07-03-2005, 03:09 AM
-=DOWNLOAD V5=-
What's new in version 5?
Not much, mostly optimization, cleaning and things of that nature.
I'm content with it as it is now, and if there are no objections, version 5 is the final release.
royalblue[/hr]
-=DOWNLOAD V4=- (outdated)
What's new in version 4?
I've worked a lot on moving the skiffs around, and the "escape from Gnaar Mok" is rather interesting now, I think. That took a helluva lot of time to pull off, actually, but it was very fun and gratifying when it came together.
However I had the most fun creating the "bridge" from the island to the mainland. Officially it's an ancient dwemer construct designed to keep outsiders from crossing the water, or something like that. Inofficially I like to think of it as "Happy Dwemer Psycho Circus" You'd have to see it to believe it, but the short story is that it's a platform-game experience where you have to use your wits to get across. The slaughterfish have a tendency to follow you from beneath the water as you jump around, and you really don't want to fall in towards the end, hehe.
When you finished the circus you arrive at a signpost on the beach, which generally points to the interesting and/or nearby areas (Silgrad Tower and Reich Parkeep in the first category, Steadhelm and Legio Argonis in the latter).
I'm pretty happy with it now, and the next version will probably be the final one, as I have some more playtesting to do. Please feel free to give it a run-through and add your comments and tips
royalblue[/hr]
-=DOWNLOAD V3=- (outdated)
What's new in version 3?
The start of the adventure is now easier both for low-level characters as well as good-natured characters. If you're level 1-9 and position yourself properly, one of the assassins will fire a special spell on you that gives you 100% chameleon for 90 seconds. You can choose to stroll about during that time and watch the fireworks, or you can run south and away from the fighting straight into the DeathDealer scene - or, a goodnatured character can use the chameleon to fight the pirates inside the town.
If you position yourself correctly and have a little bit of luck, you can evade getting struck by the Hlaalu guard altogether. If your character is weak you probably won't be able to do much to stop the fireworks, but at least you can escape unharmed.
If you're above level 20 you'll never encounter the assassin that casts the helpful spells.
Good-natured characters who are rather powerful and inventive can have a bit of fun (hopefully) trying to figure out how to stop the Lvl 80, speed 225 Death Dealer pirate from fighting the imperials. He's not really meant to be fought with though, and if you don't hurt any of the other pirates he's quite peaceful.
The new spoken dialogue by Quentin is in, and is followed by a rather atmospheric freeware MP3 file which is also included. However it is over 5 megabytes big, so I'll make it a project to streamline it. Can't hurt to learn something new. It's in a special directory to keep it from being played at random.
General improvements on the scripts and making the adventure work from different angles have also been made, and that suck up more time than I care to think about hehe, but the end result is so worth it. I find it very entertaining how almost every playtest session ends in a different way, and running out of town beforehand and watching the fireworks over the town from a distance is something I've never experienced in Morrowind before.
Also I've managed to make one of the skiffs move with the player on it, which is rather fun I think. The Nerevarine gave me a great tip on the plugin "Hawthorn Hall" which has an extremely impressive ferry, but I haven't been able to customize it yet. Instead I tweaked the script from Scripting for Dummies, and as long as it moves at that mellow pace, the player stays in place. The ferry I have in there is a WIP, but I plan to work on it more. The ultimate dream is animating the whole pirate ship to sail from coast to coast (!) ...now that would be something.
I've used a program called "TES Files" to pack this release, and while it requires a lot of cleaning afterwards, it's immensely beneficial to get all the files the plugin uses copied to a separate dir automatically. Silgrad Tower is an .esp so if you drag-and-drop an item from the esp it will show up as having been altered, and so also be copied to the separate dir. That doesn't happen with .esm files, I think.
royalblue[/hr]
-=DOWNLOAD V2=- (outdated)
What's new in version 2?
- Fixed a lot of bugs thanks to The Nerevarine excellent reports. This release should contain all the meshes and textures; if you find any error markers or other errors kindly mention them to me in this thread.
