dominated/created creatures out of immediate party control) kills off someone, the PC gets rewarded properly. That'd allow having more than one summoned creature too (the rest out of immediate control).

SB Live SMP Fix

Date: 2006-07-12 10:14 pm (UTC)
From: [identity profile] seidhepriest.livejournal.com
It seems the SB Live isn't supported as an SMP-compatible card (bluntly put, Creative didn't include SMP support or affinity-switching in their drivers for the SB Live, even though Audigy is supported). This should also (as it seems to be more of a marketing Audigy-pushing than actual suppport issue) affect the SB Live 24.

Here's a link to a page dedicated to fixing the Live on SMP systems:

http://tibit.com/technote/sbsmp.html

(no subject)

Date: 2006-07-12 10:17 pm (UTC)
From: [identity profile] seidhepriest.livejournal.com
As a quick fix, the /INTAFFINITY switch in boot.ini might help.

http://www.sysinternals.com/Information/bootini.html

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