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Messages - Talad

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76
The Hydlaa Plaza / Re: Oh god not another "goodbye" thread...
« on: September 20, 2015, 12:50:31 pm »
Reading your message, I think getting your life in shape is extremely important, and I wish you the best.

Set a pace for the change, add some milestones with dates.

Never surrender to chase your objectives and dreams, do it for yourself, fight as a lion, slap yourself and scream "I will do it".


77
PlaneShift News and Rules / Summer update
« on: August 30, 2015, 04:46:24 am »


During summer we released a number of good updates, here is a summary. Enjoy!

Engine
  • Fixes to NPCClient to improve stability
  • Combat fixes including attack distance/timing

Rules
  • Monster stats review: we reviewed all the mobs stats to make sure their power matches the intended power scale. We found a few mobs stats were higher than intended, therefore we lowered the stats for: Tefusangling, Trepor, Trepor Warrior, Tefusang, Trepor Queen, and Marfusang.
  • Armour training: we increased the training range to improve training.
  • Four new crafts have been completed and released:
    • Brewing: You can now craft your own beverages! From beer to cider and ales to wine, select the right ingredients to match your fine meals with new kind of drinks. A dedicated crafting area has also been added to Amdeneir Tavern.
    • Jewelry Making: Yliakums smithies are now ready to teach you the fine art of Jewelry Making. Work the most precious metals and gems to create adorned wears that you will be able to enchant! The Jewels enchantment have been designed to possibly boost each skill.
    • Shield Enchanting: you can now enchant your shields. Depending on the enchantment, shields can boost one damage type (pierce, blunt or slash) but also deal damage to the attacker, if he manages to hurt you.
    • Weapon Enchanting: you can also enchant your weapons. You will be able to boost the weapons damage type (pierce, blunt, slash) and deal extra damage or special attacks.
  • The Hearty Flat Pie, recipe created by the cooking contest winner Licina, has been added to the crafting book.
  • Important Note: the smith table is no longer an auto-container. This means it needs to be activated to start the process. This change was necessary to fix a few bugs. Please note that you can use a shortcut to start the process (/use command)
  • Various bug fixes/tweaks to crafting

Settings - Quests
  • New quests have been added to support the following new crafting skills; Jewelry making, Brewing, and Enchanting weapons and shields.
  • A selection of minor bugs, mainly typos and small language adjustments have been fixed.
  • We have added a new quest feature, the 'known spell' check. This is used in some of the magic way quests.
  • A number of new settings approved guild houses have been added, these are planned to be run by players, be open all the time (after their grand opening), and will be supervised by the GMs.
  • While preparing for this update it was noticed a previously released quest (An Undead Howling) was 'inactive' this quest is now active again for players to start and/or finish.


Settings - NPCs
  • Some new NPCs have been added to support the new crafting skills.
  • Minor adjustments to knowledge areas have been made and a few more added.


Settings - Bugs fixed
  • 6810 - Fixed Ask the right question typos
  • 6811 - Fixed The Mysterious Derghir Skull inconsistencies
  • 6813 - Fixed The Arrivals Typo


Settings - Items
  • All the magic wand items have been renamed 'staff' to better represent the item they actually are.


Art
  • A minor change to the book reading window of the Legend skin.
  • New items with icons and textures for Jewelry Making.
  • New items for Brewing - Mill stone and Brewers vat.
  • New icons for fish dishes.
  • New effects and icons to support future addition of special combat moves.
  • New shields for Octarchal Guards.
  • New spell effects for creatures.
  • Changes to the sound maps for a number of the maps to adjust the sounds.

78
Wish list / Re: Autares Big Wish List
« on: July 20, 2015, 05:41:04 pm »
Hi Autare and thanks for posting ideas. As suggested you should keep one idea per thread just to simplify answer and discussion. Don't let the bad comments turn down your ideas. Also I suggest you to join our "Meet the developers" events, where you can speak with us directly.

1. Mines
We surely want more caves and more exploration, our idea is still for tribes to dig new dungeons automatically and create endless adventures for players. We will see how far we get into this.

2. Stack!
2a) This has been debated many times, back and forth. Not sure if we can agree to one version of it.
2b) I don't understand what you are referring to, can you clarify?
2c) Quality is very important for us to make crafting a valid option as a 'job' for players. If we keep the quality range too small there will be not much difference between bought items and crafted ones.

3. Storage
3a) Maybe you can store items inside guildhouse if you join a guild. Getting a house is a nice accomplishment!

4. Please not still more crafting
4a) We have separate teams for quests and crafting, so the two work in parallel (based on people availability).

5. Special Effect for Enchanting
5a) Ok, we will try to add it.

6. Chat
6a) This can be a good idea for the future.

7. Quest Notice Text/NPC Text
7a) Please let us know which ones you think should be improved.

8. Anti-Crafting-Timer
8a) We plan to add minigames to improve the crafting, and maybe some in the future can be multiplayer!

9. Furniture
9a) Usable chairs. Yes, we wanted to add this since long time. It's still on our list.

10. NPCs
10a) We want NPCs to look alive and have their own life. They will not stay in the same place forever.


79
General Discussion / Re: Rigwyn for GM
« on: May 22, 2015, 04:42:54 pm »
Another positive thread turned into a negative one. Congratulations.