- A number of players probably wouldn't like the idea of teaming up with a band of bloodthirsty mass-murderers, so in version 2, good-natured players have it a little easier:
* There's now just one assassin going around killing townspeople, so the window of opportunity for stopping the massacre is much greater. There are still two other assassins (one, if the player is > level 20) which help in the fight against the angry Hlaalu guard who is probably the first to attack the player. The sharpshooter guard is usually occupied from the start with the assassin who targets the people.
* If you attack any of the pirates in Gnaar Mok now, your bounty gets reset to 0. So you're no longer forced to go on the ship to get a free reset.
- Other players might not like nudity and so I added a script to the stripper in the Captain's Quarters. When you enter it, she'll be dressed in a vest and thong. Click on her to get the option of giving her a tip, and see what happens
- Fixed a problem whereby the Captain gave the spoken greeting even if you hadn't come aboard through the proper channels. I had accidentally left an experiment in the Voices category of the Dialogue, so eventually he greeted the player with the line.
- Lowered the stage and made the stripper normal-sized (thanks to TN for spotting that)
- Some misc enhancements here and there.
royalblue[/hr]
-=DOWNLOAD V1=- (outdated)
Here is version one of "The Road to Silgrad Tower", and I'd really appreciate it if you guys and girls could find the time to playtest it. The road to Silgrad Tower starts in Gnaar Mok, and when you get there... well... you'll notice the fireworks, I promise To get the best playtesting I figured it might be best to reveal as little as possible, but there are some screenshots in the "WIP Shots" section of the gallery which can give a hint as to what happens.
I was able to implement The Nerevarine's spoken dialogue after he sent the version using 44 Khz sampling. I didn't know it before, but one must use exactly 44 Khz sampling for the lipsync to work. I'm unsure if the bitrate plays into it as well, but it's probably best to use 64 kb. Now that I've verified that I'm able to implement voices, I'm really looking forward to more clips
You'll need Mw+Tribunal+Bloodmoon and the internal 1-4 release as the base for this plugin.
What's new in version 5?
Not much, mostly optimization, cleaning and things of that nature.
I'm content with it as it is now, and if there are no objections, version 5 is the final release.
royalblue[/hr]
-=DOWNLOAD V4=- (outdated)
What's new in version 4?
I've worked a lot on moving the skiffs around, and the "escape from Gnaar Mok" is rather interesting now, I think. That took a helluva lot of time to pull off, actually, but it was very fun and gratifying when it came together.
However I had the most fun creating the "bridge" from the island to the mainland. Officially it's an ancient dwemer construct designed to keep outsiders from crossing the water, or something like that. Inofficially I like to think of it as "Happy Dwemer Psycho Circus" You'd have to see it to believe it, but the short story is that it's a platform-game experience where you have to use your wits to get across. The slaughterfish have a tendency to follow you from beneath the water as you jump around, and you really don't want to fall in towards the end, hehe.
When you finished the circus you arrive at a signpost on the beach, which generally points to the interesting and/or nearby areas (Silgrad Tower and Reich Parkeep in the first category, Steadhelm and Legio Argonis in the latter).
I'm pretty happy with it now, and the next version will probably be the final one, as I have some more playtesting to do. Please feel free to give it a run-through and add your comments and tips
royalblue[/hr]
-=DOWNLOAD V3=- (outdated)
What's new in version 3?
The start of the adventure is now easier both for low-level characters as well as good-natured characters. If you're level 1-9 and position yourself properly, one of the assassins will fire a special spell on you that gives you 100% chameleon for 90 seconds. You can choose to stroll about during that time and watch the fireworks, or you can run south and away from the fighting straight into the DeathDealer scene - or, a goodnatured character can use the chameleon to fight the pirates inside the town.
If you position yourself correctly and have a little bit of luck, you can evade getting struck by the Hlaalu guard altogether. If your character is weak you probably won't be able to do much to stop the fireworks, but at least you can escape unharmed.
