Author Topic: Looking for help building a module  (Read 716 times)

Legacy_Guest_NWN Dragon-Blade_*

  • Jr. Member
  • **
  • Posts: 92
  • Karma: +0/-0
Looking for help building a module
« on: December 10, 2010, 09:48:13 pm »


               If anyone would like to help me build my module please dont hesitate '<img'>!

Im looking to build a RP server basically like Arelith. I'm currently using the same resource and trade skills engine that Arelith uses its like Gigscatchen or somthin '<img'>, anyways would anyone like to help me with it? I'm not sure how It would work out if had like a scripter and area person because when they both use the toolset and stuff they have seperate copies of the mod, then when they are done how would I get the scripts and areas together?Would exporting the areas and scripts work?
               
               

               
            

Legacy_Omega27

  • Sr. Member
  • ****
  • Posts: 255
  • Karma: +0/-0
Looking for help building a module
« Reply #1 on: January 05, 2011, 05:01:15 am »


               Hey  Dragon, i believe i can be of help as your area builder if you work with me im currently solo-building my own module ill have a demo up with in two  days of this posting. Also working with custom music sets as well as transition art..

If you would be interested in helping me out as well that would be nice.

-Hope to hear from you soon.
               
               

               
            

Legacy_Greyfort

  • Sr. Member
  • ****
  • Posts: 442
  • Karma: +0/-0
Looking for help building a module
« Reply #2 on: January 05, 2011, 05:47:40 am »


               To answer your question about scripting/area:

1) scripter can work on scripts for anything the delima for you is putting the scripts in the correct place...

2)area builder can work on areas for anything but if they need scripts they are in trouble...

best way for those working across the web is when one needs something from the other ie area builder needs script for a portal to apear and trans port them to another area.  The area programer needs to have the areas made erf them and send them to scripter.  scripter puts scripts in makes sure they work erfs scripts and areas and sends them back for area builder to flesh out.

if area builder needs more script they erf areas to scripter repeat above.

If you and your scripter and area builder are all script savy then it should not be a issue, other wise the above method will garontee a good area Generally scripters are toolset/area savy, not all area toolset/builders are script savy.  But scripting is something that can be learned with practice and patience.

If you need help with anything let me know.
               
               

               


                     Modifié par Greyfort, 05 janvier 2011 - 05:48 .
                     
                  


            

Baaleos

  • Administrator
  • Hero Member
  • *****
  • Posts: 1916
  • Karma: +0/-0
Looking for help building a module
« Reply #3 on: January 06, 2011, 11:23:07 am »


               Note -

I myself, being the less trusting sort of person, wouldnt share the production copy of your module with anyone.



in my head at least, it produces security risks if you let everyone see everything in the module.

Staff come and go, you the project owner, are the only one who will likely remain static and present throughout your projects lifecycle. Trust only yourself.



Ideally, you would be the server host, so you assemble the module.



Area Designers erf their areas, you import, and voila content added.



That being said.



Make sure your area designers are using proper naming conventions for the areas, otherwise when they get imported, they will fail to import if the resref of the area exists already.





Further to ideas of how to make a Module Design Team work - SVN is invaluable.

Version Control, backups etc, and the ability to colaberate without one person messing something up, and blaming it on another is brilliant.