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Dev Disco
 
PostPosted: Tue, Aug 17 2010, 9:21 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

I am afraid the heads are out. You need an override to be able to select them anyway, so I don't see the bonus of adding them to the hack (you'd just have to download 25 MB twice).

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Dwagin
 
PostPosted: Tue, Aug 17 2010, 17:02 PM 

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It also makes it easier long term? Smaller overall hak size.

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Dev Disco
 
PostPosted: Sat, Aug 21 2010, 16:34 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
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http://www.amiaworld.net/files/Capture.JPG

I already added a heavy plate a few months ago, but with a bit of tinkering I also managed a chest part for clothing, light and medium armour as well. Also added 3 new robes.

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Silvarus
 
PostPosted: Sat, Aug 21 2010, 16:37 PM 

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Dev Disco wrote:
http://www.amiaworld.net/files/Capture.JPG

I already added a heavy plate a few months ago, but with a bit of tinkering I also managed a chest part for clothing, light and medium armour as well. Also added 3 new robes.

Those robes look awesome.

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Mobile_Svensk
 
PostPosted: Sat, Aug 21 2010, 16:39 PM 

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They look like the paladin Tier 2 Set in Wow. (Those up to the right corner)

Just saying...

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Silvarus
 
PostPosted: Sat, Aug 21 2010, 17:03 PM 

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Very_Svensk wrote:
They look like the paladin Tier 2 Set in Wow. (Those up to the right corner)

Just saying...

Makes sense. They are the ugly ones in that picture after all.

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Colapops
 
PostPosted: Sat, Aug 21 2010, 17:11 PM 

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Oh lord, you added the nipple armor.

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Dev Disco
 
PostPosted: Sat, Aug 21 2010, 19:26 PM 

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HRM Chicken I of Amia

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Well, they ain't called 'breatplate' for nuffink, you know?

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Colapops
 
PostPosted: Sat, Aug 21 2010, 21:13 PM 

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Did you add my pelvis yet? Did you? Did you add it? The pelvis? Disco, the pelvis? Disco? OIO He peVleis TidSco id You Hadd The pLeivs??

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DustSpray101
 
PostPosted: Sat, Aug 21 2010, 21:48 PM 

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eh?

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Dev Disco
 
PostPosted: Sun, Aug 22 2010, 9:04 AM 

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The one with the Prince Albert in it? Sorry, it doesn't ring a bell.

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QPR
 
PostPosted: Sun, Aug 22 2010, 9:06 AM 

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Proper Monk Robes! Yay!

Edit: Whoever made those woodland tilesets should either be knighted or recieve a congressional medal. Seriously, they should.

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Colapops
 
PostPosted: Sun, Aug 22 2010, 16:05 PM 

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Dev Disco wrote:
The one with the Prince Albert in it? Sorry, it doesn't ring a bell.


I'm going to gut you like a trout.

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Grymia
 
PostPosted: Sun, Aug 22 2010, 16:27 PM 

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QPR wrote:
Proper Monk Robes! Yay!

Edit: Whoever made those woodland tilesets should either be knighted or recieve a congressional medal. Seriously, they should.


Define 'Proper Monk Robes' if you would please?


 
      
QPR
 
PostPosted: Sun, Aug 22 2010, 16:33 PM 

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Those in the middle, behind the first row. They look like actual european monks. Close enough for me at least!

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Garret Smith - Archer and peddler of deity-statuettes
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brooksthegreat
 
PostPosted: Sun, Aug 22 2010, 18:38 PM 

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When is all this going in?

Or has it and I seriously, seriously need to update my haks?

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Dev Disco
 
PostPosted: Sun, Aug 22 2010, 20:33 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

Anyway, almost there. You can have a look at this at your own PC. Mind that I need to fix a few things in this haks so the 100MB download will not be an investment in the future (but it will satisfy your curiosity and lack of patience).

Mahtan and Mach have taken a look at the head pack as well (it was a mess for the human heads) and hak and override are meant to match. Download that as well. Once again, it's for testing so no guarantees.

http://www.amiaworld.net/files/hak_test.7z - Demo module
http://www.amiaworld.net/files/hak_v2.7z - Haks
http://www.amiaworld.net/files/heads.rar - Heads for override (backup your old folder!)

The .tlk file is the same.

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Mahtan
 
PostPosted: Sun, Aug 22 2010, 20:45 PM 

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Joined: 28 May 2006
Location: That place with the green grass and that blue sky.

With the heads, sadly some had to be moved and some of you will lose your heads and have them either blank, a monster head, or a different one than before. When you install this, it is very important to get rid of every last bit of the old head pack. Easiest way to do this:
Download the old one
Extract it to its own folder
Highlight them all (yes all 1000 something files)
Drop them into the override
When asked to replace say yes to all
All the heads should now be highlighted in the override folder for you.
Delete them all and install the new pack.

