Saturday, June 20, 2009

Another short cross-promotion

Yeah, again, sorry for no better subjects.
I started rebuilding Rungholt, that means.... I've made a new area and chose a base texture. Great, isn't it? When it came to the new layout of canals, I couldn't decide anymore and instead went on one of those overnight youtube-tours you might know... and that leads me to that cross-promotion, I decided to finally do what I wanted to do everytime after I went on a youtube-trip: Making a music blog. Sort of a diary, ranting about music and stuff, in no specific order, just what comes to my head during treasurehunting. So here it is: Life's too short for bad music - you can also just click on the link on the right side.
Back to business.

Wednesday, June 17, 2009

A quick cross-promotion

... following Michael's example, I feel obliged to point my two readers at Ben Harrison's blog about his new persistent world project, The End Times. Ben's been a tremendous help back when I was still working on a NWN1 world, which unfortunately never happened (and I still feel bad about asking for so much help and in the end never making anything out of it).
Talented as he is, I'm sure that PW will be one you want to play on.

While you're at it, make sure to visit Michael's blog more often too - if NWN1 is still on your hard drive, you'll definitely want to try out his world once it's public, he has assembled a nice staff of very talented people by now and I'm sure whatever comes out in the end will be fantastic.

As for my building... I'm slowly getting used to the thought that I really have to start over again. My plea for help at the Bioboards was heard and people came up with good ideas, but nothing helped. Well, maybe I can file it under learning lessons for life. At least I learned a lot about the toolset since I began working on the areas, and maybe a new start will be easier, faster and a little more professional now. Just sad to know I should forget about those huge fields and grasslands, pity, I really liked those. :P

Tuesday, June 16, 2009

A new area, a sideproject, a huge drop back

There are a lot of news, however, most of them are not good. The worst is the one I ran into two days ago, and it appears to put me back to zero. Let me start at the beginning.
Like a good builder should, I listened to the advise of the elders and always saved my module as a directory, not as a mod file, and also disabled autosave. A good student I am.
Like every true revolutionary should (see Shirt-post below), I didn't always listen to the elders and ignored some of their advise, like e.g. using just soandso many seeds of trees. I didn't run into problems, and that's why I kept walking on that revolutionary path with my fist raised high.
The one problem I ran into though - and there was no advise of the elders regarding that - was a crash occuring when I tried to erase grass. This seemed to happen from a certain amount either of grass on, or from a certain amount of grass types (there are a lot and I used a lot). But since my stuff always ran fine in game, I didn't care much about it and went on.
Recently though, my toolset kept crashing whenever I switched between areas. Loading a new one required to close the toolset, open it up again and load the area I wanted to work on. It was always an out of memory error, so I checked the size of my Middleforest directory which contains just 4 areas: 841MB. Shock. So I thought I'd better save as a mod and check if the huge size remains. And there it all started: I couldn't save as a mod anymore. Great. I tried to export the areas into an erf... crash. I tried to export them one by one - crash. I thought I used too many tree seeds, so I started deleting trees. Ended up with a module with no single tree or bush in it... still crashes, still the same size.
After much trial and error I was then able to export some erfs, but couldn't reimport them without the new mod giving out of memory errors. At least I figured that the crash occurs on importing the trx (Walkmesh) part of the erf, so I tried reducing the walkable areas to a minimum. But again, no change, a treeless and barely walkable module still crashing.
In the end I came to the conclusion that the grass is the root of the problem. I don't think I have to say anything more *points at Grasslands post*. I can't delete the grass in any area anymore, and it seems as if the grass crashes the module and bloats up area size. There is not even a way to tell the toolset to get rid of the grass at all in one step. Conclusion: My whole stuff is unuseable. Yay. That's months of work, and you can imagine how down I am at the moment, starting from zero is the worst case scenario, and I'm not even sure if I can avoid the bug in the future, unless I never use grass again. So that's what put my moral to zero this week, no idea what to do next... maybe new areas in a new module, putting the old stuff on hold, making alternatives.... rebuilding Rungholt is out of question, it took months to get it the way it is now, only an alternative attempt, basically a whole new city, would be possible.
Just to put a little more salt into the wound, here are some screens from the latest version (before I started to delete trees)...





I haven't taken any screens of the new stuff I'm working on, because it didn't pass my self-censorship yet. Basically it was the Rungholt road and the River crossroads from my old NWN1 module, after which the forest areas begin.

