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Lud
Developer Emeritus
27 Aug 2004

Location: Ireland

Fair enough, but I do think that they should be looked at, the lore is questionable. I believe that Adanorcil also questioned the inclusion of this element some time ago too.
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Post Wed Jun 20, 2012 7:36 pm Send private message             Reply with quote                   up  
Thrignar Fraxix
Developer Emeritus
06 Dec 2004

Location: Silnim

I'm like 95% certain we decided years ago to scrap anything relating to that
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Post Thu Jun 21, 2012 2:07 am Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=5862&highlight=sisterhood

Check out how cool everyone thought it would be until this one guy shows up at the end.

How the hell should I know, by one single post, that this was a girl? Or am I missing something?

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Last edited by Nemon on Thu Jun 21, 2012 8:12 am; edited 1 time in total
Post Thu Jun 21, 2012 5:28 am Send private message             Reply with quote                   up  
Andres Indoril
Senior Developer
13 Jan 2006

Location: Lost.... Somewhere?

Last I checked Lorus was not a guy, but still, we should get something to replace the books in return.
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Post Thu Jun 21, 2012 7:47 am Send private message             Reply with quote                   up  
Nanu
Developer Emeritus
16 Feb 2006

Location: Virginia

The name's terrible and Lorus made several good points. The first page of Finished Books was never added to BoT, so take your pick gents.
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Post Fri Jun 22, 2012 1:52 pm Send private message       Send e-mail       Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

EDIT: The below stuff is implemented (at least the parts outlined below).

Here are some suggestions about leveled lists. Neither of them has to be done immediately, but I think it's better to start sooner than later so that we have more time to experiment around until we actually use them.

I'd like to have, for each generic creature we use in TR, a leveled list containing only this one creature, at level 1, with 0% "chance none". (By "generic" I mean a creature that is not bound to just a specific quest or location, e. g., no Lightkeeper Grahl or Khayam-I.) We occasionally do have such lists already (e. g., TR_LC_centurion_spider_lev-2 only contains a centurion spider at level 1 and nothing else, and has 0% chance none), but I'd like it to be systematic. This will make it possible to place, for instance, a respawning kagouti somewhere in the terrain, with 100% reliability and without giving low-level players the "noob advantage" of an empty spawn point. (That's almost the same as what you get if you just place a static creature "kagouti", but most static creatures don't respawn.)

No need to implement all of the creatures right now, but I'd start with
rat, kwama forager, nix-hound, wild guar, alit, kagouti, shalk, bull netch, betty netch, scrib, velk.
The velk is most important; right now we don't have any possibility to put a respawning velk on a plantation.

-------

Now here comes a pilot experiment for non-levelscaled balancing:

TR_stat_wild_d01:
rat, kwama forager. (All at level 1.)

TR_stat_wild_d05:
alit, guar_feral, nixhound. (All at level 1.)

TR_stat_wild_d09:
kagouti, diseased rats/alits/nixhounds. (All at level 1.)

TR_stat_wild_d05_ap:
alit, guar_feral, nixhound, scrib, guar. (All at level 1.)

TR_stat_thirr_d01orp:
rat, kwama forager, TR_velk, scrib, guar, bull/betty netch. (All at level 1.)

TR_stat_thirr_sleep:
TR_velk, scrib. (All at level 1.)

Let me explain how I want to use them.

Quoting myself in a different place:

arvisrend wrote:
Obviously I'm bringing in my pet peeves here, in that I am completely avoiding levelscaling (I think that the level of a Morrowind player gives almost no information about his survivability, unless we know what major and minor skills he picked), keeping diseases at a minimum (I believe they don't give the game any tactical depth; they just force the player to reload if he finds his strength reduced from 35 to 15 and doesn't want to leave half of his inventory in the middle of nowhere), and am trivializing sleep creatures (when you're awakened without having regenerated your health and promptly get attacked by another tough monster, it's a matter of reloading unless you have potions to waste [EDIT: and sleep creatures put mages/archers at a disadvantage against melee fighters]). As far as diseases are concerned, I am actually very fond of the idea to keep the noob lands completely free of them [EDIT: of course, places like Armun Ashlands should have diseases]; it makes tough terrain appear tougher.


Whether or not we end up levelscaling our monsters, I think it is a safe bet that at least some monsters should be non-levelscaled (but respawning, so we do need levlists). For example, in an escort quest, keeping your companion alive shouldn't become tougher just because the monsters leveled up while your companion did not.

