Author Topic: Wyvern Crown of Cormyr  (Read 5503 times)

Legacy_TimG

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Wyvern Crown of Cormyr
« Reply #60 on: October 29, 2011, 03:32:34 pm »


               Finished last night with a little variety in the final section.  All in all it was a good mod but in some spots it could be pretty aggravating. I can see where it would have been groundbreaking when it was new.  It is a shame there's no continuation of the series but I didn't find the end to be that jarring.  The final battle series was pretty tough for my character but once I got some "out of the box" thinking going I made it through okay.
               
               

               
            

Legacy_Decedion

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« Reply #61 on: November 30, 2011, 10:41:17 pm »


               Just finished Wyvern Crown. I really enjoyed it. Does anyone know if the scripts are available to that module?
               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #62 on: December 01, 2011, 04:50:27 am »


               which scripts are you thinking about?  A HUGE part of the final, 1.69 patch, was all the content from WCoC and Infinite Dungeons.  All the creatures. tilesets, placeables, and at least some of the scripts.  Mounting scripts for the horses for example and all the associated animations.

If you are looking for something specific, I MIGHT be able to find it though.  I have a slightly unfinished version of the mod, IE prior to the final release version, (one of the beta versions I was testing as a member of DLA), so I might be able to find what you are looking for.
               
               

               
            

Legacy_Decedion

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« Reply #63 on: December 02, 2011, 12:53:15 am »


               Thanks so much for your response! I'm rather new at scripting, and have looked into the other NWN campaigns toolsets to see how functions, effects, variables are used. I really liked the submerged entrance to the sahuagin area tileset, the drowning w/o the helm of water breathing script and how that works. The floating guardian swords and revolving blade in the pinnacle and how you can go one way without getting carved up. The wyverns.flying in and flying off animation.. Such a well written story with terrific dialog scripting.

I was hoping that upon completion of WCoC, I would open up my toolset and find the blueprints for that module. lol oh well...
               
               

               


                     Modifié par Decedion, 02 décembre 2011 - 01:20 .
                     
                  


            

Legacy_Bannor Bloodfist

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« Reply #64 on: December 02, 2011, 07:46:39 am »


               

Decedion wrote...

Thanks so much for your response! I'm rather new at scripting, and have looked into the other NWN campaigns toolsets to see how functions, effects, variables are used. I really liked the submerged entrance to the sahuagin area tileset, the drowning w/o the helm of water breathing script and how that works. The floating guardian swords and revolving blade in the pinnacle and how you can go one way without getting carved up. The wyverns.flying in and flying off animation.. Such a well written story with terrific dialog scripting.

I was hoping that upon completion of WCoC, I would open up my toolset and find the blueprints for that module. lol oh well...


Give me a few days to see if I can  pull those areas and scripts out for you.  Might take me a bit of time though.
               
               

               
            

Legacy_Decedion

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« Reply #65 on: December 02, 2011, 09:49:35 pm »


               Again, thanks for your response and I appreciate you looking but I sure don't want to put you to any trouble. I figured out the Wyvern take off and landing as I monkeyed with theEffectDisappearAppear function last night and wrote a few "effect' scripts.

Man I wish the team that created.WCoC would do another module for NWN. I bought the NWN2 when it came out but It just didn't compare, IMO of course, to the original. To me, the interface was so much more convenient in NWN. I think I'll try PoTSC this weekend; time and family permitting.

I just remembered, I thought the surviving henchman dragging the PC to safety was a clever on player death module script and was curious how that worked.
               
               

               


                     Modifié par Decedion, 02 décembre 2011 - 10:46 .
                     
                  


            

Legacy_BenWH

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« Reply #66 on: December 05, 2011, 10:28:52 pm »


               JP, if you can't find them I might have them all somewhere as those are mostly mine... Drop me a note if you don't find them.
               
               

               


                     Modifié par BenWH, 05 décembre 2011 - 10:29 .
                     
