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Topics - Venalan

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2
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.


3
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


4
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

5
PlaneShift News and Rules / Chat migration to discord chat client.
« on: January 04, 2019, 02:45:12 pm »
Hi everyone,

You may or may not be aware but along with the move to UE as our game engine we have also made the move away from IRC as our main chat location.

We now have PlaneShift discord server where all the Devs, GMs, and UE contributors are active daily. To gain access you can follow this invitation link https://discord.gg/f9y6TFjvnf

I look forward to seeing you there.

Venalan.

6
Development Team Blog / Basic music scores
« on: January 01, 2019, 06:51:55 pm »
Some time ago Zakena gave me basic music scores for the musical instruments in game so that new players would be able to have some simple music to play when they get the instruments.

First, I want to apologize for not getting them in game sooner, life and UE got in the way.

Second, they are now available in game for purchase from suitable NPCs.

Basic Drum Score by Zakena
Basic Lira Score by Zakena
Basic Lute Score by Zakena
Basic Pan Flute Score by Zakena
Basic Tamborine Score by Zakena

I've also updated the quest where you get the pan flute to direct you to the new NPC which sells the music.

Big thanks to Zakena for the work put into making these scores for us.

Venalan.

7
Wish list / MOVED: Missing Skill-Boosting Quests
« on: January 01, 2019, 04:55:09 pm »
This topic has been moved to Development Team Blog as I think it is now a better fit here.

http://207.244.96.64/PlaneShift/smf/index.php?topic=43482.0

8
Development Team Blog / Small updates.
« on: January 01, 2019, 04:54:02 pm »
Hello all,

I thought I would list a few things I've recently fixed as an easy way to let you know things are still being fixed.

I've reduced the size of bolts.
Fixed a typo in Gulm Osseo Needs Gems.
Fixed a typo in Malco's Munchies.
Fixed a typo in The Great Manure Giveaway.
Fixed a typo in Beer Tasting Event.
Fixed a typo in Xiosian Sermons book.
Fixed a wrong character in the Between the Worlds; an Essay on Duality book.
Added two skill quests written by Uadjet.
Changed the quest locks on Training Drawing so that players can't start it before leaving the tutorial, as suggested to me to make sure players in their don't spend time on it.
Added storage NPC to winch.

I'll keep this thread updated as anything else happens.

If people have suggestions of things to change you can say here as well and I will look suggestions over.

Venalan.

9
Development Team Blog / Books and music.
« on: November 18, 2017, 06:28:31 am »
Hey guys,

We are trying to implement processes in the way updates are produced and released which will mean they make it in game quicker.

As part of this I am pushing many outstanding player contributed books in to the DB with a hope they will make it into the production server game in the next few weeks.

The items will include some example music scores produced by Zakena to help people get started playing music, and currently 8 books. There are another 5 I am hoping to get done in the coming weeks.

Also, I'm always looking for interesting books which will add to the game to be added officially.

10
Development Team Blog / New Stuff thats comming
« on: September 23, 2017, 03:08:41 pm »
So,

All this stuff will be out with the next update.

Having spoken with players I've adjusted categories so books, maps, and music should now be in their own category which I hope will make storing and using them easier for you gus. (as well as naming wands, staves).

I've also set up 'public' music scores and maps. So now people can make one and give it to someone else who can then edit it. This will be the same as books are handled.

I've also added in new art definitions which players can now use in art/books/UI etc. If you want to see what they are you can look in PlaneShift\art\skins\base\client_base.zip\maps\ and all the art in all the folders in this file can now be used.

I've also created a towel item, which apparently we've been missing one despite having the art for one. I think this will likely be buyable from a merchant. A number of the older released items like presents will be available from merchants as well.

Thats all for now.

Enjoy,

Venalan

11
Development Team Blog / New items for players (at some point)
« on: September 01, 2017, 04:05:38 pm »
So I'm in the middle of adding two new items which will evenutally be available to players.

The first is just making a bench already in PS a stand alone item.





The second is a quiver. This item will only function as a container in your inventory. You wont be able to hold or ware it or use it as a container during combat with ranged weapons. This would require additional server code to support its function during combat. So for now it will be a prop more than anythin else.



12
Development Deliberation / New Cal3d code download location.
« on: August 26, 2017, 09:24:42 am »
Hey,

The repository for the Cal3D code used while building PS [svn://svn.gna.org/svn/cal3d/trunk/cal3d] is no longer available as gna.org has shutdown.

Talad has made a copy of the code available and hosted by us.

www.planeshift.it/public/download/cal3d_507.zip

Venalan.

13
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.


14
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.


15
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


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