"d01", "d05", "d09" mean average damage around 01, 05, 09 (with bonus for disease). So d01 can be used pretty much everywhere, d05 shouldn't be used on the roads which a player should be able to take at the very beginning of the game, and d09 shouldn't be used too close to civilization imho. "ap" means "both aggressive and peaceful creatures" (of the same damage class). "d01orp" means "either d01, or peaceful"; these are creatures that shouldn't keep even a low-level player from passing through, but don't necessarily have to be easy prey for a noob (so they can make more damage if they're peaceful). sleep means "sleep creatures".

"wild" means "wilderness" (aka "these can go everywhere in Morrowind"). "thirr" means "Thirr River valley". (Though I don't see any difference to Lan Orethan as far as creatures are concerned.)

I hope these lists will eventually grow by new creatures. And d15, d20, d25 lists will be made for harder regions. But as far as plans for the Almalexia release go, I guess we don't need anything harder than a kagouti, do we?


Last edited by arvisrend on Fri Jul 06, 2012 9:56 pm; edited 1 time in total
Post Fri Jul 06, 2012 6:55 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Changelog for my edits to TR_Data (not yet published):

--

New non-levelscaled leveled creatures:

TR_stc_*: these are levlists containing only 1 creature each, spawned with 100% probability (i. e., chance none = 0) and from level 1 on. Use these lists if you want to put a certain respawning creature somewhere in the world (if you want a non-respawning one, just use a static creature). At the moment, a bit more than 20 creatures are supported; most important, I think, are the velk, guar and netch to be used in plantations.

TR_stat_wild_d01: Very easy (doable for an absolute beginner) aggressive creatures. Best used on roads from Almalexia to Othrensis, Roa Dyr (through the mountain pass which is not constructed yet), Old Ebonheart and Andothren (the noob trail: this is how we want to railroad new players from Almalexia to Heartland), as well as on other roads in the Thirr River Valley and the ascadian-style parts of map 4.

TR_stat_thirr_d01orp: The same, plus some harder but peaceful creatures for Thirr River Valley. Again, these can be used on the roads.

TR_stat_wild_d05: Slightly harder (than d01) aggressive creatures (difficulty level of an alit). Can be used, e. g., as wilderness creatures for Thirr River Valley.

TR_stat_wild_d05ap: The same plus non-aggressive creatures of the same difficulty.

TR_stat_thirr_sleep: Sleep creatures for TRV and similar low-level areas (only peaceful stuff).

TR_stat_wild_d09: Harder aggressive creatures (difficulty level of a kagouti), for Roth Roryn or Lan Orethan.

---

Unbalanced Dwarven arrows should no longer appear in TR.

---

A new creature, the "Advanced Centurion Sphere" (TR_centurion_projmelee), has been obtained by removing the script from the centurion archer (thus leaving him dartless). That thing does have melee animations made by Beth, but with the script that replenished its ammo, it never got to use them.

---

The unbalanced vanilla skeleton archer has been replaced by a balanced version (TR_skeleton archer) in all levlists. The static placements have not been replaced, since they're in the Mainland.

The vanilla version had 50 arrows which (with some probability) are enchanted with paralysis for 10 sec each. Please never use it.

---

New levlists for skeletons allowing fine-tuning of the difficulty of different tombs (or different parts of a tomb):

TR_LC_skeleton_diff_weak: weak skeletons (skeleton, skeleton_weak, skeleton entrance).

TR_LC_skeleton_diff_medium: medium-difficulty skeletons (skeleton archer (the balanced one), skeleton warrior, skeleton champion).

TR_LC_skeleton_diff_tough: hard skeletons (TR_skeleton_ch_greater, TR_skeleton_warwizard, TR_skeleton_warlord).

If you want to put a respawning skeleton archer, use TR_stc_skelarcher. There is also TR_stc_ancghosts for ancestor ghosts.