There are now:
Bearded Dwarven Girlies
Some new Elven girl heads
A new Hin girl head
No more hidden anime heads
No more doubles of heads
A couple new guy heads
And a couple new girl heads

If there is still problems or confusion, I will do my best to help you.

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TormakSaber
 
PostPosted: Sun, Aug 22 2010, 20:47 PM 

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a.k.a. time for me to delete all my overrides and start from scratch... it's messy looking anyways.

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Merrien
 
PostPosted: Sun, Aug 22 2010, 20:51 PM 

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Joined: 03 Jan 2005
Location: Deep in the Heart of Texas

<3

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Dev Disco
 
PostPosted: Sun, Aug 22 2010, 21:48 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
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I do that every few months... you need to stay clean and lean.

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Dev Disco
 
PostPosted: Sun, Aug 22 2010, 21:50 PM 

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HRM Chicken I of Amia

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Location: Amsterdam

O a very simple way to get rid of old heads is doing a search on "head" in your override folder. Just select all the results and press the byebye button.

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Silvarus
 
PostPosted: Mon, Aug 23 2010, 8:55 AM 

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Mahtan Tasadur wrote:
Bearded Dwarven Girlies

I love you!

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Dev Disco
 
PostPosted: Mon, Aug 23 2010, 9:11 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

Folks, please have a look at it. Just try to make a fancy suit for your favourite race/gender and see if it works. Kill a monster and see if it is properly animated (the rest will attack you as well but you simply reload the module to continue). Check out the two new tilesets and report if your computer can handle them or not.

I can't fix a lot afterwards without forcing you to download the stuff again, you know.

I do know a few things already, btw:

- one of the new helmets is missing the inventory item (needs to be fixed)
- there is one female-only and one male-only robe (intended)
- there is one robe that's human-only (intended, and only for NPC use)
- the monk robe shows any hair that's outside its hood (can't be fixed, use a small helmet?)

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-Cloak-and-Dagger-
 
PostPosted: Mon, Aug 23 2010, 15:53 PM 

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Seems fine.

My computer was hardly top of the line when I bought it all the way back in '03, but the new tilesets didn't even make it burp. Loaded just like a normal area.

The only thing I think is wrong is there seems to be an invisble wall at the bottom of the ramp up to the ruined fort in the desert area (area 3?). And all the guys kept running away, but I think thats an AI thing rather than backwards animation. Can't see area 7 IG, no transition.

PS: http://img838.imageshack.us/img838/5695/robe.jpg :D


 
      
Dev Disco
 
PostPosted: Mon, Aug 23 2010, 18:27 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
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Yeah, area 7 I just made to check a new tile. I noticed the desert thing as well. I didn't change the tielset, though, it's just about the ruins.

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Mahtan
 
PostPosted: Tue, Aug 24 2010, 17:43 PM 

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Joined: 28 May 2006
Location: That place with the green grass and that blue sky.

Foot 22 is a copy. We got those shoes in 1.69. If you don't have some shoes to replace them, just poke me on MSN sometime today, I'll find some new ones.

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Dev Disco
 
PostPosted: Tue, Aug 24 2010, 18:45 PM 

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HRM Chicken I of Amia

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Location: Amsterdam

Get me a new pair.

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TormakSaber
 
PostPosted: Tue, Aug 24 2010, 19:40 PM 

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Stuff seems fine for me aside from the bugs already posted. I dig the new monsters, of course, and I already have ideas.

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BlackDahlya
 
PostPosted: Thu, Aug 26 2010, 5:46 AM 

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Joined: 17 Aug 2005
Location: Land of the Scorching Sun, Empowered by Global Warming

Dev Disco wrote:
Folks, please have a look at it. Just try to make a fancy suit for your favourite race/gender and see if it works. Kill a monster and see if it is properly animated (the rest will attack you as well but you simply reload the module to continue). Check out the two new tilesets and report if your computer can handle them or not.

- the monk robe shows any hair that's outside its hood (can't be fixed, use a small helmet?)


It also shows the head when the NPC turns to face you.

Regarding the tiles, I am mentioning what I noticed, though I am not sure if you already know (sorry, I might have missed it if it was said on the previous posts already):

- I am not sure if it was mentioned already, but at the ruins (city exterior or rural, maybe?) I was having pathfinding problems. I could not go straight to a place I wanted. Might be it is done like that since it is a testing module, but I still thought I should mention it.The desert ruins were also having pathfinding issues and I was unable to walk with mouse clicks, only using the keyboard keys.

- At the dock-like house, when you walk over the wooden ground you are walking on the water. It is as if the house is not even there. You can walk right through it, too.

