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Shadowrun Shadowrun modules

Major_Blackhart

Codexia Lord Sodom
Patron
Joined
Dec 5, 2002
Messages
18,454
Location
Jersey for now
Yeah, well Arcanum was all hex based too, remember.
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary

sea

inXile Entertainment
Developer
Joined
May 3, 2011
Messages
5,698
TL;DR Lighting is a clusterfuck, point lights cant be used to create sort-of directed lighting but with lots of tweaking.
That is some amazing work, really well done.

That said I feel the lighting would be way, way better if there was a 1:1 or similar relationship between editor and game. Right now most time is consumed just by making tiny tweaks and wasting a minute every time to check it.
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
I'm looking forward to people releasing high-quality map packs. I'm not much of an artist, so my maps are pretty utilitarian (euphemism for 'ugly') and I don't particularly enjoy the mapping process itself.
 

made

Arcane
Joined
Dec 18, 2006
Messages
5,137
Location
Germany
Reddit on another forum:

Well I wouldn't get your hopes up, the editor is abysmal to work with. Only SR diehards are going to work with this in the longterm.

You can paint maps easily but in the end you have dumb restrictions all over the place, all of which make the editor a nightmare to work with.
A map can only be a few screenwidths in size before the tile renderer falls apart, these guys don't seem to understand basics of culling and streaming textures. Tile engines from a decade ago can do a much better job.

The game can only save very select variables. When you move between areas, it actually doesn't remember anything AT ALL. No NPCs, no items on the ground, no combat states, nothing. The game is physically incapable of storing active data between scenes.
Every time you want to create a connected area, you have to go out of your way to save each and every change via a manual variable with this fucking elementary script system which is so lovingly put into comboboxes instead of an actual script you can write within seconds.
My only hope for this shit is that someone can create an external script editor to reduce some of the tedium, but it won't alleviate the fact the scripting language is missing dozens of key features.

The editor is fine if you want to travel in a straight line, but god forbid you walk off the beaten path... which I tried, and found out wasn't worth the effort. I'm not putting much stock in things changing in the future given they're moving right onto DLC/Mobiles after absorbing 1.5 million.. and still can't figure out how to save their own gamestate.
Doesn't bode well for future content.
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Wow, reading this topic almost makes me giggle like a little girl. :bounce: I'm not much of a modder, but you guys are making some pretty sweat stuff already. Looking forward for these maps and campaings.
 

DramaticPopcorn

Guest
Reddit on another forum:

Exactly my thoughts as well after dicking with it for an hour or so. Too much stuff hardcoded to deliever anything even remotely different from OC gameplay-wise.
 

Drowed

Arcane
Joined
Dec 28, 2011
Messages
1,751
Location
Core City
Reddit on another forum:

[BAD STUFF]

Doesn't bode well for future content.

That's... Sad to read. Can we have any hope for a better editor when they release Berlin campaign? Or the chances are that this is really all that we got?
 

DramaticPopcorn

Guest
Its possible they will upgrade save state and variable storing since they promise Berlin to be more open-world and these are the culprits (unless all they plan to do is give you more static bitmaps they call areas with NPC thrown in every here and there.)
i don't have much hopes for having an actual script editor, though.
 
Unwanted

Bobbles

Unwanted
Dumbfuck
Joined
Jul 28, 2013
Messages
143
That's... Sad to read. Can we have any hope for a better editor when they release Berlin campaign? Or the chances are that this is really all that we got?

The average player will just be interested in the campaign, so I really doubt they'd tie its release to a new editor. It's not impossible that they'd do significant engine and editor updates down the line, but my guess is that they're saving that sort of stuff for the sequel/paid DLC.

Its possible they will upgrade save state and variable storing since they promise Berlin to be more open-world and these are the culprits (unless all they plan to do is give you more static bitmaps they call areas with NPC thrown in every here and there.)

They're not going to radically overhaul the game with its first DLC. Whatever they promise about Berlin is likely smoke and mirrors to appease the backers.

Besides, "more open world" doesn't necessarily imply paying more attention to story variables or save states. It could just be NWN-style "here are four areas arranged in a cross around the hub, get one item from each area and return to the hub to finish the mission (P.S. no backtracking or re-entering areas)" design.
 

