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Messages - Venalan

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1
That's the one.

Yesterday I finished a pass of all the mines, some others are caves/mines most are just on the surface. But it should now be much more ovbious when you come across one.

2
Its one of many new set ups for mining in PSUnreal. I hope they should all be in the next alpha update for testers.

4
PlaneShift News and Rules / Re: PlaneShift Unreal Alpha Release
« on: May 28, 2020, 02:40:26 pm »
For an update, Talad quickly released a patch for 0.7.1. He has recently also released V0.7.3 which contains a series of serious bug fixes. He is currently working with a few testers to fix client or server crashing bugs which are being recorded on our recently updated bug tracker, for people intested in tracking the fixes.

5
Unreal Engine / Material Updates
« on: May 26, 2020, 01:49:15 pm »
As part of the conversion to UE4 there are a lot of additional engine options we can use to make the current art look nicer, Tua has been focusing on weapons and other items and has already posted some of this work on bracers.

I tried with the characters. So far I've done male and female dermorian, this is my lastest attempts to improve the visuals of our current materials. The plate looks quite different, this is mainly due to the very light pale metal texture looking washed out when used in the game. Once you tell the editor is it suppose to be metal the change in look is quite dramatic.


6
Unreal Engine / Re: High resolution pictures of the current game
« on: May 23, 2020, 06:16:27 am »
Nice to see you still around, Rigwyn.

Gonger, and others, should prepare for getting use to it again. Despite the paths all generally being the same, the foliage and details make it feel completely different. Especially on bdoors road 1/2 due to its dense plants.

7
Unreal Engine / new robes for Enkidukai by Ote_Dorocat
« on: May 13, 2020, 05:57:30 pm »
Sneak peak at the great new enki robes by Ote_Dorocat


8
Unreal Engine / Re: High resolution pictures of the current game
« on: May 11, 2020, 05:14:51 pm »
Some more work on Ojaroad2 by the gobble camp


9
Unreal Engine / High resolution pictures of the current game
« on: April 26, 2020, 04:30:19 pm »
Below are a series of links to some very high res pics, enjoy.
















Venalan

10
Development Team Blog / Re: Missing Skill-Boosting Quests
« on: March 14, 2019, 04:00:52 pm »
Hi Migg,

So a bunch of things come up with this.

The 'quest locks' only apply to the first step of a quest so your step 2 will always be visible to players. Also you can't completed a quest step before the quest is assigned. There are ways around the first problem by assigning the same locks to step 2 as you do the quest so they are both (in)active at the same time. But I doubt this would work with repeatable skill quests as the quest lockout timer will probably only apply to step 1 not any subsequent steps. So as long as you can start the quest once you have completed it step 2 would always be accessible and you could repeat with no timer. If quest lockout times do only apply to step 1 you could apply a 'no assigned' and 'no completed' lock to step 2 and then once the proximity tirgger is triggered discard the quest which would then satisfy the requirement not to be assigned or compelted. The main problem with this is the lack of certainty the proximnity trigger would work. So you could get stuck for ages trying to get the quest and you wouldnt know if the timer has not run out or the trigger was not triggering.

Either way I would not use this for a repeatable quest as its too problematic.

If you really want to use this I would assign the quest at step 2, and then discard the quest at step 4 if they turn the npc down.

Venalan.

11
Development Team Blog / Re: Missing Skill-Boosting Quests
« on: February 23, 2019, 03:44:44 pm »
NPCs sell all of the music scores which were donated to me.

12
Development Team Blog / Re: Missing Skill-Boosting Quests
« on: February 18, 2019, 07:26:58 am »
There are specifics which apply to all creative items which make them harder to use in quests. First, NPC's can't give them out. NPC gives don't have the same instancing support buying items does. I also don't know how NPC's will behave if you try and give one to them. When you buy music score they are all renamed 'of name' this new item wont be recognised as correct as it's name does not match. So at the least you will have to rename the items, I will have to test that it works even once you've done that. Even if it does work, I would not make players buy and then manually rename items as it would be a hidden non intuitive requirement. I would completely avoid it.

Venalan.

13
Development Team Blog / Re: Small updates.
« on: January 20, 2019, 03:25:56 pm »
 \\o// \\o//

We've added another skills quest, this time brewing.

 \\o// \\o//

14
Development Team Blog / Re: Missing Skill-Boosting Quests
« on: January 12, 2019, 05:43:38 pm »
We have just released two new skill based quests for Jewelry Making and Metallurgy.

Enjoy.

15
Development Team Blog / Re: Small updates.
« on: January 04, 2019, 04:27:41 pm »
We've added three new skills quests covering two new skills. One for armour making and two quests for shield making (one quest 0-100, and one 1-100).

And also added basic music scores for new players to train music with.

Venalan.

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