80
Unreal Engine / Welcome to Unreal Engine board
« on: April 19, 2015, 07:48:42 am »
Hi,
you can use this board to post questions or comments about Unreal engine, and to show your tests or progress in development. We will post here our updates as we go!

81
Fan Art / Re: Art by Lhaa
« on: April 16, 2015, 05:17:47 pm »
The second one is truly detailed with very special atmosphere and lights. Can you ask him to draw the enki wizard robes for which we have only placeholder art?

82
PlaneShift News and Rules / Re: Lets make PlaneShift Unreal
« on: April 15, 2015, 10:53:03 am »
Hey Salamanderrake, good to see you are answering some questions on unreal, we will surely need support pretty soon!

Helios about the open source I have the same feelings as you and it's still not a decision taken, but a proof of concept we are doing to validate the feasibility. I would love to have a fully open source engine, but seems these days it's not possible as there is no valid alternative. We could develop it ourselves continuing to expand Crystal Space, but bringing forward two projects can slow down our progress a lot. At the end we are making this project for the enjoyment of the players and we should keep this objective in mind when making any choice.

Keep the discussion going, ... and we need unreal developers! ;)

83
General Discussion / Re: PlaneShift TCG
« on: April 15, 2015, 10:29:44 am »
Modified the title TGC->TCG. Great cards so far! I guess this is now becoming a contest. Can GMs define a prize?

84
General Discussion / Re: PlaneShift TGC
« on: April 14, 2015, 03:01:21 pm »
I find this really cool! Can anyone else come up with cards inspired to PS game or PS players, which are fun to read?

85
PlaneShift News and Rules / Re: Lets make PlaneShift Unreal
« on: April 13, 2015, 04:20:52 am »
Hi, and thanks for all the feedbak, here are some answers to the questions above.

1) What is the minimum requirements for each system to play using this new program (for windows, mac, Linux)?
We expect to have all options needed to run also on lower systems. Unreal has options you can tweak to lower the resolution, shaders, etc... so I don't envision problems at the moment.

2) Will we have the options to hide details like grass or shadows if we would like?
Yes, we will take care of this aspect, also Unreal has good LOD (Level of Detail) management for all assets, and we can add some options for lower level graphics.

3) Will this program allow for quicker updates in the future?
Updates will still be based on the number of developers present in the team. What I'm expecting is to find more developers thanks to the updated tools we can use to add content to the game. Will surely help the speed of additions.

4) Will this program allow us to choose a "gore level" so it will not be too bloody for younger players or people that just do not want to see that sort of thing?
Not sure where this question comes from, there is no gore in PS and I expect to keep it similar in the new engine.

5) Has openscenegraph¹, Torque3D² and GodotEngine³ been considered?
We did a detailed analysis of different engines and Unreal has come out as the best one for our needs, also including the compatibility with an open source license. Changing the engine is a MAJOR effort, and requires a very robust and widespread engine, on which we can have support from their community. At the moment we are doing a proof of concept to see how complex this porting will be.


86
PlaneShift News and Rules / Re: Lets make PlaneShift Unreal
« on: April 10, 2015, 03:31:56 pm »
I added a new picture on main site and here for the article, which is actually a picture taken from unreal engine, where we loaded hydlaa and a kran waving. It's a screenshot inside the game editor, notice the real time shadows. Graphics will anyway look much better when launched in game and with proper lighting. At the moment is blurry, not sure why.


87
PlaneShift News and Rules / Re: Lets make PlaneShift Unreal
« on: April 10, 2015, 09:18:28 am »
Let me answer to some of the questions.

CrystalSpace: the engine is not dead, and we will continue to use it for the current version of PlaneShift. But we feel CS cannot provide us the next generation of features. One of the major points we struggle with is the tools pipeline (easily importing/manipulating art). I agree it's sad CrystalSpace cannot be better than Unreal, I felt it could with more people working on it, but it's not happening.

Open Source: Unreal provides all the sources, which is amazing for such an advanced engine. Even if it's open source itself, it allows other projects like us to still publish our code with an OSI approved license (example Apache or BSD), so to me the spirit of PlaneShift doesn't change. Our objective has been always to have an open development, allowing contributions and ensure we build the game with the community. This is even more true with Unreal.

Win/Mac/Linux: The support of different platforms is way greater in Unreal than CrystalSpace. It's true Linux is not their primary goal, but I feel this is an area were the community will contribute a lot, and I'm positive it will become solid enough.

Hardware requirements: Unreal capabilities to downscale graphics are good, in developing the art , we will be conscious of keeping it reasonable.

Where to start to help: The best way is to connect to the chat channel mentioned above and discuss with me or other devs, as we are building right now a more detailed plan. In any case downloading the engine and installing it on your machine is the first step. Then follow the tutorials based on your area, art or code. Download some examples (there are plenty) and see how those are built. Some are just made of "blueprints" which are a UI-driven way of programming, and so accessible also to the less techy people.

