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Messages - Venalan

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61
Unreal Engine / Re: Screen shots
« on: January 27, 2017, 05:27:39 am »
Stop focusing on the lighting so much! Or....... ELSE!

62
Unreal Engine / Re: Screen shots
« on: January 27, 2017, 04:54:56 am »
The ambient light shown in the pictures is not a representation of what the game will look like. It's me turn off all the light to see the extent of the lighting influence from the effects... And to take some cool pics.

63
Unreal Engine / Screen shots
« on: January 26, 2017, 05:14:46 pm »
Some things I've been working on for you to check out.

Some lighting effects.




And a new wall so you can see over the plaza from the platform with the tavern.


64
Unreal Engine / Re: Update 21/01/2017
« on: January 22, 2017, 05:13:58 pm »
The brightness will be adjusted once the sky map has been looked at, seems to just be using very bright default editor supplied art atm.

65
Unreal Engine / Update 21/01/2017
« on: January 21, 2017, 03:01:47 pm »
Hey all, so I'm taking the oppertunity to give a little update to the things that are being done within the development team regarding the port to UE4.

After the CrystalHunt game most comments made were regarding the material textures and the fact they were all very shiny. This was just due to the settings for the art in Hydlaa, we have now been over almost all of it and fixed that specific problem and we have also added in normal maps to most of the city. The resutls can be seen here.

Test addition of normal maps

ravna has also built the base functionality for communication between the client and server and together with Talad they are now trying to build a limited demo which will allow logging in, running about, and chatting between players in the cities we currently have in PS.

We have no ETA for this yet but we will keep you all updated as we get closer.


66
Wish list / Re: Skill raising quest for Repairing
« on: January 12, 2017, 05:30:57 am »
In fact, if there are lots of players hoping something like this would be added to the game then why don't a few of you get together and design one yourself? It could be the first community written quest submitted to PS under a public license.

Quest making information and real world examples.

License announcement.



67
Wish list / Re: Skill raising quest for Repairing
« on: January 12, 2017, 04:52:41 am »
Or... Someone could use their imagination and write a repeatable quest that doesn't involve getting the players to repair anything but results in them being awarded repair skill.

68
PlaneShift News and Rules / Re: Size, Race, Name, and Gender changes
« on: January 10, 2017, 05:14:10 am »
The two different policies are not inherently linked. You can be made smaller with no other changes, as we have already done to people who have requested it. You can have a name change with no other changes, but, the other changes like race or base traits must be accompanied with a name change.

The reason size changes are part of policy 2 is to allow players to make a small character (child or otherwise), and, remove a size change from a small non-child character which is not done as part of policy 1 when they 'reset' their character.

69
PlaneShift News and Rules / Re: An Unreal Arcade
« on: January 07, 2017, 03:54:31 pm »
hello
can i sugest the team to make a youtube video of this little game whit "planeshift " and "unreal engine" in the title ? whit link and more for let the world know the progress of the work ? ( and let ,me and the other peoples who cant open it to see what it is ? (i think unreal engine dont like window 7 ) )
and perhaps lure more dev on the project ?

This was always planned hulla, I just hadn't had time to do it until now.

https://www.youtube.com/user/PlaneShiftOfficial/featured

71
Development Team Blog / Trial Changes to Settings Contribution Licensing
« on: January 01, 2017, 06:16:54 pm »
Hello all,

I've been trying to write this post for a few months, and have decided to just write a short one announcing this seeing as we decided this last year.... (NEW YEAR JOKE!!!)

Over the years there have been periodic comments that the licence we have been using has been seen as over restrictive and has put many people off contributing. From my experience in settings I can only remember 1 person asking about it and pulling out, and 1 just not liking it.

Never the less I brough up relaxing the contribution rules for the Settings department, as this is the one I have the most influence in. The devs, having chatted about it, have decided, on a trial bases just to see how well it works, to allow work to be submitted to PlaneShift under a public GNU licensing.

So how does this change things?

Well for making quests there are two main differences,

  • When a quest is added to PlaneShift under this licence a note will be added in the quest header (like the one below for code) declaring the quest to be in the public domain.


    /** @file scripting.cpp
     */

    /*
     * scripting.cpp - by Kenneth Graunke <email here>
     *
     * Copyright (C) 2009 Atomic Blue (info@planeshift.it, http://www.atomicblue.org)
     *
     *
     * This program is free software; you can redistribute it and/or
     * modify it under the terms of the GNU General Public License
     * as published by the Free Software Foundation (version 2 of the License)
     * This program is distributed in the hope that it will be useful,
     * but WITHOUT ANY WARRANTY; without even the implied warranty of
     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     * GNU General Public License for more details.
     * You should have received a copy of the GNU General Public License
     * along with this program; if not, write to the Free Software
     * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
     *
     */
  • People will be able to write quests freely and submit them to a dev like myself w/e they want.

Now, all quests submitted to PlaneShift under this license will still have to be approved before adding in game exactly like quests now so that won't change.

Another downside I see with this work is that it would mean that players could read these new quests before they are added in game, make a choice about what path they want to take, and take it with no chance or being surprised or annoyed with the choices they made. Due to this I would ask anyone intersted in making quests under this new policy to keep somewhat secret until a month or two after they are added in game so that current players can do the quest without the chance of reading it before hand.

But on a brighter side, making these quests eventually public will allow us to build repositories of quests which can be used as examples and bases for new quests which groups of people can all work on .

This new licence not apply to any quests already in game, nor to ones that people like me write and add as I quite like keeping quests secret and allowing players to experience them as they go.

This being already decided was in part why I have started building lots of base example for players, like here, Quest making information and real world examples

So really, questions? comments?

Venalan


72
General Discussion / Re: What it tends to look like when GMs converse...
« on: January 01, 2017, 04:11:30 pm »
And lots of pillows and cushions.

73
In-Game Roleplay Events / Re: {Completed and Ongoing} The Atypical Animal
« on: January 01, 2017, 11:30:26 am »
Well I'm glad the tub and effects have come in useful.

74
General Discussion / Re: HAPPY 2017!!!!!!!!!
« on: December 31, 2016, 02:54:32 pm »
A personal thanks also goes from me to the rest of the developers who have worked with me this year on PlaneShift. Development really has become more of a team effort than ever before and I'm thankful, though small we are, that we can work together so well.

 :thumbup: \\o// :thumbup:

75
General Discussion / HAPPY 2017!!!!!!!!!
« on: December 31, 2016, 02:52:20 pm »
As 2016 comes to an end and we welcome in 2017, we in the PlaneShift Development team would like to thank everyone who has had a part in making PlaneShift what it has been this year.

First, this means you, the players. We are thankful that you all still like PlaneShift enough to play, as without you logging in there would be no point in making this game. We are also thankful for all the effort many of you take in reporting bugs to us, no matter how small, it has really helped over the years.

We would like to give special thanks to the players who have taken the effort and put aside the time to make content for PlaneShift this year, be they bosses or NPCs, quests, and more recently art. Every little bit that is contributed to PlaneShift makes this game that little bit greater, we all appreciate it.

A big thanks also goes out to all the Game Masters who put in as much time as they can to run events and the In-Game world.

And finailly, a big thanks to our server hosters http://www.teamix.de/ for freely donating server capacity to run PlaneShift on.

And to end with.... HAPPY NEW YEAR!!!

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