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Arthurdent

Content Developers [CDEV]
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Everything posted by Arthurdent

  1. The mission requirements code doesn't allow for those options, Liucee. You either "fit" or don't, hence the default tree.   Example : a level 25 Jenquai Seeker visits an NPC who holds a L20 Jenquai Defender mission, a L30 Jenquai race mission, a L50 all race mission and a L100 pre-req L50. This would require 4 possible responses : 1.) Simple No. (despite wrong class, but must be coded anyways for a lower level)    2.) No. (later, L30)    3.) No. (later, L50)    4.) No. (later L100, but you have to have done the 50 also)   The conditions are simply coded, ie. OL>20 + Race=Jenquai + Class=Defender = Yes or No. We don't track "which" causes the No or why the No should be Maybe Later. Answer = 1 or 0.   You would have us tailor individual default trees per NPC, with appropriate responses for their associated missions (sometimes 2 or 3 each for skill masters) and then modify those each time we add or change something either in the mission reqs or add a new module to the default on top of the mission trees we add ? How kind of you to plan ahead for our senior years. :P We should finish it in about time for the Gold Box edition of the emulator.
  2. The mission doesn't advance past the first talk tree. Has been corrected, and the fix will go with next push. Sorry for the mistake, missed a flag.
  3. OK. If you can't tell your tokens apart from the rest of your crap after this one, you need glasses.   [attachment=2713:tokens.jpg]   This one was much overdue.    
  4. Amethyst, several of those are already on a "hit list" of items to create new visuals for. A couple weren't and I've added them. Currently we're still hammering on a couple of others that are RD related, and have 3 or 4 more on the boards to finish up.
  5. This month we are focusing on some loot item changes, as well as stretching one or two other previous concepts. The portal kind of played spoiler on us today, but here's the full screenshot with what's new and upcoming :   [attachment=2712:Tiles.jpg]   Mah-jongg tiles are now ... real mah-jongg tiles. Finally. The two series of tiles are differenced by a cherry border on the premium set that turn in for RD faction. Item descriptions have also been modified in consequence.   And Solar Sail engines are now really engine models. Visually referenced to the old model by the dome design. This change grew out of the earlier Rada / Thordis modifications. More to come in the next few days, stay tuned   
  6. 1. Proceed to Debris Field Gamma 2. Prospect at least 10 copper ore from any of the Debris Fields...   And this is fundamentally different how from the JE mission that sends you to the Decommissioned Transport, yet the ores are not *exactly* in that location? This mission merely opens a new navigation point for you, before asking for the actual mining requirements. For new players.
  7. OK, so we are going to put this topic to rest for awhile as far as the GetCo beams go. The 2d artwork has been redone, and will get pushed this week.   [attachment=2699:i_pu3g.png][attachment=2700:i_pu3f.png][attachment=2701:i_pu39c.png][attachment=2702:i_pu39f.png]   Thank you Fish for the comment regarding the screenshot, but it's exactly the point I was trying to make .. they look fantastic at full size, but are harder to manipulate for the HUD icons and vendor trees. The alpha channel also tends to white them out, which is why we had kept the first versions a little darker.   You should all thank Magoo for his time on this one. He put in a 12 hour session one night to get something for me to post regarding this for the week, and is still working on the other two things we temporarily shelved to redo this. I haven't been much help in this department the last few days, as I was busy writing a new mission series. So props to his obsessively compulsive desire to finish this again. If this meets with greater approval, fantastic. If not, it`s not going to be redone again unless we have free time. Not Soon™.   As for the Flechette, I will talk to a couple of the other DEVs and see what`s happening there, those effects are coded with the weapon and/or ammo.
  8. ... and yes, what Magoo has shown you is my request to redo the 2d asset.   Fish : are you talking about the effect when firing the weapon ? (pew pew?)
  9. I'll see what can be done as regards the ingame listing and whether we can re-tailor it.
  10. These functions are already on the N7 portal under the character's tab [TEST] Ship. Further development may happen there, but to implement slash commands for that ingame would be rather redundant and complicated.
  11. On the menu ingame : Help / Commands and the Emote menu all give lists ?   I will look at the possibility of updating the commands list to add anything we've incorporated from the EMU.   Out of curiosity, why would you want a spam list of this in the textbox?
  12. The 3d model is the main reason for the rework here. The 2d asset can be reshot, and I'll look at that possibility with the rest of the team over the coming week or so. Staging some of these models into a 128x128 frame for ingame icons isn't always a walk in the park, we restaged the InZen devices again because of alpha whiteout. What looks good before we send them to the server doesn't always look -as- good on the other end.   Terrell : correct, the beam models were also re-tiered, and the large asset re-assigned to the Pitbull series. The Cheetahs were also changed (low level, changed to small asset). The new tiering is based on the standard 1-5, 4-7, 7-9. Which Westwood sidestepped originally when they introduced the Pitbull.
  13.   Trolling for a staff response maybe ? Aside from a remark regarding the OPs nick origin, I don't see anything posted by us.   Hope you enjoyed the free shot.       I can give you a very simple reason why this probably won't happen :   The possible creation of the number of entities with multiple ores per container (rock) and left behind by a player. The logistics of this would be : Player mines a rock, rock explodes, spawns 2-3 items, 1 tractored, 2 left, and the server has to calculate 2 despawn timers for new items or deal with them as persistent entities until picked up / cleared. Multiply that by a field of say 15 rocks, and then 3-4 fields a sector. Instead of 45-60 containers, you now have close to 100 items on spawn timers (or persistent) and the possibility of a field respawn to create more.  
