Author Topic: Updating The Regional Module System  (Read 410 times)

Legacy_Miscr3ant

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Updating The Regional Module System
« on: January 27, 2016, 03:24:16 am »


               

Based on my desire to include this in a module I am starting on, a friend and I (well, my friend really...my scripting is remedial at best '<img'> ) are going to be updating the Regional Module System as written by Rolo Kipp for the Custom Content Challenge 2012 Nov - Sea, Air & Land Travel.


 


Since Rolo himself in the forward for his work wrote...


 


"Caveat emptor: This is a proof of concept and still rather rough. There are all kinds of improvements to be made and I’m quite happy to have other people improve on my ideas."


 


...we are taking him at his word.  '<img'>  This is a wonderful system I saw in use on a PW, and have always been amazed by how such a brilliant concept adds such depth and breadth to a landscape by reusing simple areas.  '<img'>  For our timelines, we have no push to make this happen soon (as I am just in the beginning stages of module writing), but once completed the work of course will be posted it for the community to use, with all the appropriate credits.


 


I've said before that no one creates in a vacuum, but that all of us help the next one just a bit further along.  Here's hoping we can give someone a boost.



               
               

               
            

Legacy_Miscr3ant

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Updating The Regional Module System
« Reply #1 on: January 27, 2016, 03:31:07 am »


               

Some ideas we are bandying about...


 


a)  Forced or random area orientation (default 0) - Forced (i.e. as designed).  This is to avoid too much visual repetition.  Care needs to be taken that triggers maintain their appropriate Cardinal orientation.  Specific road or river travel directions will be handled by merely creating 2 types of each direction of travel.  (North to South, North to West, North to East, etc)

'B)'  Text message on transition trigger (default 0) - no text.  Explaining why a PC may or may not move helps add to the setting.  ("The Misty Mountains rise above you, and you shall not pass!")

c)  Start movie on transition (default 0) - no movie.  I see a need for being able to start a movie or perhaps a cutscene when transitioning into the next area.



               
               

               
            

Legacy_Tarot Redhand

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Updating The Regional Module System
« Reply #2 on: January 27, 2016, 12:52:44 pm »


               

Re section c above. As far as I was aware you can only have a movie at the start or the end of a module, the rest being handled by cut-scenes alone. If I am wrong and you have found a way around this restriction I salute you.


 


TR



               
               

               
            

Legacy_Miscr3ant

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Updating The Regional Module System
« Reply #3 on: January 27, 2016, 02:38:15 pm »


               

Ahh, good to know, cutscene it will be then, thank you. '<img'>



               
               

               
            

Legacy_kamal_

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Updating The Regional Module System
« Reply #4 on: January 27, 2016, 03:22:40 pm »


               

Lance Botelle figured out how to do ingame .bik movies in nwn2, which had previously been considered impossible. Perhaps the code could be backported?


http://forum.bioware...-game-achieved/



               
               

               
            

Legacy_CaveGnome

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Updating The Regional Module System
« Reply #5 on: January 27, 2016, 09:08:37 pm »


               Hmm... Interesting. There is already a way to script launch a special movie in Nwn: the "end movie"... Maybe this is hint, custom in game movie could be achieved.
               
               

               
            

Legacy_Tchos

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Updating The Regional Module System
« Reply #6 on: January 27, 2016, 09:28:33 pm »


               


Lance Botelle figured out how to do ingame .bik movies in nwn2, which had previously been considered impossible. Perhaps the code could be backported?


http://forum.bioware...-game-achieved/




 


Not as-is, since this method relies on custom UI elements in XML.  NWN1 does not support that kind of UI modification.



               
               

               
            

Legacy_WhiZard

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Updating The Regional Module System
« Reply #7 on: January 28, 2016, 11:18:31 pm »


               

Still, you could do this if you have a "hub and spokes" module system.  That is separate modules are done by location, rather than in progression in the plot, and the character would travel from module to module when traveling.  I have seen one of these on the vault that was fairly well done.



               
               

               
            

Legacy_Miscr3ant

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Updating The Regional Module System
« Reply #8 on: January 30, 2016, 02:47:53 pm »


               

A nice concept, and certainly doable...something to keep in mind.  Thanks for the idea. '<img'>