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Tales Of Moonsea Forum
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General Category
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Developer Updates
|Topic:
ToM Module Updates
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Topic: ToM Module Updates (Read 28791 times)
88fingerslouie
ToM DM
Councilor
Posts: 3299
ToM Module Updates
«
on:
October 04, 2007, 01:22:05 AM »
Hopefully we can start posting here some of the content and modifications we make to the module so you guys know when something has been fixed or added:
I just put a new module up. It's version 1_5_24. You shouldn't need a new .pwc file from the previous module.
Here are some of the fixes, and things to test:
**Various fixes to plagued mines quest.
I added a second entrance to this quest next to the first. Here's what needs testing: Test the first entrance right in front of the cave to see if it allows entry without the quest. Also test the second transition outside the cave but a little further out to see if it works at all, and if so, if it allows entry without the quest.
**Added a store to Dunwar Stoneedge
**Added a store to Temple of Tempus
**Fixed south exit of Dunwar Stoneedge's shop
**Gave right torch item to merchant in starting area.
Test to see if this torch actually gives off light.
**Fixed spelling areas of Old City transitions from the harbor, and added map pins
**Fixed various conversations that were cinematic style
**Fixed various typos and mistakes in area display names, map pins, and signs
«
Last Edit: October 06, 2008, 07:28:15 PM by ComfortablyNumb
»
Logged
"Some men, you just can't reach."
88fingerslouie
ToM DM
Councilor
Posts: 3299
Re: ToM Module Updates
«
Reply #1 on:
October 17, 2007, 03:12:40 AM »
Version 1_5_26 is up. Grab the new .pwc
Additions:
**New ocean cave area (Numb's work). It's not connected yet via transitions, but expect those to go in soon.
Bug fixes:
**Mortimer Firebelly now has a store that should be accessible in the Cracked Crown. Also, a bug that caused the conversation to end has been fixed.
**Fixed floating tree in Kovel Quarter
**Added music and ambient sounds to the Western Ruins area
**Removed weapons from weapon racks in Temple of Tempus
**Coburn's grocery should now sell more than just one of each item.
Quest fixes:
**Attempted to fix transition into Plagued Mines quest. Transition needs testing to see if 1) it works, and 2) it restricts entry to players who have the quest.
Logged
"Some men, you just can't reach."
88fingerslouie
ToM DM
Councilor
Posts: 3299
Re: ToM Module Updates
«
Reply #2 on:
October 18, 2007, 02:26:35 AM »
Version 1_5_27 is up. Don't need a new .pwc.
Changes:
**Renamed transition to plagued mines
**Fooled around with Serin's conversation, hoping to streamline it and make it work for the quest properly. Needs testing
**Fixed a couple typos in the plagued_mines area.
Logged
"Some men, you just can't reach."
88fingerslouie
ToM DM
Councilor
Posts: 3299
Re: ToM Module Updates
«
Reply #3 on:
October 18, 2007, 10:42:43 PM »
Version 1_5_28. Need a new .pwc.
Fixed entrance to plagued mines quest to prevent players from accessing area without the quest. Needs testing to make sure it works once players have the quest.
Logged
"Some men, you just can't reach."
88fingerslouie
ToM DM
Councilor
Posts: 3299
Re: ToM Module Updates
«
Reply #4 on:
October 22, 2007, 07:49:34 PM »
Quote from: Agrafes
Version 1_5_29
- switch to MotB
- logging enabled again
- logging/debugging added to many functions
- added the Deep Sewers and Deep Hall HAKs
- resting limits should now work (untested)
- DM raises now cost no XP or componentns
- guard badge was missing
- lots and lots of stuff only the DMs need to know about
Logged
"Some men, you just can't reach."
CognitiveChaos
Aporkalypse Survivor.
ToM DM
Councilor
Posts: 3217
Re: ToM Module Updates
«
Reply #5 on:
October 23, 2007, 05:25:16 PM »
Looks like we missed one (my bad). New version is 1_5_31 with new .pwc
~ renamed chairs and desks in City Hall and Raegers House.
~ removed floating candle in Harbor District
~ removed inventories and magic items from the Sword and Serpent
~ added Boradak and Sot to the Laughing Goblin
~ added a store for Sot to sell food and drink
~ fixed laughing goblin transitions
~ Added Ralik and Samun to the Bane Shrine [Note: their conversations are not completely finished. This will only affect you if your deity is Bane.]
~ renamed the northern Harbor District map pins "To Old City"
Logged
Bah! My ARSE is up to date! ~ Agrafes
my character = squishy ~ Pax_Imperial
CognitiveChaos
Aporkalypse Survivor.
ToM DM
Councilor
Posts: 3217
Re: ToM Module Updates
«
Reply #6 on:
October 24, 2007, 01:47:44 PM »
Version 1_5_32 is uploaded with new .pwc
Bug fixes:
~transitions in Raegers House should all work now
~fixed Raegers jail cell doors
~conversation to set your spawn point in The Cracked Crown now checks your gold and takes the appropriate gold when you say yes
Additions:
~added Banite Guards for Samun and Ralik
Logged
Bah! My ARSE is up to date! ~ Agrafes
my character = squishy ~ Pax_Imperial
CognitiveChaos
Aporkalypse Survivor.