How long it will take: My current guess is about 2 years, but I think we can speed this up a lot with additional contributors. That's why we decided to uncover our plans and ask the community to join.


88
PlaneShift News and Rules / Lets make PlaneShift Unreal
« on: April 09, 2015, 07:11:47 pm »


We would like to present you a new project we are starting, which may change our future.

During the last 15 years we have gone through some amazing technology changes and we have increased the quality of our models, nearly doubled the complexity of our characters, added bump maps to all levels, added reflections, improved NPC dumbness...ehm, I meant intelligence, created new importers for latest 3D tools, refined the UI and more. That's because we love technology and we love to make PlaneShift look as good as we can.

Since the beginning, PlaneShift has had Crystal Space as its 3D engine and they have been a great partner to bring PlaneShift to life. But this year the PS team has been considering the possibility of an alternative. We reviewed all options such as Blender engine, Ogre, Unity, and Unreal.

Unreal Engine 4 (UE4) is our choice. Just take a look at this video.

Now, don't get TOO excited. Yliakum isn't suddenly going to look like THAT. Afterall, the engine and artwork are two different things, but it gives you an idea of what's possible. It gives you a glimpse of the robust tools we'll have to work with, especially in the areas of animation, particles and effects. The entire tool chain will be greatly improved and we can have the support of a very active community with a lot of documentation and tutorials at our disposal.

This has the potential to take us to the next level, where forests are huge and mysterious, foliage is lush, shadows are dynamic and realistic, your clothes move at the rhythm of the wind, spell effects are as elaborate as magic is, where your character can make facial expressions, monsters realistically drop to the ground, objects bounce as you kick them, you can slice consumers in two pieces and see the inside, and where water looks real and you also swim in it!

So as of today, the PlaneShift team is starting a fork of the current code and we will try to port everything we have to Unreal Engine 4. This will be a long transition and it will not be easy, but aren't we the project that created a (nearly) complete MMORPG from scratch? We feel we are up for this new challenge.

To achieve this ambitious goal, we need help from our great community! If you want participate, contact us on chat, and together, let's build the best open source and free MMORPG. The more people we have working on this, even little things, the more discoveries and progress we can make.

As first demo, we are looking to port:

  • Our database plugin
  • Adding a console to the server
  • The character creation windows and logic
  • The basics of the in game UI
  • The particles we have for spells and level effects
  • Player movement

As a second demo, we would like to port:

  • Combat
  • Magic
  • Crafting
  • The rest of the UI

If any of you can focus on one piece and provide us feedback on how it's proceeding, it will improve our efforts to evaluate better how complex it will be to do the full port. We already made some tests such as importing Hydlaa and getting a Kran to appear and wave. Let's see what else we can do!

89
Wish list / Re: Remove the mechanics marriage button
« on: April 07, 2015, 06:28:08 pm »
You can easily remove the button yourself, edit planeshift\trunk\data\gui\interact.xml

and remove this part:

<widget name="ButtonMarriage" factory="pawsButton" id="1900" tooltip="Marry">
  <frame x="128" y="64" width="64" height="64" />
  <bgimage resource="ButtonMarriage" />
</widget>

You can do the same with other buttons if you want, you can also change the position and order.

Be sure to backup the file before making changes in case you edit it wrongly.

Enjoy!

90
PlaneShift News and Rules / News Updates and Upcoming Features
« on: March 30, 2015, 03:33:40 pm »


We would like to present a preview of some of the upcoming features the development team are working to introduce to the game.

A lot of work goes on behind the scenes of PlaneShift, with players often only seeing the end result. Development of any new feature can be very time consuming, so it can take a long time for players to know what the team has been working on.

The developers are always open to questions concerning the game's progression and also hold regular events where players are invited to ask questions, but we recognise that not every player can attend these events. Due to this, we'd like to give an overview of the new additions that are being worked on at the moment, and which you can look forward to seeing in the game in future updates.

Rules:

  • Brewing: The art has been submitted, the crafting data has been loaded and the brewing scripts are being tested.
  • Jewelry Making: Ordinary jewelry has been tested and enchanted jewelry is currently in testing.
  • Magic Modifiers: All craftable and lootable item modifiers are currently under review!

Settings:
  • Books: 14 new books are being worked on.
  • Crafting Quests: The quests for Brewing and Jewelry are currently being developed.
  • Magic Staff Quests: Many of you may have seen, or even have one of the rare Magic Staffs, such as those held by Ferryd and Evelyn. We are beginning the process of designing the quests which will eventually allow players to obtain these. Work is in the very early stages and a long way from being released, but it is one of the next main projects.

Engine:
  • Crafting UI: The new interface for crafting has been progressing and now correctly detects and selects books for use in the crafting process.

The Shindrok's Crater Project
  • NPCs: Ten NPCs have been created along with their descriptions. Quests for them are now being developed.
  • Getting Involved: If you're interested in contributing to the Shindrok's Crater project, please check out the project's wiki page.

News Updates
  • Regular Updates: We will now aim to provide news updates or other articles for the main page at least once every second week.

Anyone with an interest in helping out in any of these areas, or with other developments, is more than welcome to get involved.

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