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Legend of Rhovanion A Proper Journal

#121 User is offline   VinceP 

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Posted 21 March 2006 - 12:53 PM

lolz nub c8ke!
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#122 User is offline   Padz 

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Posted 09 January 2007 - 11:18 AM

Hi, yet again I pop up after a long absence!

Just to let let you know that i have been working on LoR v1.2 for a little while and here is a list of fixes if anyone is interested:

-Everyone can now be killed
-Minor spell changes and additions
-Generally the game is made harder
-Some guild interlinks
-You cannot die by collapsing from lack of food/sleep
-Pay for Drin guard
-Time now passes everywhere except inventory menus
-Can now save anywhere except dungeons
-In game map included
-Entering the Darklight Temple from Darklore guild
-Player in Inventory
-Music in Darklight Temple
-Req for weapons when buying and inventory
-minor inventory fixes
-Orb settings are now correct
-Status(Enter) Menu now shows when injured
-Various minor game bugs and additions

Also here is what I plan to implement before the final release:

-extend dungeons and add more enemies
-make evil endings
-make good endings
-fill out the library
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#123 User is offline   Galladin 

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Posted 09 January 2007 - 04:57 PM

Hey, nice to see you are still working on this one. I really liked the style of Rhovanion, both graphics and ideas were nice. Do you have any other side projects going on at the same time?
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#124 User is offline   hob nado 

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Posted 09 January 2007 - 05:21 PM

This was indeed a fun game, lots of gameplay in there. And it used the Weirdland font <3
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#125 User is offline   Padz 

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Posted 09 January 2007 - 06:10 PM

Haha you love to get that one out es! <3

No other projects at the moment, cant really seem to get started on anything. Got a couple of ideas though nothing concrete
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#126 User is offline   Terryn 

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Posted 09 January 2007 - 10:50 PM

My only suggestion so far: Give the gamblers a daily monetary limit. It can be strict or large, just please implement something like this to destroy massive abuse of luck manipulation.

(If you wanted to be really mean, you could force saving after each gambling go-through, but that'd require a bit more work - namely, a custom saving/loading system, not necessarily a custom FORMAT.)
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#127 User is offline   hob nado 

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Posted 10 January 2007 - 12:35 AM

It's my entire legacy in this place, LeDgEnD =D
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#128 User is offline   CHEZZY 

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Posted 10 January 2007 - 03:08 AM

Man I love legend or rhovanion! I still play the latest version over and over. I'd love to see it updated. I expect you got ideas from the elder scrolls series, someone said "what do you need friend?" to me, so I thought that was neat. Of course, there are heaps of glitches in the latest version as expected, and if those were fixed this would be a perfect game.
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#129 User is offline   Padz 

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Posted 10 January 2007 - 10:58 AM

Ah a good plan Terryn, I was thinking of putting in a daily limit but then thought that people can just set the speed faster to bypass that. The autosave is a good idea but cant people just make their own saves? I'm a little out of touch with robotic these days.

Chezzy, yeah i've got a fair few ideas from elder scrolls like peoples rections change depending if they like you or not. I'm working on the glitches as often as i can and i'm always thinking of new ideas to implement.

This post has been edited by LeDgEnD: 10 January 2007 - 11:03 AM

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#130 User is offline   Dr Lancer-X 

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Posted 10 January 2007 - 12:37 PM

Terr's saying--disable saving throughout the game, and code in your own save system using the save_game and load_game function counters. This is a bunch of extra work, and you won't be able to exactly duplicate the old system (you'll have to do something like a slotted save system instead), but if you tie all saving in through this, you'll be able to control when and how people save.
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#131 User is offline   Padz 

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Posted 11 January 2007 - 10:54 PM

I've put in my own saving system now which autosaves whenever you change boards, I think it works kind of effectively. It save the file using you race and local date/time so it very unlikly to repeat the savename.

I'm also working on shop keepers in the game so that you can sell everything you find and buy it back later if you need.

I've added a new quite powerful noncombat spell

currently playing around with sound effects, only simple things like doors, water, and backround noise. I'm trying to find a sound effect of town backround noise, something like in the baldurs gate games if you know what I mean, just like commoners chatting and things. If anyone could help me find one it'd be much appreciated.

This post has been edited by LeDgEnD: 11 January 2007 - 11:01 PM

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#132 User is offline   Galladin 

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Posted 12 January 2007 - 07:17 PM

LeDgEnD, on Jan 11 2007, 11:54 PM, said:

currently playing around with sound effects, only simple things like doors, water, and backround noise. I'm trying to find a sound effect of town backround noise, something like in the baldurs gate games if you know what I mean, just like commoners chatting and things. If anyone could help me find one it'd be much appreciated.

What I used with my games, ie. Dragonbreed, was to open the game editor of Neverwinter Nights, play the sound I wanted, and record it with the basic recording application thingy that comes with Windows. Then I opened the recorded wav file in GoldWave, and muted the beginning & ending, thus cutting away the ugly popping sounds and needless space.
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#133 User is offline   Padz 

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Posted 12 January 2007 - 09:44 PM

One step ahead already mate, i just went in to the nwn\ambient and nwn\overide_bat directorys and found a load of .wavs all ready for a bit of modpluging.
Finished all my sound effects i want to do now and have a nice little ambience engine.
Also finished another dungeon and currently working on my shopkeepers and a bit of general 'tweaking'
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#134 User is offline   Padz 

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Posted 13 January 2007 - 01:24 AM

I'm tempted to release LoR v1.2 tomorrow, i'm just trying to iron out some minor bugs but I have done everything I want to the game. For the moment anyways my to do list is empty!!
I'll probally go through a few more times and see if there is any more I want to do but either way I'll post the game soon
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#135 User is offline   T-Bone 

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Posted 13 January 2007 - 06:48 AM

Galladin, on Jan 12 2007, 02:17 PM, said:

LeDgEnD, on Jan 11 2007, 11:54 PM, said:

currently playing around with sound effects, only simple things like doors, water, and backround noise. I'm trying to find a sound effect of town backround noise, something like in the baldurs gate games if you know what I mean, just like commoners chatting and things. If anyone could help me find one it'd be much appreciated.

