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\ EDIT EDIT : I think I found the problem..I had 'trigger' in quest editor set to false which is odd considering I dont recall editing that, but anyway I set to 'true' so that should fix it nicely LOL...BUT I then saved it, went into art manager and when I tried to build it crashed, which I find really strange and wondering what might cause this ? ' I also notice that quest editor takes a long time to load it seems along with taking quite sometime when I choose my current working MOD and is this just how it is ? yes we are I hope we can conclude soon..it seems this community has few helpers which 'might' indicate the userbase is declining and I suspect due to the tricky to use 3 step editor procedure on top of what most here seem to find a semi tricky editor process overall ,- so I hope the IT made some changes or I suspect people willl use some other editor in some other game for their MOD'ing fun. That would be rather sad as ive put alot of work into this mod for that to happen, so here goes hope that im wrong about all that. cheers nl Last edited by neighborlee : 06-06-2007 at 11:38 PM. |
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Where to start...
![]() I think the community is still surprisingly strong. The rubberbanding is a big problem for quite a few player, though. How long the game will stay alive depends a lot on thq i think. If they fix the technical stuff then its going to last a long time. Its very addictive. The tools are amazing. At least i think they are. The system is limited in many ways, true. But its easy compared to other current engines. I havent really looked into nwn, though. Well, a peek. But didnt really build anything. The opening and closing of the different tools is a bit less in IT. but i dont think about that anymore anyway. It feels completly normal now ;D The quest editor is a slow-loading mofo. True. Dont know what takes so long to load a couple of dbrs... but hey *shrug*. But once you're "in" its the easiest tool. So, about your npc. When he's in the world and the dialog set, he TALKS, even if no quest is related to him. If he's not talking then theres a problem with the dialog-dbr. Possible problems are: the field "npc static dialog" is empty. Or its filled, but points to a wrong file. If it would be the right file, then you would get some sort of dialog. Or at least an empty dialog-box above his head. If there's nothing then he just doent have a dialog. Its not a quest-problem... ok?! I suggest you do the following: import a npc who "speaks" from the original game. Check the npc static dialog-field. Import the dialog file that is mentioned there as well. Now just exchange the texttags in the dialog-dbr. And then tell me if he's talking or not. And if yes, you can try to refer the quest-file to him. |
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thx for all the help and almost there I hope ![]() nl Last edited by neighborlee : 06-07-2007 at 05:59 AM. |
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You can give your guy a special name like my_talking_npc.dbr
If you hover the mouse over the guy the name that appears will be what is defined under actor variables. So dont let that trick you. And then put this guy on the map. If he's there then its good. If he's not there then theres a problem |
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If I hover the mouse 'where' exactly..hovering it over npc ON the map is doing nothing, nor is it when I hover it over the LIST on far right in terrain editor..are you talking about art manager..remember please im NOT using IT, only the original TQ ![]() anyway this isn't helping me with the fact that somehow the terrain editor seems broken..I save map,- go into game and I see not what I have in the editor after a direct save, but a totally different NPC so either the editor has broken or there is some bug that has happened...either way is there a fix for this or have I got something terribly wrong somewhere causing this ? Either way I STILL have no exlamation mark over him and that is the main problem I need help with ![]() thx nl Last edited by neighborlee : 06-07-2007 at 05:37 PM. |
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Ah... if you do something in the level-editor (and saved, obviously) you must first go to artmanager, open the mod and build it.
Only after the building of the mod you see the changes. You know, everything you work on is saved in the "working"-folder. But the game loads whats in the "custommaps"-folder. And the artmanager compiles the stuff you made from the working folder into game-data in the custommaps folder. So, this is why you dont see the changes immidiatly. |
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![]() I have my own mp3's working and everything , so now all I have to do is setup the actual quest etc.etc...easy stuff now ![]() oh btw just to be fair..while the nwn2 editor has its kewlness, its not as easy to work with water as the TQ editor is...not comparing as they are radically different games but I didn't want to give impression im not seeing good in TQ editor as whlie I got a bit 'stressed' when quest stuff was being weird, I h ad aLOT of fun making a really kewl and gorgeous terrain and subterrain worlds that I Loook fwd to sharing when done. thx nl Last edited by neighborlee : 06-08-2007 at 05:27 AM. |
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ahh... now that's good news.
I'm sure it was just the TQ-Editor-Troll. He keeps bothering us from time to time. So, here you go! Keep up the good work. And i'm surely looking forward to seeing some stuff!! ![]() PS. the water is nice. But i hate the rivers.... maybe i just dont know how to make them properly. But i dont think its possible to actually make it go down-hill. Which is strange. Anyway... if you're stuck somewhere never hesitate to ask... and maybe i can even help next-time... hehe |
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cu nl |
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