Silgrad Tower from the Ashes

Full Version: 'To Do' thread for Ibsen's Ghost
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Well, I'm bit far from levelled creature lists at the moment. It was one of the things I was planning to add last. Even quests will probably just use vanilla creatures that can be replaced for the time being. Nonetheless, it's a point worth thinking about when I come to it. =)
I changed my 'to do' list in the original post. Just a reminder that this 'to do' is kept up to date with what's currently prioritised. Although it's my 'to do' list, I would nonetheless appreciate any help with what's on there but I'll keep people informed about developments on the forums, as usual.
I updated my 'to do' list with some modifications and set it up in a rough 'order of priority'.
I updated my 'to do' list and added a list of 'jobs to do' which I will also keep updated. Just so you know, besides general admin, the main tasks I'm going to be turning my attention towards, in no particular order of priority, are:
  • Preparing assets for Darkmoor and the Parchlands.
  • General landscaping.
  • Working on interiors.
  • Writing and quest-making.
I updated this thread following the recent 'Pledge' updates and discussion: The Team (Dont Write in Here) . The team now have appropriate titles.

An update:
  • I'm setting the 'archive into bsa format' job as my top priority. What's held me back so far has been the need for some more interior stuff so that interior modders aren't held back waiting for items. Anyway, root furniture is now flowing from the modelling genius of KP and we now await little more than books and beds.
  • We're mostly MOPPified, I believe, but please report any serious FPS issues.
  • Barring a darkening of one land texture and myself stupidly forgetting to add KP's mangroves, the assets for both of the final two regions are now prepared and height mapping of the regions can take place.
  • Although Factions and weapons/armour appear to have ground to a halt, there is the possibility of moving forward with new races...which is nice... =)
  • City planning is looking a lot better...interiors on the way... :goodjob:
  • Levelled lists, flora properties and 'diseases of the black marsh' MUST BE DEALT WITH!
  • I can then turn my attention to dungeon tilesets.
I updated the OP. :check:
I'm just trying to get a handle on what I need to do again for the next update so here goes:
  • Try to locate and fix the purple texture errors that resulted from the switch to bsa archive format.
  • Replace Sachiel's rocks as per KP's suggestions to reduce FPS slowdown of Tenmar Wall.
  • Fix the whipvines so that they're less savage... =)
  • Investigate the curious disappearance of some walls and a tree in the graveyard from Gideon.
  • Once the region generation for the Parchlands has taken place, create an assets list for the item replacement to send to sandor and then this region is done!
  • As mentioned above, levelled lists, flora properties and 'diseases of the black marsh' MUST BE DEALT WITH! I'll need to have basic properties as placeholders at the very least so it doesn't produce the annoying error windows.
  • Other miscellaneous error fixes: http://dl.getdropbox.com/u/1267925/BM%20Errors.rar (ANYONE CAN HELP WITH THESE)
  • Update the bsa archive: this currently has the mossy cave tileset, Lost Spires objects, DoZeNt's clothes and Argonian zombies / skeletons in it but may also include Glok-Chuba assets depending on how things go.
  • Develop the landscapes a bit more, adding dungeons as I go (the fun part).
Top of my 'to do' list is issues relating to the BM archive. Please read this post: Black Marsh Resources: Latest bsa . My current 'to do' list is edited as follows:
  • Try to locate and fix the purple texture errors that resulted from the switch to bsa archive format.
  • Make the necessary addition to the bsa archive that will introduce the new cave tileset and Glok-Chuba besides many other models and textures. I need to remind myself to add Doz's clothing as well.
  • Check that I have replaced Sachiel's rocks as per KP's suggestions to reduce FPS slowdown of Tenmar Wall (not sure if I did that or not).
  • Fix the whipvines so that they're less savage... =) (still haven't got round to this).
  • As mentioned above, levelled lists, flora properties and 'diseases of the black marsh' MUST BE DEALT WITH! I'll need to have basic properties as placeholders at the very least so it doesn't produce the annoying error windows.
  • Other miscellaneous error fixes: http://dl.getdropbox.com/u/1267925/BM%20Errors.rar (ANYONE CAN HELP WITH THESE) (NB: I have corrected some of these now).
  • Landscaping and getting ready for generating our final beta region, Darkmoor.
  • Find an NPC specialist who can take over the control of the four key BM races: Sarpa, Paatru, Naga and Lilmothiit. Hopefully, we can add Sload to this besides implementing the different Argonian sets of Draconian, Saurian and so on. Then we'll be ready to populate BM...
Im currently looking into NPC placement in one of the CS wiki guides,
It looks interesting and easy but im no specialist on it so you might have to wait awhile for someone to pop up.
Sounds good, NA. I'm trying to find time to get familiar with it for myself but if I'm feeling like doing some modding, I'll always prefer to tackle something that I know I can do well. Send me a PM if and when you're free to do some NPCs and I'll let you know what's available. You should also know that IS has created a program that auto-generates some NPCs. It may help.
My app just generates the stats so you can copy them into the CS, it helps with thinking up NPCs but as of yet does NOT actually save them for you. I am working on that though.
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