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| Hak Update - Open Beta Testing https://www.amiaworld.net/phpBB3/viewtopic.php?f=2&t=81963 |
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| Author: | Pony [ Mon, May 04 2015, 16:46 PM ] |
| Post subject: | Hak Update - Open Beta Testing |
Hak Update - Open Beta Testing I am now opening the beta hak update to open playtesting, so you all can preview the content we are adding. This is not the final version, as there are still a few icons and .mdl files for the alternative combat pack being finished by Eurgiga. This means, if you download this version, you will need to download another when the hak is finalized and added to the Amia Abroad and Amia Island module. The test module is being hosted on my computer, not the amia server. There is a limit of 8 players being able to be online at the same time, as not to make it too straining for my laptop. You may also encounter some lag because of it. The module also does not include many of the standard scripts and settings, so there will be many regular functions unavailable. I will be hosting the module a few times for a few hours the next two days. If you think you encountered a bug, please write down the "area name - location - problem description". You can post those in this topic, or pm them to me. Whatever you prefer. Now with all the disclaimers done with, enjoy looking around the mod! |
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| Author: | Richard_Edmund [ Mon, May 04 2015, 17:23 PM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
In _Creature Test 2, something's made NwN freeze on me twice in a row. I'm not sure what it is, but I thought I'd let you know. Monster Test 1 and the Shields by Eurgiga and PassionateShadow are looking beautiful, though! |
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| Author: | Pony [ Mon, May 04 2015, 17:45 PM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
In the creature and item testing areas there can be longer load times, because of the amount of NPCs those areas have. It is a line of sight issue, when you suddenly got to load another fifteen additional NPCs all at once. That is a little heavier on my laptop. It is nothing to worry about. |
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| Author: | RaveN [ Mon, May 04 2015, 18:18 PM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
I just got rickrolled.... I hate my life. |
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| Author: | Dead [ Mon, May 04 2015, 19:31 PM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
We can of course create our own module? |
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| Author: | Pony [ Mon, May 04 2015, 19:37 PM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
With the haks, you can indeed create your own module. The test mod I made you can however only look at online, as I can not release a copy of that to the players. Too many scripts in it, being one of the reasons. |
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| Author: | Pony [ Mon, May 04 2015, 21:22 PM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
T'was all for today. The server will be back up tomorrow. Thanks to everyone who came on to test! |
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| Author: | Dead [ Mon, May 04 2015, 21:55 PM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
Tested the Necro robe on Lucius. Eurgiga.. if I ever find you.. ..you will be very drunk because of all the free beer. |
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| Author: | Richard_Edmund [ Tue, May 05 2015, 4:41 AM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
Is there a specific way the hak files need to be arranged if we want to test some of these things in our own modules? |
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| Author: | Pony [ Tue, May 05 2015, 5:07 AM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
They are. amia_v3a_top2 amia_v3d_top amia_v3b_tile1 amia_v3b_tile2 amia_v3_plc amia_v3a_crea amia_v3a_items amia_v3a_rest amia_v3b_a amia_v3b_b amia_v3b_c amia_v3b_d amia_v3_music amia_v3_override amia_v3_skyboxes |
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| Author: | Pony [ Tue, May 05 2015, 10:26 AM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
Test server is online again for a few hours. |
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| Author: | GolbezLunar [ Tue, May 05 2015, 11:44 AM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
Can we get ain't of what content has been updated from the pervious version? |
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| Author: | Pony [ Tue, May 05 2015, 11:52 AM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
Download the test hak, and log onto the server in the way described in the first post. You can preview content there. It is why I have it up. |
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| Author: | linlan [ Tue, May 05 2015, 14:49 PM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
A lot of great stuff in this hak. Bravo! Here are my notes : Kohlingen seems even larger than previous revamp ! We couldn't get the gates to work properly with the keys. Fortunately, we could walk through the walls and use the transitions behind the gates. (issue applies to most castle walls in Greengarden and Feylake I think) Kohlingen, Greengarden : The portal to Brog should be moved back to Feylake I think ? Also, it should be heavily guarded. Copper Industries moved inside city walls. I missed the transition or is it not active? Temple of the Triad : one of the three idols (Helm I think?) is not named. Kohl, Tristram's Path, South : - when using the transition from North, PC is facing north, should be facing south. - the Rock Pines look like stumps. was the Tree PLC changed in this tileset? - splitting Tristram's Path in two maps adds for longer walk from Minmir to Kohl. Not sure if this is intended ? The mask vfx was buggy at times. we were three players testing two masks simultaneously (crown + mask 2), which probably caused issues with the script variables? These masks are great. The vfx would ideally remain while resting, like ioun stones? No bug with creatures. great additions. No bug with items. awesome additions ! (Claps) L. |
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| Author: | Pony [ Tue, May 05 2015, 15:54 PM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
Kohlingen was actually downsized. One of the reasons so many interior areas got a revamp, was not as they needed an update, but because I needed to use a single tileset that could support many of them. So there were areas completely removed, partially removed by merging them in a single area, etc. It only gained two wilderness exterior areas, which makes it immediately feel more spacious. Copper Industries had it's two interior areas scrapped. The faction was gone long enough, and the NPCs who now run it are not in need of an area. The door is indeed intended to be permalocked. Portal to Brogendenstein had it's interior removed, and is intended to be in the GGD. Given its position, it is pretty well guarded, and I rather not add more NPCs to the area. The single guard will need to suffice, given there are more a stonethrow away at the city gate. Rock pines are intended as are, and just use a different placeable. The longer walk north is indeed intended with the Tristram's Path North. This due to a number of different reasons. I will take a look at the rest. Thanks for testing and taking the time to write up the test report! |
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| Author: | Pony [ Tue, May 05 2015, 17:42 PM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
Update will remain up for another hour today. If anymore of you wanted to preview the content today, it is time for you to hop on! |
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| Author: | Pony [ Tue, May 05 2015, 19:04 PM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
Thanks to everyone who tested today! Greatly appreciated! |
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| Author: | GolbezLunar [ Tue, May 05 2015, 22:02 PM ] |
| Post subject: | Re: Hak Update - Open Beta Testing |
I was on today. I appreciate all that you do for us pony and it was extra great to reconnect with you. Goodness has it been so many years since the days of Arrabett and Tinnerai! Beyond that, I have to say Gondor-Like Kohligen is vast vast improvement. It makes me want to make Nya more involved in Kohligen! Thanks a bunch! |
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