                  


            

Legacy_Bannor Bloodfist

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« Reply #67 on: December 05, 2011, 11:39:20 pm »


               Ben, I have not even had a chance to look for this stuff yet.  My "copy" is one of the beta mods, actually a .sav file, so it may not contain everything.  If you can look through this stuff, likely you will find it faster than I would.  It will likely be a while yet before I can even really start looking.
               
               

               
            

Legacy_Decedion

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« Reply #68 on: December 07, 2011, 02:17:23 am »


               Thank you guys for checking. I don't want to put you guys out tho...
               
               

               
            

Legacy_BenWH

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« Reply #69 on: December 21, 2011, 02:44:52 pm »


               I can't find any of my NWN stuff. Will have another look over Christmas but no promises...
               
               

               
            

Legacy_DevaWinblood

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« Reply #70 on: June 24, 2012, 04:28:26 am »


               

Bannor Bloodfist wrote...

which scripts are you thinking about?  A HUGE part of the final, 1.69 patch, was all the content from WCoC and Infinite Dungeons.  All the creatures. tilesets, placeables, and at least some of the scripts.  Mounting scripts for the horses for example and all the associated animations.

If you are looking for something specific, I MIGHT be able to find it though.  I have a slightly unfinished version of the mod, IE prior to the final release version, (one of the beta versions I was testing as a member of DLA), so I might be able to find what you are looking for.


You are correct about the creatures, tiles, placeables, etc.   I did something for 1.69 patch that I wanted to do for WCoC but, we did not have time.   In WCoC I was tweaking and rewriting parts of other people's scripts, adding my own and doing what I could to get it working.

In the 1.69 patch I rewrote the entire set of horse scripts and then some from scratch.   I didn't reference anything from the WCoC scripts when I made the 1.69 ones.   I did carry a lot of lessons we learned over from those days though.


Bannor Bloodfist - Get ahold of me.   Could possibly use your help in the future.  If you are interested.
               
               

               
            

Legacy_DevaWinblood

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« Reply #71 on: June 24, 2012, 04:36:07 am »


               

Decedion wrote...

Again, thanks for your response and I appreciate you looking but I sure don't want to put you to any trouble. I figured out the Wyvern take off and landing as I monkeyed with theEffectDisappearAppear function last night and wrote a few "effect' scripts.

Man I wish the team that created.WCoC would do another module for NWN. I bought the NWN2 when it came out but It just didn't compare, IMO of course, to the original. To me, the interface was so much more convenient in NWN. I think I'll try PoTSC this weekend; time and family permitting.

I just remembered, I thought the surviving henchman dragging the PC to safety was a clever on player death module script and was curious how that worked.


I was only involved the last 4 or so months of WCoC development.   I stuck around with the team a couple years afterwards though.

I can tell you that a lot of the people are still around and talking.

Though really putting the amount of time we did into these projects is not something you can do repeatedly without being able to justify your time.   We cannot charge for a module.   It is not permitted by the EULA.   So, myself and others on the team have been toying with making our own games.

This means we typically are starting with things less technically challenging than an RPG for our first projects.   An RPG is perhaps one of the most challenging game designs there is.   When you get down to all the nuts and bolts an RPG requires more types of systems than any other design.   Inventory Control, AI pathing, Scripted event, dialog systems, skill systems, and the list just goes on and on...

So, when we look at something like a beautiful FPS game and think it is amazing it is usually the tech behind the engine and the modeling job the artist have done which make it truly amazing.   Most FPS games have far fewer actual systems than an RPG.   Though some seem to be merging and getting some of these systems as well.

I am working with at least one DLA member on a project and if we get up to speed eventually we'll think about something RPG related.   We want to become cohesive as a team (we are much smaller than DLA) and release a few things and then we'll see if we can manage to build the systems needed for an RPG.   If we can then we'll do something.

Do I see myself or the people I am working with returning to NWN?   Not likely.   I would dabble with projects from time to time and have an almost finished project that was kind of cool but, when Bioware CD-KEY storage went down and I lost some of my family members keys to the game and could not reinstall them after reimaging their machine I figured it was time to move on for good.