Anyway, there's some progress too, even though it doesn't affect the module directly, and that's my little sideproject of making stuff look nicer. I always hated how custom clothes that show a little more skin were only useable for chars that use the default human piggypink skintype - cursed you be if you use any other race or head variation with a different skin type, there you stood with a green head and a perfectly pink human body. Sorry, I'm getting eye cancer from such things, so I made... *drumroll*... a nude patch. Stop rolling your eyes, Michael... let me explain this embarrassing fact. So there's Jester who made a new nude patch, so to speak. It's a new nude model that looks a little nicer than the old one by Zylch001 which already served as a base for huge clothing compilations - basically everything that shows a little more skin (that already means no gloves or boots in NWN2!) is based on Zylch's model. Now, as for Jester's base, you probably notice it's name is New Nude (with Clothes), and what that means is that he made a dress base that isn't equipped in the armor, but in the belt slot, thereby not replacing the "Nude armor" the PC wears. And since the original skin is shining through, you can paint that skin to fit the PC head you use, and that's exactly what I did - after Jester even immediately listened to my request for a model with a little less breast (more realistic IMHO).
Anyway, I'll let pictures speak (cover your eyes kids!):



As you can see the dress the little drow wears is very basic, but what's more important, the original skin remains (and it's not just tinted, there won't be that ugly gap at the neck anymore, or at least the effect is reduced a lot. There are more pics at my vault submission, where you can as well give me a vote or drop a comment ;)
Next sideproject will be, you guess it, making dresses with Jester's base.
That's all for now, cross fingers I'm either finding an unexpected solution for my Middleforest problem, or the will to start over.

Saturday, May 23, 2009

Things to learn from The Witcher (the huge comparison post)

Somewhere in the comments of an older post Ben asked me about the NWN2 water, and I compared it to the Witcher there, and got the idea for a comparison of the two games.
Now, I've talked a lot about The Witcher in my last year's posts, I don't really want to repeat all that, and the two games are very different approaches of a Roleplaying game where you can't just say this one is better or not.
However, the two games have something in common, and that's the Neverwinter Nights 1 roots, and it's amazing how different two games based on the same technology can turn out, and even more what CDProject Red squeezed out of the old Aurora Engine (thereby customizing it a lot) while Obsidian decided to make their own partly backward compatible Electron engine for their approach.
But let's start with what triggered this post, the water. Ben told me that water movement was something he was missing in NWN1 and asked if NWN2 had something like it. The answer, to my best knowledge, is no, only a few optical tricks can give the slight impression of a river actually flowing, but in most cases it still looks like a perfectly calm lake. You can adjust ripple and waveforms a little, but that's it. Also, the realism depends very much on the lighting, in many cases the NWN2 water, even though having steep hardware demands when every option is enabled, looks much more artificial than The Witcher's, which is technically the more outdated solution. But see the screenshots.

As you can see, the river gives quite the impression it's flowing, and when Geralt goes for a bath, the water has that slight "flow around" effect. Not the most awesome realism ever seen, but it works. Now for NWN2:



Do I have to say more? Disappointing, isn't it? Now, to be fair, there are more options for water and a few tricks to make it more realistic, but whatever you do, you won't get the movement you have in the Witcher screen 1.
By the way, see the wonderful buildings in screenshot number one? If I could build a PW with the Witcher's placeables, oooooh yes, that would be it. Oh, that reminds me, The Witcher has a toolset too, called Djinni. Have a screenshot:


If you enlarge it, you'll see that it doesn't hide it's roots - you have quite a few sections there starting with "Neverwinter..." or NWN. Sadly, there's two problems: First, you can't play The Witcher in Multiplayer, and you're usually stuck with Geralt as only character (he's not a bad one, but a world full of Geralts would be boring after a while). And, we don't have a terrain editor in Djinni. We have to stick to the prefabs that come with the game, or use a 3D Editor to make our own terrains and import them into Djinni. That just as a side info, for Middleforest I'll have to stick with NWN2, no other way.

Now for a few things I saw in the Witcher and that I'd love to see in NWN2. Some things might be possible with some effort, some things nearly impossible, but since both Squatting Monk and I talked about ambience recently, I'd like to show you a little about the ambient system in the Witcher. So let's visit a country inn:

We enter and look around. It's early in the morning, just very few guests and the Innkeeper is sweeping the floor on the right. Since thee's not much to do here in the main room, Geralt goes around the corner and starts a little fistfight....