- Forest (005): it is a wonderful sight, though as I expected when I saw the screenies, it lags me. Not horribly so, but I wonder what would happen at the server's peak times/DM events. Obviously, the problem is my computer that can barely handle these graphics. I lag at Wiltun, Underport and L'Obsul. =(

- Area 006: I started lagging the closest I got to the buildings. As with the forest, not horribly so, but I wonder what would happen at the server's peak times/DM events.

- The monsters' animations seemed fine for me. Nothing awkward, though before I could see the giant octopus thingies movements they were dead with one attack. >_>;;

- Concerning crafting, I am not sure what could have happened, but I was using the craft menu and no matter how many times I clicked to change to the next style, nothing changed or very rarely would something change.

- Also, not sure why, but loading the Area001 made me think my PC would crash. It took quite some time to load it.

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Pony
 
PostPosted: Thu, Aug 26 2010, 10:10 AM 



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Joined: 07 May 2005

Disco, did you cut down tiles in the Wildland tileset? I toyed around with it and it really lacks stuff if you would want to make a city with it.

Various NPCs will also lose their heads or get new ones if you re-arrange the order. :?


 
      
Dev Disco
 
PostPosted: Sat, Aug 28 2010, 9:02 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

The tilesets are the same as offered on the Vault. I just fixed some minimaps for the Wildlands.

I know about the heads. I am going to loop through all NPCs and make a list of the ones that got changed heads.

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Dev Disco
 
PostPosted: Sat, Aug 28 2010, 9:04 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

BlackDahlya wrote:
Dev Disco wrote:
Folks, please have a look at it. Just try to make a fancy suit for your favourite race/gender and see if it works. Kill a monster and see if it is properly animated (the rest will attack you as well but you simply reload the module to continue). Check out the two new tilesets and report if your computer can handle them or not.

- the monk robe shows any hair that's outside its hood (can't be fixed, use a small helmet?)


It also shows the head when the NPC turns to face you.

Regarding the tiles, I am mentioning what I noticed, though I am not sure if you already know (sorry, I might have missed it if it was said on the previous posts already):

- I am not sure if it was mentioned already, but at the ruins (city exterior or rural, maybe?) I was having pathfinding problems. I could not go straight to a place I wanted. Might be it is done like that since it is a testing module, but I still thought I should mention it.The desert ruins were also having pathfinding issues and I was unable to walk with mouse clicks, only using the keyboard keys.

- At the dock-like house, when you walk over the wooden ground you are walking on the water. It is as if the house is not even there. You can walk right through it, too.

- Forest (005): it is a wonderful sight, though as I expected when I saw the screenies, it lags me. Not horribly so, but I wonder what would happen at the server's peak times/DM events. Obviously, the problem is my computer that can barely handle these graphics. I lag at Wiltun, Underport and L'Obsul. =(

- Area 006: I started lagging the closest I got to the buildings. As with the forest, not horribly so, but I wonder what would happen at the server's peak times/DM events.

- The monsters' animations seemed fine for me. Nothing awkward, though before I could see the giant octopus thingies movements they were dead with one attack. >_>;;

- Concerning crafting, I am not sure what could have happened, but I was using the craft menu and no matter how many times I clicked to change to the next style, nothing changed or very rarely would something change.

- Also, not sure why, but loading the Area001 made me think my PC would crash. It took quite some time to load it.

Maybe the robes aren't that handy then. We'll see.

Area001 has a lot of NPCs, that will probably cause the hickup.

I didn't implement crafting yet. Will be the next test module.

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Dev Disco
 
PostPosted: Sat, Sep 11 2010, 10:37 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

In about half an hour from posting you'll be able to download a new test module and test hak.

http://www.amiaworld.net/files/hak_test_a.7z - Demo module
http://www.amiaworld.net/files/hak_v2a.7z - Haks

Don't try to get them right now, they are still uploading while I do some shopping.

I added two new tilesets and updated some stuff. Only thing I have to do now is redoing some shields.

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-Cloak-and-Dagger-
 
PostPosted: Sat, Sep 11 2010, 15:07 PM 

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Joined: 09 Feb 2009
Location: England

No issues IG or in Toolset. Apart from the funny Desert thing.


 
      
Colapops
 
PostPosted: Sat, Sep 11 2010, 15:28 PM 

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Joined: 16 Feb 2008
Location: Keep your distance.

-Robe 31 missing male model.
-Robe 32 missing female model.
-You accidentally added the mermaid tail.
-Shoulder models 25 have no female version.
-You didn't add my pelvis model. Jerk.

With the above in mind you might want to check and make sure that all races/genders have the model parts.

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Mahtan
 
PostPosted: Sat, Sep 11 2010, 17:02 PM 

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Joined: 28 May 2006
Location: That place with the green grass and that blue sky.