Drowed

Arcane
Joined
Dec 28, 2011
Messages
1,751
Location
Core City
I can easily forgive them for a small/weak campaign if we have a good promise of nice community-made content down the line. But if the editor is indeed weak, that will be a major letdown. I am somewhat "dependent" of MODs in games where such a possibility exists. To find that it may not come to happen by the fault of a crippled editor is so sad. It's really a deal-breaker to me.
 

Trash

Pointing and laughing.
Joined
Dec 12, 2002
Messages
29,683
Location
About 8 meters beneath sea level.
What it means is that 'open' is out of the question unless they really go to work on the engine. However branching is still very much in. And even now modders are already constantly coming up with new stuff. Skill check for the character actually interacting, dice based skill checks, starting equipment tied to skills, random encounters, lots of triggers and so forth.

Glad to see people also already finding out how to add stuff. I'm expecting lots of content packs. For ideas anyone can consult the sourcebooks. ;)
 

RedScum

Arbiter
Patron
Joined
Aug 20, 2011
Messages
846
Location
The prestigious north.
Divinity: Original Sin Project: Eternity
Would love to see a nightclub with a neon sign featuring this with a fitting name:
asset.png
 

Wulfstand

Prophet
Joined
Jul 13, 2009
Messages
2,209
I was wondering, there has to be a spellbook compendium for each class' available spells per wi/cha, right? What if you could implement skill checks during dialogue (of any kind, be it caused by talking with someone else, or by interacting with an object), that would allow you to levitate for example, or mind-control the person to whom you're talking to, or to have the first shot before the combat starts. I imagine it would make interactive objects way more interesting, and the campaign itself way more engaging, making you feel rewarded for each karma point invested in above-mentioned skills.
 

Machine

Arbiter
Joined
Apr 13, 2012
Messages
128
Location
cout<<
Messed around bit more with my backalley scene, added 2 more vendors (one for each type) and some simple dialogue branches and variable check (talking to target actor unlocks more dialogue options with another actor , standard stuff).

ff05jNAh.jpg


Wanted to add bit more life to dialogues so I started experimenting with triggers to change animations of NPCs, it worked out pretty well for drone :

jH6L6onh.jpg


I planned to have hooded woman crouching / cowering and only standing up/turning to face PC when you convo her, but animation transitions are pretty crude and look really skippy. I did it with kind of hackjob with 3 different triggers checking the state of conversation, pretty sure there's more elegant way to do it.

Here's the scene if anybody is interested in this scripting. Please excuse my writing skills, English isn't my native language.

On a side note, anybody figured how to make functional ley-lines? Wanted to have special conversation options for a mage that would involve ley line infront of the magic dealer but they dont show up ingame.
 

DalekFlay

Arcane
Patron
Joined
Oct 5, 2010
Messages
14,118
Location
New Vegas
The editor is very good if you want to make more stuff like the main game with a few twists. If you want to turn the thing into a different kind of game then it sucks, at least for now. We knew all this already, it didnt take a reddit post to make it clear.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
I haven't looked at the editor yet, but is it possible to change props based on triggers? As a simple example, say have an alarm light start flashing if the runners are seen?
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
30,445
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Entirely possible, I'd say. Looting Jake's stash at the beginning probably relied on prop switching.
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
I haven't looked at the editor yet, but is it possible to change props based on triggers? As a simple example, say have an alarm light start flashing if the runners are seen?
Yep. The usual way to do it is to delete the prop and move in another prop from offscreen.
 

SwiftCrack

Arcane
Joined
Oct 3, 2012
Messages
1,836
The drekpit
The editor is very good if you want to make more stuff like the main game with a few twists. If you want to turn the thing into a different kind of game then it sucks, at least for now. We knew all this already, it didnt take a reddit post to make it clear.

Didn't you hear bro, Reddit tells the internet what to think :roll:
 

Machine

Arbiter
Joined
Apr 13, 2012
Messages
128
Location
cout<<
Starting to regret choosing nightclub as starting point for my module. :mad: This will take alot of tweaking and nudging to look decent. Made a rough draft with few key locations and actors so I can start scripting. Also tried to add paths to matrix-ball on the dancefloor just to use it as prop but so far no sucess, need to recheck scripts I guess.

t01Lnns.jpg
 

Darth Roxor

Rattus Iratus
Staff Member
Joined
May 29, 2008
Messages
1,879,322
Location
Djibouti
Yeah, that looks really good.
 

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