After we broke the fat guy's nose we go back for a drink, and see what happened in the meantime: A cat walks up to the window to enjoy the sunlight and a new NPC has entered and took a seat at the table, waiting to tell Geralt a tale for a beer...


We look around and see at the table behind us a quest NPC has appeared too... the cat sits and licks it's paws...
... and the Innkeeper has positioned himself behind the bar where Vesna, the barwench, has just appeared too and prepares to serve. In a few moments, she'll walk about talking to the patrons, and in the evening we'll meet her outside on her way home, where we might have to protect her from some thugs...


Or let's head over to Abigail, the Witch. It's again early morning and she just awoke and prepares to leave her bed and make breakfast:


We're polite and don't disturb her, so she chooses to ignore us and, after some breakfast at her table, starts sweeping the floor until we finally have enough and speak to her:


So this is the daily schedules NPCs have, exactly what Squatting Monk dreams about in his recent Ambience post.
But there's more, again something SM mentioned, and that's the weather system. See what happens when the weather suddenly changes to rain:



Scripting something like this would be a pain in the rearside, but imagine this in a persistant world... one can still dream, no? Or, well... there's an idea I have to look into... mayhaps CD Project Red has done that scripting work for us already? I'd have to dig in Djinni for NWN-compatible scripts.... but before that, a few more ambient things that make the Witcher's world so alive. Like, ambient animals. These are no creatures like in NWN2. In Neverwinter Nights(1/2) everything that moves is a creature and is clickable, or highlighted. You want some rats running around? You have to place creatures there, with factions, they will be highlighted when you point your mouse on them, they are clickable, they block your path etc. etc. etc. In the Witcher, we just have ambient creatures you cannot interact with, they are for the atmosphere. And see how that looks:

We see a few goose and decide to scare them...

They are scared.

Some pidgeons on the path, what do pidgeons do? Right...


The Witcher is full of these... rats that run from you, small frogs at the lake, hens in the Inn, etc.
But now an example for another type of ambience you will find in the game quite often: Random reactions of NPCs. They react to a lot, we've already seen the weather, but another example would be they pass another NPC on the road and make a snide remark, or they see Geralt walking by and make a comment. One example I like very much are the kids you often see playing on the streets, balancing on sidewalk edges or dancing or running about. Here's a nice one:

Kid stops playing as Geralt approaches and looks stunned...

But nosy at the same time....

Other comments include "Your hair is like milk!" Or, if a girl, "I'll become a barwench when I'm grown up!".
It's also amusing to see who suddenly joins you when you decide to rest at a fire. You sit down at a lone fireplace, take a small nap, when you wake up suddenly a few people sit around you throwing around random comments of all flavours from "I need a drink" over "I hate nonhumans" to "My balls itch". The ambience in the Witcher really makes half of the game, sometimes I laughed tears about the behaviour of some NPCs I saw down the road. And I still wonder, if all that is based on the old NWN1 engine... shouldn't it be possible?

Well, so much for my huuuuuge Witcher comparison. As you can see, the game is full of ideas and I only scratched the surface yet. A lot of it's content is worth being ripped off, and if you haven't played it yet. go ahead and get it, it's even running multiple times smoother than NWN2.

Friday, May 22, 2009

A little theory on races and classes (lore)


It's time to think a little about theory, and since I'm already on it, I'll just share some thoughts and file this under rambling and brainstorming. 
As the first cities and villages soon need to be filled with life, it's about time to decide how this life should look like. That means, I'm considering the different races, classes and how they fit into this world. I already pointed out that going with the standards and stereotypes is no option, however, I'm reconsidering the amount of changes I really want to make. On the server I play on, a lot of classes have very specific lore and places in the world, which first appealed to me and made me want to do the same. However, a very specific place in the world can also be very restrictive, like for example, a lot of prestige classes require the player to join a specific organization or guild, which again comes with a set of rules that might limit the character too much. But that alone isn't the problem, I also figured that some things that sound awesome in theory just don't work in reality. There are a lot of caveats, some caused by the amount of work for the player (requiring an incredible amount of RP time that can't be catered by DMs, feeling of being stuck), some caused by the amount of work for DMs, some caused by game mechanics. Also, I always thought it's not the build and choice of classes that makes a character, the game mechanics should just be a tool to form a character, and what counts is how it's played out. I want classes to blur into each other, in some cases it's even fun when you play for months with someone and never have an idea what his actual class is. 
I thought I'd start loosely rambling about classes and races in between other things from now on, filling you in with some lore and ideas how certain things fit into Middleforest. 
Why not start with races and my favourite race, the utterly adorable elves? A good start because they give me the least problems, I already know pretty well how they fit into the world. So here we go.

