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A few ideas

Mon, 07 Oct 2002 16:43:55

Moose

I've had a few ideas and will now spend ? an hour or so typing them all up <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> I'm not bothered if you like them, hate them or think they should wait for TSP. 1)- In convos have commands like <firstname> or <time>. e.g. "Hi <firstname>, the time is <time>" "Hi Chris, the time is 5:23 on day 1" or something like that. 2)- In character creation have more things like name (this would be needed more if idea 1 was put in) and maybe have male and female characters. I had more but can't remember them, expect more befor tomorrow
Mon, 07 Oct 2002 17:01:25

Firebrand

Hey, those are some cool ideas, but to make a male and female character for every class would be too much work (i'm too lazy) but it could be cool if you could implement the name feature, I got some suggestions too, why not to add more than 1 "skin" for the classes, maybe to have 2 or 3 clothing styles for each class.
Mon, 07 Oct 2002 17:21:00

Moose

OK name shouldn't be too hard seem as it basicly already done.
Mon, 07 Oct 2002 19:47:34

Moose

I remembered one of my ideas. When it changes from day to night does it go darker, if not make it so but only for the sectors that are outside. Or is this already done.
Mon, 07 Oct 2002 19:50:51

RambOrc

It gets gradually darker (and in the morning gradually lighter). It's have all been coded nearly 2 years ago for Korax Alpha and has been disabled for KMOD 1.0 and is still disabled, just locate it in the source code and enable it again. I'm not sure about this latest implementation, but our first one around '98 that was done in ACS made it possible to tag a sector to get very bright when night falls (like taverns).
Mon, 07 Oct 2002 19:58:11

Moose

I guess it could be done as a special for a sector but your ways probabaly easyer. What do you think of my other ideas.
Mon, 07 Oct 2002 20:11:47

RambOrc

Assigning a tag or a special to a sector ==> what's the difference? Names for a character: ?definitely a good idea. I'd also like to add a portrait you can choose from a gallery of a dozen or so (prob is only you still see the same face in the in-game conversations afterward). The name should be maximized as 10 characters or so, else we might get probs when someone types a paragraph as name. Getting greeted by your name sounds good (it might be a prob though if we have voice acting for the dialogues). Don't get the one with the time though, I mean if you open your journal you always see the date and time. Female characters: let's leave it out of SE. Different clothing styles: I'm not really for it. A lot of work and not very showy. In TSP when we'll most probably use 3D models, changing clothes for a character will mean 1 additional skin and not 50 new frames.
Mon, 07 Oct 2002 20:20:18

Moose

OK, name on character creation being added as I waited for your reply expect to be done for wednesday (and this time I will finish it) then I'll work on <name> for convos. For the voice overs when it says "Hi, chris" the voice over says "Hi," thats how NWN does it. I've got anougher idea but I'll need to do some work so that I don't have to talk to much.
Mon, 07 Oct 2002 20:42:07

RambOrc

I hope you're doing these changes to the latest SE code in the CVS, and not to the old KMOD2 source code, right?
Mon, 07 Oct 2002 20:44:39

Ichor

As day goes to night, some inside areas indirectly lit up by the sun will also get darker, but it won't be as drastic (like indoor lightning). Also, if there are any torches outside, they should only be lit during the night. Maybe you could activate the torches outside around dusk when it gets dark enough (but not pitch black). They'll stay lit until about halfway through dawn. Also, how about adding certain NPCs that would only appear at night (vampires and other undead, thieves, people who work at night, etc.) or during the day (town defenders if any, most normal citizens, etc.)?
Mon, 07 Oct 2002 20:44:50

Moose

Tum tee tum tum <!-- s:lol: --><img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing" /><!-- s:lol: --> I'll go download it now <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( -->
Mon, 07 Oct 2002 20:50:30

RambOrc

Camper's latest version (from Spring 2001, wow how time goes by) makes all sectors' light level decrease by the same percentage, i.e. for a map you only need to set all sectors to a certain light level and their light ratio to each other will remain throughout dusk. You only need to tag sectors that have unnatural light sources. My biggest prob is that 95+% of the maps we use in SE haven't been designed for Korax' Heritage, so I'm actually thinking about dropping some of the special features for the time being and introducing them in TSP. p.s. Moose it's not as bad after all, SE code is still pretty similar to KMOD's, thus in most cases you might be able to simply copy+paste your changes from one to the other.
Mon, 07 Oct 2002 21:01:56

Moose

The menu code should have only changed a bit and the convo codes all new. And if you have a portrait it could be used in convos, if not the portrait it could use the name or even both. I other idea should almost be explainable but I'll do it tomorrow. If I haven't made any sence in this post its because I'm very tired.
Wed, 09 Oct 2002 19:13:19

Moose

[quote="Moose":2f6iu7jg]expect to be done for wednesday I never said what wednesday <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> I might be a bit late because it isn't going quite as easyly as I hoped but I've got it about done just need to sort out a few errors then test it.

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