--

Container TR_com_chest_02_mg_sup is a variation on the Mages' Guild Supply Chest that can be used on Mainland. It has a slightly different set of items (IMHO, marginally more useful, with the same trader value).
Post Fri Jul 06, 2012 9:55 pm Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

http://morrowind.nexusmods.com/mods/42183/

Could those be added to Data? Especially the thatched one is something I'd like to use in Cormaris. Fish workings and the like.
Post Wed Jul 18, 2012 10:41 pm Send private message       Send e-mail       Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

New TR_Data.esm contains updated leveled lists. TR_Data.bsa was not updated.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Sun Jul 29, 2012 9:02 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

TR_Data has been updated! (Big freaking update)

Update includes:
TR_ex_ind_buttress in Meshes\TR\x\.
Sisterhood of the Spider books have been removed from leveled lists. Individual placements of the books (Sisterhood of the Spider, The Sisterhood and the Morag Tong, Sacred Recipes of the Sisterhood) will need to be removed from TR_Mainland or later individual .esp files.
Four new flat, square, Indoril ground meshes in Meshes\TR\x\ (TR_ex_ind_ground0#).
Removed TR_d_commond_hood from leveled lists. Individual uses will need to be removed in TR_Mainland.
Replaced the gong sounds with the new, louder sounds.
Replaced TR_a_dreugh_pau_cl.nif with the new version so that they no longer clip.
Replaced TR_c_pant_com_001_a.nif and accompanying texture with a new version.
Added new icons for Dres, Indoril, and Telvanni color books. Deleted an old icon for the Telvanni color book.
Changed learnt to learned in the Gospel of Saint Meris.
Changed Karthor Dale to Kartur in Gospel of Saint Seryn.
Added The Gospel of Saint Rilms.
Added a Wander AI package to the Parastylus creatures.
Added a Velk nectar sac; attributes are Restore Fatigue, Resist Paralysis, Cure Common Disease, Weakness to Fire. Also added it to a few leveled lists (body part, ingredient, food, IoT test crate).
Updated Dres Hunter armor; now includes icons and greaves.
Added Dres Diviner Helm.
Added three variants of smith shed overhangs by Slartibartfast.
Deleted some old unused or duplicate versions of meshes/textures.
Fixed ankle texture for TR common pants 001.
Updated icons for some Indoril shirts (expensive and extravagant), and for the warrior skirts. Added a few icons for clothing that didn't have custom icons.
Updated icon for TR_sc_fallingbarrier to match the other TR scrolls.
Added barrier scrolls to complete the set.
Fixed an issue with TR_bk_exovel_bb_MJ.
Updated sleep creature lists for TRV and Sea of Ghost regions.
Made adjustments and added most of the enchanted items as per this thread: http://tamriel-rebuilt.org/old_forum/viewtopic.php?t=23601



Make sure you download both TR_Data.esm and TR_Data.7z with this update.

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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Mon Aug 27, 2012 4:30 am Send private message             Reply with quote                   up  
abot
TR Tester
30 Nov 2008



For Haplo, I post it here as I can't reply to that thread.
I just doubled and flipped the collision mesh in NIFSkope, probably can be redone more efficiently in Blender or such, but until then it seems to work for me



tr_ex_ind_balcony.zip
 Description:
just doubled and flipped the collision mesh in NIFSkope

Download
 Filename:  tr_ex_ind_balcony.zip
 Filesize:  10.88 KB
 Downloaded:  58 Time(s)

Post Wed Aug 29, 2012 12:33 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

Yay!!!

But... the Objects of Tamriel browser still shows the 26 Aug 2012 files, even after ctrl+F5. You might have forgotten the easiest part about updating stuff ;)
Post Wed Aug 29, 2012 1:10 pm Send private message             Reply with quote                   up  
Mwgek
Developer
11 Apr 2008



abot wrote:
For Haplo, I post it here as I can't reply to that thread.
I just doubled and flipped the collision mesh in NIFSkope, probably can be redone more efficiently in Blender or such, but until then it seems to work for me


That is the best solution, thank you! Could do with deleting the not used vertices at the base but it didn't have a lot of polys after i updated it so it's ok i guess.

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Post Wed Aug 29, 2012 2:54 pm Send private message             Reply with quote                   up  
abot
TR Tester
30 Nov 2008



arvisrend wrote:
Yay!!!

But... the Objects of Tamriel browser still shows the 26 Aug 2012 files, even after ctrl+F5. You might have forgotten the easiest part about updating stuff Wink
Erm... probably I don't know, more than forget, what this easiest part is
Post Wed Aug 29, 2012 4:50 pm Send private message             Reply with quote                   up  
arvisrend
Lead Developer
04 Oct 2010

Location: substitutional world

I was talking to Haplo, and I meant the uploading part.
Post Wed Aug 29, 2012 5:41 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

TR_Data has been updated! Just TR_Data.esm this time.