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Races - Elves:

Elves and Halflings are the most commonly seen non-human races in the civilised lands around the forest. As we know, the game mechanics give us a few options on elves, the most commonly used is probably the Moon Elf, while the special case is the Drow. 
Even though the elven subraces blur into each other and one can use pretty much any base but drow to jump in right away, I might rename the most commonly used Moon Elf to City Elf.

These City - or civilised elves live in human cities, but often as second-class citizens. They might live as gypsies and travel the roads, might live in an elven quarter of a human city and work in human professions which may range from tailor to beggar. Female elves have a certain natural beauty that appeals to humans, so elven performers or, in the worst case, prostitutes, are well received by 
human males, although rare due to the moral standards most elves still share. The male elf has it worse in a human society, as they can't even play the slight advantage of female beauty they are often simply seen as second class citizens or even picked on for their "lack of masculinity". However, elves with a strong will and a talent to impress occasionally gain respect and a good standing in human surroundings.  
City elves still share a certain bond to nature like their wild relatives, however, they are far away from the usual cliché of tree-hugging ethereal beauties. Forget the Disneyland stereotype, they should more be treated as, say, an asian in Europe, different, but not astounding.  
The only exception to this is the dark or "Mountain Elf" (Drow) who is so rarely seen many believe they just exist in tales. 
Game mechanical note: I consider changing the City Elf's favoured class to something more down-to-earth than
 Wizard, this is not decided yet but would make sense if it's not causing too many problems. 

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Classes - Barbarian

I chose the Barbarian as my first example not only because he shows up first in the class list, but also to give an example for avoiding stereotypes in Middleforest.
The first thing we think about a Barbarian is of course the uncivilised rude Neanderthal who's barely able to speak but quick in bashing things out of his way. Maybe the nicest thing that comes to the mind is that of a proud, honorable tribesman, maybe a Native American, which already comes closer, but doesn't quite hit the nail. The name Barbarian goes back to the Greek who used the name for everyone who wasn't able to speak proper, which originally even included the Roman Empire, and the Romans adopted the word and used it for anyone not sharing their culture and education. 
For Middleforest this means, Barbarians are Outsiders of all colours. They can be Nomads, they may be tribesmen, but they might also be of a certain education or civilisation "outside the ordinary". Think of Vikings, think of Goths, Saxons, Franks, or simply propaganda about a nearby land. We will not be historical accurate in a fantasy world, so while the "more civilised" lands might have reached the modern age already (cities might resemble a 16th, 17th century atmosphere), the atmosphere further in the wilds or a few hundred miles over the sea might easily drop you a few centuries back in time, and the warriors you meet there would simply be called barbarians even though being a knight in their society. Take this as an example for the freedom of choice you still have with this single class. Or, the other way around, the freedom of class choices you have if you want to be a barbarian in roleplay.

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Classes - Red Dragon Disciple 

Unless someone can come up with a very good reason why I shouldn't - this class is easiest to deal with. Out. Disabled. It's a cheesy high fantasy munchkin class that doesn't really fit the setting at all. Winged characters would be considered demons, poked with pitchforks and end up on the pyre anyway. I *might* consider making them a totally evil, outsider demon thing that can hang around with dragons somewhere in a volcano, or somewhere where I store the tieflings, but it wouldn't be fun to play such a thing I assume. No really, sorry, but it doesn't make sense. 

Sunday, May 17, 2009

Something in between....

Experimenting with textures at the moment, I thought I'd share this little screenie with you. 

Viva la revolución! :)






Tuesday, May 5, 2009

More Grass

A little update on my grasslands (I'm still working on it). After adding some more placeables, grass (the toolset crashes now everytime I try to erase it) and trees, and still not being satisfied, I added that old day/night cycle from Pretzel to the area for fun, and what can I say... It's exactly what I wanted it to be. Especially the darker stages are exactly what I had in my head. Just wanted to share these, enjoy. The last one might be to dark, even though I adjusted the curves a little. It's standing on the hill from the first pic at night, the place that will be very important later. :)