and about when it will come out, it will probaby come out withen the next 2 years, considering everyone does everything at the same pace we're working now...
but who am I to say this, that's just an opinion from a landscaper ::
Well thankyou for the patience, its an awful lot of work to around the working days and school days for most of our team members. The AI has seen improvements with altar miracles usage and I am goin to rewrite the entire god relations script so it works better and some of the dialogue doesnt stuff up other things.
As for MP I too have had no contact recently from our developer on that and it concerns me. I cannot promise the release of MP soon but Im sure its planned for somewhere down the track. But at least we got plenty of landscapes to work with and good ones too.
I also hate myself for saying this, but with my new computer, I formatted both my hard drives, so I lost every part of the script written so far. Daxter I believe has lands 1 and 2 somewhere in his mailbox, so all is not totally lost, but still, until I get those back, I can't remember where I left off. So Daxter, if you wouldn't mind sending them both back to me please.
What do you mean by God AI? =S
I am pretty much completely unfamiliar with this.
And also i think i know what peer to peer connections is but im not quite sure.
How does this work? :woot
This is true. Any sfx(not dialogue) file in any of the .lug archives that still work are usable by use of the play string sound command, dialogue is loaded by "say".
e.g
Code:
play string sound "SCRIPT1_VEPIC_FLAMETHROWERWHOOSH4"
All the sound files cannot be loaded like dialogue because they need the pre-built variable name to use them. However I have been able to crack open these files and find a load of variable names for each of the sfx inside each .lug archive.
You may have noticed of course the sound effects and dialogue in the various scripts I have made. One important set of scripts is the Epics which contain the variable names of the proper sfx they need to function properly.
Hello guys. Does look like I have been inactive but apart from work and doin OGaM I dont have much time to jump onto sites for updates.
Anyway in the time I have been away, alot of fiddling with certain things have procured some interesting results. Here is a list of everything that has changed in those past weeks.
God AI:
Allies -
- Miracle usage has a big effect now that each ally god requires an altar built before they may charge and use each miracle. Miracles charged will not appear from the hand at the altar, but rather charge beams will constitute that. Once charged a miracle is cast once the hand of the god reaches its spell cast destination (e.g a field for water miracle).
- Multi-blueprint constructions are now available to the god. This means if more than one blueprint of a certain building is placed, each shall be constructed one after the other until they are all done.
- God relations has been totally rebuilt and no longer does dialogue appear out of place nor does never ending sessions happen. You can now easily push away or influence a god with little actions like gathering food for them or healing villagers etc.
General:
Ships -
- Movement controls have been widely adjusted and I believe the problem with control has been fixed.
- Ships now spawn and move correctly along the water surface.
There is quite a few more features that I am yet to document and will soon go in detail but this is just the basic outline of what I have managed thus far. Again I apologise for the inactivity but the result is satisfactory.
By the way, I have been runnin some trial and error tests and I believe that with the right compilation we can produce dialogue using the ogg vorbis extension and at the same time produce an ogg vorbis sound file in which we can play music during cutscenes whilst allowing dialogue to play in the same file. Using the same command for playing music will see this to our advantage so soon I shall be getting our voice actors to start on their lines.
I am also looking for a female voice to narrate OGaM's storyline to give the game more character.
As for the team, if any of you can I shall be logging into MSN Messenger sometime to further discuss our matters on the game, its time knuckle down, get serious and get this moving.
I am sorry I cannot continue with my maps anytime soon, it is ough to fint the time to move my comp from my grandfather's house into my new house, but hopefully I will be able to this weekend or nest weekend.
the map I had time to start afew days ago I think will become a astec/japaneese land, but I haven't even realy started texturig it, so it's hard to tell.
Yea... on the story front... can't say it's going well, since I got my new comp (and it's 64 bit now) I had to reformat all my harddrives to work with the new system, thus I lost all my progress. I am hoping that Dax has the parts that I HAVE completed, and from there I can continue. So Dax, I'll try to contact you a little more personally and see if I can get those back, because otherwise, I can't do anything, especially since you want voice acting to begin soon.
Edit:
Nevermind, Zigmar (Hidden Miles, Sweet Tooth) Sent me the parts that he had, so I have everything once again.