If you're above level 20 you'll never encounter the assassin that casts the helpful spells.
Good-natured characters who are rather powerful and inventive can have a bit of fun (hopefully) trying to figure out how to stop the Lvl 80, speed 225 Death Dealer pirate from fighting the imperials. He's not really meant to be fought with though, and if you don't hurt any of the other pirates he's quite peaceful.
The new spoken dialogue by Quentin is in, and is followed by a rather atmospheric freeware MP3 file which is also included. However it is over 5 megabytes big, so I'll make it a project to streamline it. Can't hurt to learn something new. It's in a special directory to keep it from being played at random.
General improvements on the scripts and making the adventure work from different angles have also been made, and that suck up more time than I care to think about hehe, but the end result is so worth it. I find it very entertaining how almost every playtest session ends in a different way, and running out of town beforehand and watching the fireworks over the town from a distance is something I've never experienced in Morrowind before.
Also I've managed to make one of the skiffs move with the player on it, which is rather fun I think. The Nerevarine gave me a great tip on the plugin "Hawthorn Hall" which has an extremely impressive ferry, but I haven't been able to customize it yet. Instead I tweaked the script from Scripting for Dummies, and as long as it moves at that mellow pace, the player stays in place. The ferry I have in there is a WIP, but I plan to work on it more. The ultimate dream is animating the whole pirate ship to sail from coast to coast (!) ...now that would be something.
I've used a program called "TES Files" to pack this release, and while it requires a lot of cleaning afterwards, it's immensely beneficial to get all the files the plugin uses copied to a separate dir automatically. Silgrad Tower is an .esp so if you drag-and-drop an item from the esp it will show up as having been altered, and so also be copied to the separate dir. That doesn't happen with .esm files, I think.
royalblue[/hr]
-=DOWNLOAD V2=- (outdated)
What's new in version 2?
- Fixed a lot of bugs thanks to The Nerevarine excellent reports. This release should contain all the meshes and textures; if you find any error markers or other errors kindly mention them to me in this thread.
- A number of players probably wouldn't like the idea of teaming up with a band of bloodthirsty mass-murderers, so in version 2, good-natured players have it a little easier:
* There's now just one assassin going around killing townspeople, so the window of opportunity for stopping the massacre is much greater. There are still two other assassins (one, if the player is > level 20) which help in the fight against the angry Hlaalu guard who is probably the first to attack the player. The sharpshooter guard is usually occupied from the start with the assassin who targets the people.
* If you attack any of the pirates in Gnaar Mok now, your bounty gets reset to 0. So you're no longer forced to go on the ship to get a free reset.
- Other players might not like nudity and so I added a script to the stripper in the Captain's Quarters. When you enter it, she'll be dressed in a vest and thong. Click on her to get the option of giving her a tip, and see what happens
- Fixed a problem whereby the Captain gave the spoken greeting even if you hadn't come aboard through the proper channels. I had accidentally left an experiment in the Voices category of the Dialogue, so eventually he greeted the player with the line.
- Lowered the stage and made the stripper normal-sized (thanks to TN for spotting that)
- Some misc enhancements here and there.
royalblue[/hr]
-=DOWNLOAD V1=- (outdated)
Here is version one of "The Road to Silgrad Tower", and I'd really appreciate it if you guys and girls could find the time to playtest it. The road to Silgrad Tower starts in Gnaar Mok, and when you get there... well... you'll notice the fireworks, I promise To get the best playtesting I figured it might be best to reveal as little as possible, but there are some screenshots in the "WIP Shots" section of the gallery which can give a hint as to what happens.
I was able to implement The Nerevarine's spoken dialogue after he sent the version using 44 Khz sampling. I didn't know it before, but one must use exactly 44 Khz sampling for the lipsync to work. I'm unsure if the bitrate plays into it as well, but it's probably best to use 64 kb. Now that I've verified that I'm able to implement voices, I'm really looking forward to more clips
You'll need Mw+Tribunal+Bloodmoon and the internal 1-4 release as the base for this plugin.