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Posted: Sun Jun 29, 2008 9:46 am
by origen
I was actually aboe to run into them during my playing.

Mimic - Mangar;s Tower
Death Denizen - Nothing
Doppleganger - Catacombs, Castle
Gimp - Mangar
Lurker - Castle
Maze Dweller - Mangar
Mind Shadow - Mangar
Statue - Catacombs
Stone Elemental - Catacombs/Castle
Xorn - Kylearan, Mangar

Most of them have just basic attacks, but some (Gimps, Maze Dweller) appear in large numbers (40+)

Posted: Sun Jun 29, 2008 11:20 am
by chaney
I went to all the dungeons, and still couldn't run into them. Well, at least you have the info now. I didn't find any special attacks on the ones I found either.

Posted: Wed Jul 02, 2008 6:43 am
by jy_blaste
looks like it's really coming together. good luck with the end run. I love the idea of including all the independent mods, showing the individual efforts and hard work of all.

Posted: Thu Jul 03, 2008 4:04 am
by origen
Well, coming along nicely. I have pretty much completed adding the Tales of the North Hedge Maze/Castles into the new Wilderness. I have not had a chance to enjoy the mod yet, but the outside is huge, much larger than anything else I have in the Wilderness. For now, there will just be a demo message when you try to enter, as I haven't worked on converting anything else from the mod, but it does look great. I guess I have to go to my real job now, so I will have to pick it up later. :cry:

Posted: Thu Jul 03, 2008 5:56 am
by jy_blaste
wow, 7 am?? working all night on it? good luck getting through the day.

Posted: Thu Jul 03, 2008 12:59 pm
by origen
Not exactly an all nighter, just an early start. But it is coming along nicely. I still have to review the Tales of the North items and monsters and check for conflicts, but that will wait for another time. My main goal is to get it placed into the wilderness, which is nearly complete.

Posted: Thu Jul 03, 2008 4:26 pm
by dragonbait
origen wrote: But, if everything goes well, this should be a complete release of all previously distributed mods (assuming the original creator would like it to be), and a few new ones as well. If Xoram's Tower gets finished, I can place that as well if dragonbait would like. All I would need other than the standard mod releases, is the monster and item text files he used, as well as any custom actions, if any.
You have my permission to use my "The Basement" mod in your new mod. And if and when I finish Xoram's Tower you'd have permission to use that too. Sorry for my procrastination. I do plan on releasing it someday. But don't wait up for me.

Posted: Thu Jul 03, 2008 5:00 pm
by origen
Sounds good. Now get finishing!!!

I will admit I have never played the Basement mod (or any other mod, to be honest. The creating part gets in the way.)

I will check it out and make sure we get it added. Did it add any new items or monsters?

Posted: Thu Jul 03, 2008 5:03 pm
by dragonbait
the basement mod contains new wall sets and images, but no new monsters or items.

xoram's tower contains new wall sets, images, monsters and items.

Posted: Thu Jul 03, 2008 5:03 pm
by origen
I forgot to put my update. :roll:

I added scripts to all of the BT2 cities, but there isn't anything there to do. These are just placeholders, if you decide you want to wander around, visit the shops, play in the casino, etc. The dungeons will just give you a "demo" message, and the houses will just say that you barged into someone's house.

Next part, I am going to work on Gnav's part of the TOTE quest.

Also, you may have noticed that I haven't released any Wilderness Preview yet. I have just had a drive to do modding, I didn't want to stop to package something together. Maybe if my interest begins to wane, I will put a preview out. Let me check out the Basement, and Block off some real estate for Xoram's Tower, and maybe I will release another map pdf.

Posted: Sat Jul 05, 2008 4:35 am
by chaney
You don't seem to get up for a project, unless it is a big one. You are going full steam on this one. It has really injected some life into the forums as well.

Posted: Sun Jul 06, 2008 6:16 pm
by origen
Okay, I was out of town for a few days, so not much happened. I was able to fix the scripting issue I had earlier, so the initial meeting with Gnav is now working. Of course, the next script I programmed isn't working now, so I am working through that. This may be a case of me trying to make things too elaborate, but I think it improves the play of the game.

Anyway, I have two more wilderness scripts to finish for the TOTE (three, if you count the entrance, but that is simple), and then I will be scripting the inside of the Temple. It is already mapped out, and probably half of the inside is done anyway, so it shouldn't be too bad.

Once the TOTE is done, I will add a few scripts to the Gnome Village (still unnamed), and that would be done.

The next quest is the Leaf Note quest. Has anyone actually ready the Leaf Note before? I personally find it vague, especially considering the quest that was originally supposed to be attached.

Here is the Leaf Note text (as per DW)
Far South and far East
Seventy in the Wild
The whole of your troup
Then a quarter you stand
Then through stem and leaf
Til half that count
Devine; a quarter and one
I was wondering if someone can understand what that means, or if I have to rewrite it. The reason I know is because many years ago, I was given a preview of the quest (I was going to script it, in fact, but I never got the necessary feedback to perform the quest as described)

Unfortunately, I have lost all of those notes, but I have a vague memory of what was discussed, as well as what is possible based on our scripting limitations (like not being able to script a monster joining your party)

And, with regards to chaneys comment, I am just glad I still have the drive on this one. EVery time I sit down to work the next part, I keep making it bigger. All of a sudden, there isn't as much available real estate in the wilderness (though there is still some, so someone give it a shot) once I placed RT's and DB's placeholders. I will try to post another pdf tomorrow.

Posted: Mon Jul 07, 2008 4:04 am
by chaney
Don't make it so big it overwhelms you. There needs to be a light at the end of the tunnel, or you will become a Senrat.

Posted: Mon Jul 07, 2008 6:31 pm
by origen
Light is overrated. I did some framework for the Leaf Note quest as well. I didn't get a chance to work out the TOTE script issue, as the cpu I was working on didn't have DW installed. But I still feel it was a productive day.

As promised, here is the updated wilderness:

http://www.geocities.com/bardswhiskey/Orkney2.pdf

Let me know what you think.

Posted: Tue Jul 08, 2008 5:04 am
by chaney
Sweet!