Parastylus and Sea Crab sound gen tabs have been set to null.
Added new restore skill enchantments and coinciding rings for those enchantments. The rings are named TR_ring_restore_... in the clothing tab.
Added new clothing set of CE Resist Paralysis, named TR_resist_paralysis_... in the clothing tab.
New TR version of the Fighters Guild supply chest by the name of TR_com_chest_02_fg_sup is now in the containers tab.
Removed an erroneous paragraph referencing Yilgamseh from The Gospel of Saint Felms (along with additional error fixing).
Gave Velk inventories a nectar sac.
Added four new TR_ leveled lists as per arvisrend's request. Also TR_stat_inlet_sleep is now the sleep creature list for Inlet Bog region.

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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Mon Oct 01, 2012 2:28 am Send private message             Reply with quote                   up  
Nemon
Developer Emeritus
18 Oct 2003

Location: Bergen

Since I'm this close ---> <--- to putting up map 5 claims for grabs, could we include the stuff we've borrowed from SHOTN as well?

It can stay as it is in terms of details and texture size, it doesn't look out of place and it's still ages until any release. Check the map 5 merge I uploaded for naming, it should be ok I think.

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Post Mon Oct 01, 2012 7:48 am Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

Because we we're discussing windmills, I just tried something out. It's basically a retextures Dwemer fan, to be wood and canvas.


TR_dunmerwindwill.nif
 Description:

Download
 Filename:  TR_dunmerwindwill.nif
 Filesize:  36.16 KB
 Downloaded:  48 Time(s)

Post Tue Oct 30, 2012 8:10 pm Send private message       Send e-mail       Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

If we can change it to be not upside-down, to have a building attached to it, and also make it not go 60mph, then we may have something.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Wed Oct 31, 2012 3:51 am Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

I did find a way to make it slower but I got a weird texture 'click' in the process. And it can be rotated afaik.

Maybe some modeller with animation knowledge could take a look?
Post Wed Oct 31, 2012 12:27 pm Send private message       Send e-mail       Reply with quote                   up  
LiberumAvis
Developer
28 Oct 2012

Location: Tver, Russia

What program do you use?
If you're dealing with animation, make sure what Frame Rate is 15 frames per second. As a last resort 30. Any twitching and other glitches causes when used NTSC standard.

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Post Wed Oct 31, 2012 1:00 pm Send private message       Send e-mail       Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

Oh I just used NifSkope to alter the textures Wink I may have contributed to TR_Data, but that's the way I do Wink
Post Wed Oct 31, 2012 1:09 pm Send private message       Send e-mail       Reply with quote                   up  
LiberumAvis
Developer
28 Oct 2012

Location: Tver, Russia

Then why do you need a modeller with animation knowledge?
It may be easier to make the rotation script?

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Post Wed Oct 31, 2012 1:51 pm Send private message       Send e-mail       Reply with quote                   up  
Rats
Lead Developer
03 Jul 2012



LiberumAvis wrote:
It may be easier to make the rotation script?


Hear, hear. Having the windmill wings' rotation scripted would also enable us to increase and decrease the wings' spinning speed depending on the weather. That wouldn't be very hard to script and - more importantly - it'll look neat.

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Post Wed Oct 31, 2012 4:02 pm Send private message       Send e-mail       Reply with quote                   up  
Why
Lead Developer
04 Jul 2009

Location: Utrecht

Oh wow, I hadn't even thought of that yet. Good call.
Post Wed Oct 31, 2012 4:52 pm Send private message       Send e-mail       Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

Well I don't know how myself. If anyone could remove the animation and make it a scripted activator: awesome!
Post Wed Oct 31, 2012 4:54 pm Send private message       Send e-mail       Reply with quote                   up  
Leon
Developer
30 Jul 2011

Location: The Netherlands

Sound Refined

Sorry to update the instruments sounds again. Well, my technical skills has improved over the months, so here is a refined version of the gong, drums and bell sounds.

The previous version has some issues which is now fixed.
This version should be solid now.



Akamora Stairs

Mwgek wrote:
Here it is. Tested it in Akamora and it works fine, the stairs are still a bit steep so walking down is like flying Smile. Walking up is fine now. Someone with super merger capabilities should do a search and replace on all ex_mh_steps01 -> tr_ex_ind_stair06



Intrument_Sounds.7z
 Description:

Download
 Filename:  Intrument_Sounds.7z
 Filesize:  2.5 MB
 Downloaded:  38 Time(s)


tr_ex_ind_stair06.nif
 Description:
The stairs that will improve the Akamora staircases.

