Re: Of Gods And Mortals

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I believe that's the time you have when you finish your GCSEs. Because you finish early from school, you have a bigger summer holiday. Or atleast that's the case for me  :)
 
man, i cant WAIT till the holidays. ill be churning out mod after mod after mod when ive finished all this damned coursework. :blues: i suppose year 11 will be better, because theres less coursework and less homework.
 
i suppose year 11 will be better, because theres less coursework and less homework.

Think again ango  :D  There is less homework but personally i was doing coursework up to the finish, and the exams are just... terrible  :rolleyes Finished 'em nearly though :p

Likewise, i should be churning out mods also. Mostly Norse maps though i should imagine, with that monarchy thing we were talking about. BTW Anglo, have you checked out that thread recently?
 
hmm.. no... in and out of the  :angry COURSEWORK :angry i suppose i shall. but when this  :angry COURSEWORK :angry is finished kayssplace will have my full attention. :D
 
Well well well, at last Im on holidays. The last couple of months have been hectic for me, stuff goin on in my life as well as tafe and other things. At long last it has all been sorted and Im afraid it pryed me away from OGaM. I did manage to get some things working in the game so expect a little more stability than last release.

I will be on holidays for the next couple weeks so it will give me a chance to do what I can do. Thankyou everyone for being so patient for so long and for putting up with me and sorry for being out of communication for so long. As a tribute I promise to release what I have accomplished in the lastest version of OGaM tomorrow. In the next week or so I will hopefully release a patch for said release as I continue to work on it.

If you have any comments or questions, please feel free to do so but I will reluctantly not discuss events past in my own life, I am just glad everything is going swell now.

Take care everyone and its good to be back.  :)

EDIT: When I said I will release it tomorrow, I meant 24 hrs after this post and since I posted this early morning today it prolly will be next day but we'll see.  :p

Daxter
 
hey daxter, welcome back. its an understatement to say that youve been missed. :)

me and Skelape (mostly skelape) have been working on a project similar to OGaM, called the Norse Kingdoms Campaign. theres a thread all about it in BW2 modding and Scripting discussion.

 
Ah cool, I'll be sure to check it out. Im glad to see people are still going down the modding road when it comes to black and white, it still lives strong.  :)
 
Welcome back ol' pal. Hopefully we can still get a little close to our original estimate for a release date.
 
OMG its finally here!

Apologies for the long wait and my disappearance and of course that lame internet issue. Anyway here she is. The latest version of OGaM, version 5.  :)

Please read the Readme thoroughly, it explains alot of things about this release and wat will come.

Download here:

OGaM v5(RC 2.01)
 
Cool, finally.  :woot

I've added it to our downloads.

http://www.bwfiles.com/files/file.php?id=1113
 
WOOT. T'was a surprise for me to read all this so suddenly after the absence. I'm going to try it out now.
Welcome back Dax  :woot
 
I like that there are other gods =). I have one suggestion make the allied god's not pull up the trees which have been planted by buildings to add impressiveness. I don't know how hard it would be to do so no sweat -). I also found a bug you probably found this yourself but if you haven't the ship which appears on the coast can actually be brought onto land far far onto land.
 
Yep, thanks for your suggestions. Im already underway to resolving this issue for the AI system.

As for the ship bug, I quote from the readme.  :)

OGaM Version 5 Readme said:
...but I am unable to create collision points so that you cant move it onto land and to other ridiculous places so please use common sense, I will find a way. :P

In other words I havent worked out a way so that ships are restricted to sea only, but give it time and I will solution this.  :)
 
Daxter said:
In other words I havent worked out a way so that ships are restricted to sea only, but give it time and I will solution this.  :)

Have you tried using the height of the land? It can be checked at a position.
 
Kays said:
Have you tried using the height of the land? It can be checked at a position.

No I havent yet but the ship is so retarded that it cant tell the difference between terrain types i.e. wats land and wats sea so basically wherever you move it to, it ignores basic physics and all that and just sees the entire map as one big piece of rock w/o boundaries.

I do have an idea but it will be very difficult to do. Creating from scratch its own navigational boundaries, where it can and can not move to, what the sea height and land height is and to obey the nav map that is built into the landscape via the editor. In other words, it will do the opposite of what villagers do, instead of being restricted to navagatable areas, it only move in between red zones(non navigatable) and see how that goes.
 
Couldn't you technically just tell it that it can only move where a building can't be placed, so basically just water?
 
No I havent yet but the ship is so retarded that it cant tell the difference between terrain types i.e. wats land and wats sea so basically wherever you move it to, it ignores basic physics and all that and just sees the entire map as one big piece of rock w/o boundaries

Maybe I should of been a bit clearer. You know what the water height is, usually 10, I believe.  So if land height is less than water height, the boat will float, so to speak.

Code:
begin loop
   if land height at {myShip} < 10
     All_is_good
  else
     Stop_before_you_run_aground
  end if
end loop
 
Yea sry it was late when I typed that out so I tend to rave on making no sense.  :p

Yea I checked the water height via the landscape editor since I had to change its default height to match the landscape I created but I see your point.

If I understand correctly if the height of the land at the ships position is less than the set water height it will move there, if its not then its not navigatable and wont move. Yes?
 
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