ToM DM
Councilor
Posts: 3217
Re: ToM Module Updates
«
Reply #7 on:
October 25, 2007, 12:30:20 PM »
Version 1_5_32 uploaded with new .pwc
Fixed:
~The two barrels in the Sword and Serpent that could be highlighted but not used now work correctly.
~Last double door in Raegers jail located and removed.
~Sot's store in the Laughing Goblin is a little more reasonable.
~Renamed the odd bookcase in Raegers.
~Fixed the area where you could walk on air.
~Added inn scripts to Boradaks conversation so you should be able to rest in the Laughing Goblin.
~Rebuilt Raegers bath. Ran into another engine problem with stairs, so baths are accessed by passing through a wall section. I'll work on this after some of the more important bugs are resolved.
Logged
Bah! My ARSE is up to date! ~ Agrafes
my character = squishy ~ Pax_Imperial
88fingerslouie
ToM DM
Councilor
Posts: 3299
Re: ToM Module Updates
«
Reply #8 on:
October 25, 2007, 10:06:54 PM »
Version 1_5_35. Need new .pwc
Added:
Sign to denote Serin's Mines. (Probably should add a map pin next time I get the module)
Samon's Ring Quest
Quest giver found just south of gate to river district in Old City.
**Please test both quest options, and quest repeatability, especially that the item needed to end the quest respawns when the second person does the quest.
«
Last Edit: October 25, 2007, 10:08:01 PM by 88fingerslouie
»
Logged
"Some men, you just can't reach."
88fingerslouie
ToM DM
Councilor
Posts: 3299
Re: ToM Module Updates
«
Reply #9 on:
October 26, 2007, 08:12:53 PM »
Version 1_5_36. No new pwc
Changes:
Fixed the display name of the Samon's Ring quest area
Fixed transition name of said quest area
Fixed problem (hopefully) causing containers not to appear in quest area.
Fixed bad loop in Samon's conversation that allowed players to take quest while it was already running for another player.
Added a map pin to Midden Heap area to denote location of Serin's Mines.
Logged
"Some men, you just can't reach."
Numb
Crazy Diamond
ToM DM
Councilor
Posts: 5023
Re: ToM Module Updates
«
Reply #10 on:
October 28, 2007, 12:49:07 AM »
ToM_1_5_37 uploaded. New .pwc file added.
Added: Midden Heap Cave and Ocean Cave with transitions
Added: Various NPCs
Added: Re-vamped Sword and Serpent Basement and Ground Floor.
Added: New Sword and Serpent sign!
Added: Fixed conversation loops on Training Hall and Plagued Mines quest to keep players from accepting quest when another party already has it active (EE)
(Cheers EE
)
«
Last Edit: October 28, 2007, 01:01:22 AM by ComfortablyNumb
»
Logged
Amused To Death
88fingerslouie
ToM DM
Councilor
Posts: 3299
Re: ToM Module Updates
«
Reply #11 on:
October 29, 2007, 04:50:28 PM »
Version 1_5_38 is now running. No new pwc.
**Changed Samon's Ring convo to check for ring upon returning, not quest state
**Hopefullly fixed problem where people can't get back in to quest area after dying on training hall, plagued mines, samon's ring quests
**Changed Training Hall Quest to require player be level 2
**Fixed broken transitions on Toy Soldiers.
Logged
"Some men, you just can't reach."
CognitiveChaos
Aporkalypse Survivor.
ToM DM
Councilor
Posts: 3217
Re: ToM Module Updates
«
Reply #12 on:
October 29, 2007, 06:47:14 PM »
Many small fixes in v1_5_39. All conversations should now be NWN1 style - no cinematics. Also, Samun (Banite Shrine) convo is finished.
For DMs, there is a toggle that needs checked over
Logged
Bah! My ARSE is up to date! ~ Agrafes
my character = squishy ~ Pax_Imperial
Sceer
Wikiman
ToM DM
Councilor
Posts: 6035
Re: ToM Module Updates
«
Reply #13 on:
October 31, 2007, 10:49:16 AM »
Module Notes [October 30,2007]
-Incorporated custom hakpack (ToM_Custom.hak)
This hak installs
DMFI Tools (v1.04)
ToM_Custom.hak hakpack
This includes
Heed's Boardable Ships
related Iconos Comida Icons
RWS DeepEnvironments Tileset
ToM Interior Ship tileset
ToM Walkable Ship
& various custom placeables
-Added new starting area
-Tweaked Old City
-Optimized Harbor District further.
Logged
88fingerslouie
ToM DM
Councilor
Posts: 3299
Re: ToM Module Updates
«
Reply #14 on:
November 01, 2007, 09:42:25 PM »
New version: 1_5_42. Need new .pwc.
Fixes
**Reintroduced North Road Area and made sure it was hooked up properly. This should fix numerous quests.
**Fixed City Hall to Old City transitions
Please check these. They were totally jacked up, but I think I got them.
**Fixed bug causing duplicate rings to appear on Samon Ring quest
**Fixed broken transitions to Laughing Goblin in
**Added some scripts that should fix numerous things, including stores.
Please test stores and post which don't work in bug reports.
Logged
"Some men, you just can't reach."
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