Download
 Filename:  tr_ex_ind_stair06.nif
 Filesize:  77.87 KB
 Downloaded:  42 Time(s)

Post Tue Nov 06, 2012 5:27 pm Send private message             Reply with quote                   up  
Leon
Developer
30 Jul 2011

Location: The Netherlands

Hammered Dulcimer

Here are the Meshes, Textures and Sound of the Indoril Dulcimer.


TR_LAdul1.nif = Without Holder

TR_LAdul2.nif = With Holder


================================================

So two Dulcimers (with and without holder) that are being awesome.



Indoril_Dulcimer.7z
 Description:
Hammered Dulcimer by LiberumAvis.

Download
 Filename:  Indoril_Dulcimer.7z
 Filesize:  283.12 KB
 Downloaded:  46 Time(s)


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Post Tue Nov 06, 2012 5:57 pm Send private message             Reply with quote                   up  
Mwgek
Developer
11 Apr 2008



The size of the stuff is big. Also the dulcimer has some transparancy issues if you look to it from the side. Check nifskope. And maybe use a vanilla mournhold wood texture. Makes it blend in better and that way you don't have to add another texture to the Data since the green texture is also vanilla. I think one 256x256 (maybe even 128x128) texture is enough instead of one 512x512 and 2 others.Also the instument is not resting on the front poles. Magical Floating Instrument Wink. I like the layout and idea of the instrument, also very good poly-wise! Take your time on you models, no need to rush things. Can't wait to see what you can do with it.

Please wait before posting them here Leon. I know you really wanted the instrument, but let's keep the data clean.

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Post Tue Nov 06, 2012 7:31 pm Send private message             Reply with quote                   up  
Leon
Developer
30 Jul 2011

Location: The Netherlands

Mwgek wrote:
The size of the stuff is big. Also the dulcimer has some transparancy issues if you look to it from the side. Check nifskope. And maybe use a vanilla mournhold wood texture. Makes it blend in better and that way you don't have to add another texture to the Data since the green texture is also vanilla. I think one 256x256 (maybe even 128x128) texture is enough instead of one 512x512 and 2 others.Also the instument is not resting on the front poles. Magical Floating Instrument Wink. I like the layout and idea of the instrument, also very good poly-wise! Take your time on you models, no need to rush things. Can't wait to see what you can do with it.

Please wait before posting them here Leon. I know you really wanted the instrument, but let's keep the data clean.


Oh damn, I almost forgot: The Dulcimer is too high! I had to set the size in CS to 0.75 instead of 1.00 which is indeed too high.

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Post Tue Nov 06, 2012 7:37 pm Send private message             Reply with quote                   up  
LiberumAvis
Developer
28 Oct 2012

Location: Tver, Russia

Quote:
The Dulcimer is too high!

You could just write me about it.
I will correct it tomorrow morning probably.

Quote:
lso the dulcimer has some transparancy issues if you look to it from the side.

In the game I have everything in order. But I will check it again.

Quote:
Also the instument is not resting on the front poles.

I will fix it.

About Texture:
Dulcimer must have 2 holes on the top. How can I do it using only standard textures?
And, yes. I'll put a textures with alpha channel in one.
But if I'll combine all three textures + alpha channel, this will only add weight.

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Post Tue Nov 06, 2012 8:03 pm Send private message       Send e-mail       Reply with quote                   up  
Mwgek
Developer
11 Apr 2008



All standard tribunal textures besides the transparant ones. Make that one as small as possible without quality loss in dds dxt 1 with alpha. I can uv-map the wood/green stuff for you if you want?
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Post Tue Nov 06, 2012 8:41 pm Send private message             Reply with quote                   up  
LiberumAvis
Developer
28 Oct 2012

Location: Tver, Russia

Ok, try it, I dimly imagine your idea
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Post Tue Nov 06, 2012 8:50 pm Send private message       Send e-mail       Reply with quote                   up  
Leon
Developer
30 Jul 2011

Location: The Netherlands

Haplo,

The TR instrument sounds must have a minimum and maximum range, set in the sounds section in the CS. (they now have 0 range in total)

Vanilla range of the vanilla bells:
Min Range = 10
Max Range = 50

Maybe for the gong (since it is a very loud instrument) Max range like 70 or 80.




Still I need someone that can fix the Riversrider problem! The Riverstrider only plays the sound; riverStrider1, and not the other 2 sounds which is actually a waste.