Scorpion Tails 2 and 3 do nothing.
I'll need to add quite a few monsters to the tail2da so they become scaleable.
Foot 22 is still doubled.

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Dev Disco
 
PostPosted: Sat, Sep 11 2010, 18:18 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

Damn, I updated the old version of amia_d instead of the new one. I uploaded the correct version here.

http://www.amiaworld.net/files/amia_v2_d.7z

The 2 missing scorpion tails should be disabled in teh 2da, the models aren't in the hak. Can you send me the updated tail.2da asap?

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Dev Disco
 
PostPosted: Sat, Sep 11 2010, 18:24 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

Colapops wrote:
-Robe 31 missing male model.
-Robe 32 missing female model.
-You accidentally added the mermaid tail.
-Shoulder models 25 have no female version.
-You didn't add my pelvis model. Jerk.

With the above in mind you might want to check and make sure that all races/genders have the model parts.

- Correct, I wanted to match male and female but the hide different parts.
- idem
- Not accidentally, but not for PC use either.
- Indeed, they belong to the special heavy plate.
- You never told me the number, so there we go.

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Mahtan
 
PostPosted: Sat, Sep 11 2010, 18:49 PM 

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Joined: 28 May 2006
Location: That place with the green grass and that blue sky.

Dev Disco wrote:
Damn, I updated the old version of amia_d instead of the new one. I uploaded the correct version here.

http://www.amiaworld.net/files/amia_v2_d.7z

The 2 missing scorpion tails should be disabled in teh 2da, the models aren't in the hak. Can you send me the updated tail.2da asap?


Got the new 2da with the fixed tails and disabled the two missing scorpion tails.

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Glyph
 
PostPosted: Sat, Sep 11 2010, 19:02 PM 

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Joined: 10 Jun 2010

lol I was about to test it, guess I need the extra download. guess i'll try it later if not tomorrow, i'll use null for the sake of really bug testing. (export to HD keeps inventory thus shadowjump, thus I can go wild and find any clipping points on the maps...like the one in the amia forest...ed: oh yea, there is a clipping bug in amia forest...you don't need sj to reach it either.)


 
      
Colapops
 
PostPosted: Sat, Sep 11 2010, 22:02 PM 

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Joined: 16 Feb 2008
Location: Keep your distance.

Dev Disco wrote:
- You never told me the number, so there we go.


The number doesn't matter so long as it's in!

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Dev Disco
 
PostPosted: Sun, Sep 12 2010, 12:30 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

I doubt anyone is very attached to the shiny cross shields (they are a failed experiment), so I'll swap those with a different type.

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Dev Disco
 
PostPosted: Sun, Sep 12 2010, 17:01 PM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

http://www.amiaworld.net/files/hak_test.7z - Demo module
http://www.amiaworld.net/files/hak_v2.7z - Haks

I think this should be it. I added an updated version of the crafting system to the test module.

Quick list of stuff that went in:

Tilesets:
* wild woods
* wildlands
* aztec
* deep dungeon
* arena

Placeables like scrolls, mythalars, ruins, houses, graves, and an alphabet

20 new critters with an emphasis on classic DnD stuff, demons, and underwater fodder.

Some new clothing parts, a few new robes (some for NPCs), new torso parts.

And probably a few other things that I am forgetting right now.

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-Cloak-and-Dagger-
 
PostPosted: Sun, Sep 12 2010, 17:42 PM 

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Joined: 09 Feb 2009
Location: England

Deity cloaks in the crafting menu? Score.

(edit: Although Yondalla, Garl and Gruumsh aren't there...is there a limit of 72 appearances?)

Got any ETA in mind for bringing this all online?


 
      
Dev Disco
 
PostPosted: Mon, Sep 13 2010, 7:49 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

I'll check the cloaks. I think the hak is ready for downloading. I guess I'll make another online test module so more people can have a go at it.

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Silvarus
 
PostPosted: Mon, Sep 13 2010, 10:43 AM 

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Joined: 23 Sep 2005
Location: Jyväskylä, Finland, Europe

Will the null and wing showing versions be in the craft menu or are they requestable appearance changes

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Lily Havthorn, the Waukeenar
Silwe, the elf


 
      
Dev Disco
 
PostPosted: Mon, Sep 13 2010, 11:07 AM 

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HRM Chicken I of Amia

Joined: 02 Jun 2005
Location: Amsterdam

Crafting menu.

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Silvarus
 
PostPosted: Mon, Sep 13 2010, 20:54 PM 

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I am so in love with the Dev team.

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Lily Havthorn, the Waukeenar
Silwe, the elf


 
      
555444333
 
PostPosted: Tue, Sep 14 2010, 1:08 AM 

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Joined: 08 Oct 2005
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Dev Disco wrote:
Crafting menu.


Oh foorah! :mrgreen:

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