  14.   This would be the major reason. The new patch time/day will allow us to better monitor the results with minimal distractions. Yes, while we try and balance everything else life throws at us, we still find time to do the extra work here so you all can play.   And while Zack is maybe trying to "keep it light", sometimes that is the best way to avoid frustrations with empty negative feedback.   Besides the Dutch have no sense of humor. We documented this over years of working with webby.  :lol:
  15. Pssst John, open your eyes .. it's morning :)   I'm back from vacation and looking over some of the discussions here. Some good, some bad, one thought : "You can't please everyone, every time".   Item differentiation isn't "babying" the game, nor is "Working as intended" to be misused as a blowoff for someone's inattention. I can tell you how this particular project started, and it wasn't because someone sold something they shouldn't have. It was how to visually differentiate ammo types and devices without having to mouse over them and wait for the popup while swapping setups. From there, yes we are developing added concepts. RD loot versus Aa items would be another good example.   Here's this week's spoiler : [attachment=2660:EyeBall.jpg]   Generic eyeball loot will become white with colored irises .. specialty loot like the Eye of ZT, the Eye of Destruction, and Bullywere's Eye will be colored.   As we discover new things we can do with the models, sure, we explore new changes also. Note my Pitbulls are glowing purple (plasma beam). We incorporate some of these into existing models, and some things we look at applying to new content (another thread had Terrell discussing extending some build lines, and while it may not be the ones he suggested or in the manner he may want, something of that nature is already underway). To say "leave working things alone and work on content" is limiting what we open up to see what's inside, how it works, and what we can change.   If we hadn't already tried to stretch the limits there, you wouldn't have any new sectors. Or missions. Or maybe an emulator.      
  16. Did you transfer the ores to a character's vault that had previously been logged in, or was newly created as a mule? If you had never logged the character into the game, and it wasn't active, that would be why they went *poof*.
  17. John : the 3d models -are- the same as the originals. However, with the color adjustments we had to rotate the item or enlarge slightly to accent the new design. We're not just coloring the static icon file, the in space 3d model is done as well. This is most evident with the Rada series and Ayzas, as we turned the whole model to catch the lighting. Unfortunately that is something we still can't change in the model, and are working within the parameters we have to give the best images possible in an icon format. (not easy!) Some things look great in the tools at fullscreen, and then total crap when sized down, and get thrown out. (3 revisions on Blacksun design).   We're not changing things for the sake of change .. the Archos ammo was done to make it visual for people who run multiple types at once in their setup. As far as the "lollipop debuff" syndrome goes, I suggest you hum "The Candy Man" while pushing the button for that little bit of yesteryear.   "Who can take a rainbow, wrap it on a theme, color some new models, and make all the players scream .. the Arthur Dent can .."  :lol:
  18. Efi : yeah, the asset assignment on the L8 manticore was wrong, has been temporarily fixed but is wrong color. Will be adjusted next patch.
  19. Showed offline for a moment or two, but is back, as is website. HTTP 500 error  <_<   
  20. Phorlaug, you can already sort your vault like that, you know. Sorting by category would put the Power in greys and the ores together in brown.   And yes Terrell, changes are already planned for genemaps, as those also resemble other junk loot items like Leaky Power Cells etc.
  21. I don't normally post a lot here, nor discuss project development in the public forum. I do read a lot of your suggestions.   A lot has been said and ideas tossed about regarding certain items and inadvertently selling important loot, etc. Please note that the comments I am about to make are not saying people aren't paying attention. Just that certain things need to be pointed out maybe.   The client already has a visual cue to players regarding the type of item in your cargo. (See screenshot insert).   [attachment=2623:Items Discussion.jpg]   I'm sure you all are aware, equipment such as weapons/ammo have a red border, devices and core gear are grey, trade items green, components brown, etc. Where we are currently addressing the issue is when several items of the same type now use the same graphic. In the above image, note the Bullywere eye in top left has a grey border (device), yet aside from that is indistinguishable from the other eyeballs. The others, all loot items (yes, the L9 is the Eye of Zethren-Ti) aside from level are difficult to separate visually.   We had looked at some similar graphics changes planned (feather, devices) before last Christmas, and what we could do to differentiate items. Where we are currently is best shown in the bottom 2 rows of the image. The 3 devices in third row there are respectively the Jade, Cobalt and Crimson MegaHurtz. All these along with the L8 Reinforced Solar Sail used the same icon and model. (L8 RSS icon, 2nd row, right) and previously were easily confused with L8 "junk loot" from the same mobs (the Communications Array, now black, bottom row center). Not anymore, as now they're color typed by function.   Those of you sporting Radas, Thordis' Lament, or Ayza devices have also seen changes we've implemented.   We decided to start there. We're far from done, as this has become a snowball rolling downhill, and has sparked ideas for ammo and other changes. (Spoiler : is that L9 Chemical Archos ammo in the screenshot? oh my bad). BlackSun devices are in the works. InZen/Evoco as well. And yes, the Eye. Currently that one is giving us a little trouble on some of the coloring, but expect a change soon. No trademark. Like a couple weeks.   Note that our scheduling on these changes is NOT fueled by your suggestions. (OMFG I just sold this bla bla). This is a side project to other content changes. (ie. The renegade progen graphic changes in Endriago) And yes, with that content come other priorities for missions, which takes precedence.   We do this to relax from other stuff. Really, it's a hobby. 8-12 hours a day sometimes. Enjoy the pretty colors.  
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