Leon wrote:
The animation sounds group and timing of the River Strider needs to be equivalent as the vanilla Silt Strider.

The River Strider now makes too much sounds within 7 seconds, while the Silt Strider does within 14 seconds.

It's sounds like the river strider is a little bit impatient...


This issue is actually immersion breaking.


The worst is the plainstrider; it just loops only 1 sound over and over again without a break!
Just terrible, I really hope that someone is able to fix this as soon as possible, it isn't the animation but the timing of the sounds that are needed be be fixed.

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Post Thu Nov 08, 2012 3:23 pm Send private message             Reply with quote                   up  
Ashstaar
Developer
02 Jun 2005



This can be adjusted in one way by changing how frequently an animation is played in the creature's ai settings. In another more complicated way by editing the creature's animation where the sounds are played.
Post Fri Nov 09, 2012 12:35 am Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

TR_Data has been updated!

TR instruments should now have proper sounds (from the new, proper sound files)
Couldn't figure out the *strider sound SNAFU, but from what I gather, these will be activators soon anyway.
TR_a_IrfeidRightShoulder & TR_a_IrfeidLeftShoulder are now added.
The Left and Right Shoulders of Ghostlight (TR_a_*Ghostlight) are now added.
TR_a_Hist_visitor now exists.
TR_a_Face_Molag_Bal now exists.
TR_amulet_dematerial now exists.
TR_shoes_cloudwalker now exists.
TR_robe_shadowform now exists.
TR_a_LeftBlacksmith and TR_a_RightBlacksmith now exist.
http://tamriel-rebuilt.org/old_forum/viewtopic.php?p=308870#308870 Errors in this post should be fixed (except for the map errors which would require someone to create a whole new map texture).
Various typos in items, dialogue, and books are now fixed.
TR_ex_ind_fence now exists.
TR_ex_ind_balcony should now be fixed for real for real for real. If it's not, fuck my life.
TR_ex_ind_stair06 now exists. DO NOT DO A SEARCH AND REPLACE ALL or you will replace stairs in vanilla locations. Only do Search and Replace by cell.
Fixed TR_c_neco_robe files now exist.
Peterboy's Common Robe i and ii now exist as TR Common Robes 03 and 04.
New Azura's Coast Tree Shrooms are available for when we revisit Telvannis, under TR_flora_ACbranch# and TR_flora_ACshroom#.
Uld Vraech models are now included for Nemon, TR_UV or TR_In_Nord or TR_Ex_Nord prefixes.


We need an icon for TR_necrom_ordinator_shirt, and for TR_a_hist_cuirass! Texture people (or anyone who can make icons), have at it please!


Make sure you download both TR_Data.esm and TR_Data.7z with this update.

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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Wed Nov 21, 2012 9:18 pm Send private message             Reply with quote                   up  
6plus
Developer
24 Apr 2011



Haplo wrote:
We need an icon for TR_necrom_ordinator_shirt, and for TR_a_hist_cuirass! Texture people (or anyone who can make icons), have at it please!


Maybe you like some of these



Icons.7z
 Description:

Download
 Filename:  Icons.7z
 Filesize:  9.74 KB
 Downloaded:  41 Time(s)

Post Sun Nov 25, 2012 2:21 pm Send private message             Reply with quote                   up  
Haplo
Lead Developer
30 Aug 2003

Location: Celibacy

Awesome! Thanks, 6plus.
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[06/19/2012 04:15AM] +Cat table stabbing is apparently a really popular sport in morrowind

[August 29, 2014 04:05PM] <+Katze> I am writing an IRC bot! :O
[August 29, 2014 04:25PM] *** Katze has quit IRC: Z-Lined
Post Mon Nov 26, 2012 4:52 am Send private message             Reply with quote                   up  
Aeven
Lead Developer
17 Aug 2008

Location: Groningen

Here are two Indoril town banners for Othrensis, and Roa Dyr.


Ind_signs.rar
 Description:

Download
 Filename:  Ind_signs.rar
 Filesize:  68.69 KB
 Downloaded:  48 Time(s)

Post Tue Nov 27, 2012 2:55 pm Send private message       Send e-mail       Reply with quote                   up  
Mwgek
Developer
11 Apr 2008



Updated tree-oaks meshes including a slightly more sharpen and lively texture for the leaves. Can someone else test these before adding them in the data, but I think everything should be fine.
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Post Thu Dec 06, 2012 9:08 pm Send private message             Reply with quote                   up  
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