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Messages - Dragonette

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1
cRPG Technical problems / Re: Loomed Item not working
« on: August 31, 2011, 01:02:30 am »
Hey I just wanna say...you are a genius. 

I was in irc speaking to 2 different devs and a couple of other people about it and they thought of everything except that perhaps it just needed to be repaired.  I've always just had auto-repair running but the other night I accidentally clicked it off and played for a few rounds before I realized it.  I think that was when I noticed the sword changing to Tempered so I said screw it and respecced to 2 handed....anyway...

thanks a ton )

2
cRPG Technical problems / Re: Loomed Item not working
« on: August 30, 2011, 07:31:44 pm »
No response?  3 months of grinding to 31 for another heirloom point wasted?  /sigh

3
cRPG Technical problems / Re: Loomed Item not working
« on: August 28, 2011, 08:58:28 pm »
just to clarify, i did retire as soon as I hit 31, and I did not accidentally spend the loom point on anything else.  It's as if it just vanished.

4
cRPG Technical problems / Loomed Item not working
« on: August 28, 2011, 06:52:33 pm »
Hi I just retired for the 5th time and loomed my Italian Sword to 2x (Balanced), but it still shows up as 1x (Tempered).  I was pretty drunk while playing last night but I'm 99% sure I remember seeing "Balanced Italian Sword" in my loadout, only to see "Tempered" this morning.

Please help, thanks in advance. 8)

5
Scene Editing / Re: -Grindhouse-
« on: June 02, 2011, 06:35:52 am »
I like it.  Cool theme and I love that it's not just a tunnel....it's a Tunnel of Butchering! nice 8)

6
Scene Editing / Re: [DTV] Woodland Fort
« on: May 31, 2011, 03:15:45 am »
I can send you a link, but the map isn't complete.  There are some new things that need pathing.

7
Scene Editing / Re: [DTV] Woodland Fort
« on: May 29, 2011, 09:20:38 am »
yeah I have barriers all over the map, but mostly to prevent exploits.  I wanted to leave it as open as possible

8
Scene Editing / Re: [DTV] Woodland Fort
« on: May 29, 2011, 08:35:25 am »
Well...I have more work to do on the ai mesh than I realized.  Might not be able to release it tomorrow

9
Scene Editing / Re: [DTV] Woodland Fort
« on: May 29, 2011, 08:04:02 am »
Thanks I thought so too.  Yeah it's interesting to look at the ss's and watch the map evolve. 

I think I imagined the stone gatehouse/keep as having existed there long before the wooden structures were added, which seemed to make sense in my mind... 8)

I tested it for a while today with about 3-6 people at a time and found that the AI mesh still needs some work in certain areas.  It's a huge map, perhaps a little too big, hard to tell until I get 20 people on it.

Once again, thanks for the input

10
Scene Editing / Re: [DTV] Woodland Fort
« on: May 29, 2011, 03:46:36 am »
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Fort from front
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Guard Tower
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View of base/watch tower and signal fire from Southeastern mountain area
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Added a rope bridge leading across the ravine to a cluster of treehouses
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Treehouse cluster
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View of Fort from Treehouses
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View from west bridge
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New overheard map


The AI mesh is finally ready for testing.  I've had a few people test the map for me but I have yet to see it played with more than 5.  I ended up adding quite a bit to it compared to my original idea, and I think it turned out well, at least visually. 

I'm going to test it some more before posting the download link tomorrow




11
Scene Editing / Re: (DTV) Arabian Castle
« on: May 26, 2011, 03:04:26 am »
Well...awesome that you made a map man.  Based on the feedback I got on my own map-in-progress, it looks like yours could be the start of something nice, but perhaps it needs a little more work/polish? 8)

Also, props to you, Damian, for getting on Steam voice chat yesterday and walking me through spawning my map as an actual server... I can now test npc pathing/ai mesh and spawns etc.!

Thanks a ton




12
Scene Editing / Re: [DTV] Woodland Fort
« on: May 25, 2011, 09:06:19 am »
Thanks for the kind words ).  I'm in the process of laying down the ai mesh now and testing the spawns.  hopefully I'll be able to get it out soon 8)

13
Scene Editing / Re: [DTV] Woodland Fort
« on: May 25, 2011, 01:34:26 am »
Looks much better.

Thanks, your suggestions helped a lot )

14
Scene Editing / Re: [DTV] Woodland Fort
« on: May 24, 2011, 11:58:45 pm »
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New overhead shot

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Scaled the bridges instead of stacking them wide

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Changed the door/platforms to towers.  Same idea, just better.

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access to the inside of the gatehouse is blocked



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Ravine spawn for NPC's on backside of Fort.  I did a lot with the terrain this time.  Mountain walls surround the map. 

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Shot from front side looking back.

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Backside looking forward.

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Scaled the rope bridge also

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15
Scene Editing / Re: [DTV] Woodland Fort
« on: May 24, 2011, 04:48:41 pm »
if you need some help, PM me.

(i had some stupid problems at the beginning, but now i think i figured it out ;) )

Thanks for offering Blaint.  I will hit you up. 8)

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