What I used with my games, ie. Dragonbreed, was to open the game editor of Neverwinter Nights, play the sound I wanted, and record it with the basic recording application thingy that comes with Windows. Then I opened the recorded wav file in GoldWave, and muted the beginning & ending, thus cutting away the ugly popping sounds and needless space.

That was an awesome game!
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#136 User is offline   CHEZZY 

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Posted 14 January 2007 - 07:30 AM

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For the moment anyways my to do list is empty!!


Here's something to add to your to do list - release it!!
Oh and if you want me to be serious, you should add more race recognition in how people respond to you, like if your an eltar and there's a drin, the drin won't tell you any personal details and vice versa, instead of just the usual "What do you want, human?/anrun? etc. And, if you have the time, see if you can allow the player to create potions without having to go to the alchemist. And add some legendary weapons that can do magic and stuff. I'm bursting with ideas, but most of all I just want to see this game done.
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#137 User is offline   Padz 

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Posted 14 January 2007 - 12:43 PM

The race recognition is an idea I never got round to, I will have a look it should be easy enough to stick in.
I'm also making an option where you can get a potion workbench in your home.
The special weapons was something I really wanted but if you look at the size of the weapons bot already you can see how hard it would be! Some of the programming in this game is about 5 years old and really could do with some optimization!!
Cheers for your ideas.
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#138 User is offline   CHEZZY 

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Posted 15 January 2007 - 06:44 AM

For race recognition you only really need to modify drin and eltar, because humans and anrun don't have any real differences.
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#139 User is offline   Padz 

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Posted 15 January 2007 - 10:38 PM

Hey i'm delaying a little longer as i've had a great idea that i'm putting in before release. Well I like it anyway. This should be finished by tomorrow night but i'm going for a late jan release.
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#140 User is offline   Padz 

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Posted 30 January 2007 - 11:37 AM

This was a test.

LoR MAY be uploaded tommorrow

This post has been edited by LeDgEnD: 30 January 2007 - 11:39 AM

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#141 User is offline   CHEZZY 

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Posted 31 January 2007 - 06:54 AM

YAY :D :D :p :laugh: :(
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#142 User is offline   Padz 

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Posted 01 February 2007 - 07:01 PM

This is a file for CHEZZY

Attached File(s)

  • Attached File  test.zip (1.13MB)
    Number of downloads: 26

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#143 User is offline   ThDPro 

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Posted 01 February 2007 - 07:06 PM

I'd laugh if that test were funny. My computer froze up and I had to reboot it. Thanks alot. :p
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#144 User is offline   Padz 

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Posted 01 February 2007 - 07:17 PM

i said it was just for chezzy!

i dont know why it made your computer freeze though
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#145 User is offline   CHEZZY 

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Posted 01 February 2007 - 10:15 PM

I can't even get into it through mzx, after renaming it.

edit: no, don't worry, got it working

This post has been edited by CHEZZY: 01 February 2007 - 10:22 PM

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#146 User is offline   Padz 

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Posted 03 February 2007 - 01:13 AM

Ok, I have just finished fixing the bugs from my beta tester CHEZZY. I'm just going to do a few last minute checks to make sure i've not missed anything.
I Plan on releasing sometime this afternoon(SAT)
There will probally be more bugs i need to fix so i will hopefully sort them out and release a final version soonafter
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#147 User is offline   asgromo 

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Posted 03 February 2007 - 03:18 AM

My opinion is that you should have at least one other beta tester run through it, because the idea is that you get a variety of playing styles and hardware tested, but, hey, whatever.
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#148 User is offline   CHEZZY 

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Posted 03 February 2007 - 03:31 AM

Quote

My opinion is that you should have at least one other beta tester run through it, because the idea is that you get a variety of playing styles and hardware tested, but, hey, whatever.


In other words...
Chezzy suks at beta testing why did you choose him not me grrgrgrrrgrgrr :p :D :(

jk you have a point. I sent Ledgend a pm telling him to just release LoR and let the community test it before the release, but he just wanted me. But this is good, because more people have a glitch free game that they haven't played yet to look forward to. So the less people that test it, the more people that officially play it. And I'm sure Ledgend is running through it again before he releases as well.
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#149 User is offline   Padz 

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Posted 29 June 2007 - 11:28 AM

Hi people. I've been out the loop for a few months again but hopefully now i will be back on track with mzx.

I have a patch for LoR V1.22 which i'm working on, its just a few bug fixes and minor additions. I'm thinking that this will be the last update unless anyone reports any major faults.

I'm also writing up ideas for a new game. When i have the basics sorted i will post so keep an eye out.

Hope you've all been enjoying LoR. A lot of blood, sweat and tears went into that and the reviews i've had are a great reward, thanks.

This post has been edited by LeDgEnD: 29 June 2007 - 11:34 AM

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#150 User is offline   Padz 

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Posted 01 December 2008 - 01:09 PM

Hello all.

I'm looking into a going over for LoR.
I cant remember what i've added or changed to it since the last release, but i know it's essentially bugged in quite a few area's. If anyone has any thoughts on what i could do to make it more player friendly please post.

Terryn i think you've played it a fair bit, have you any ideas?

Regards
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