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Any news about release date?


Guest cugu

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The topic title pretty much explains itself, that's the question I'd like to ask, since I saw mention of July in one of these previous posts, and since July has come and gone, I'm just curious... devlook.gif

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I am afraid July completion was based on having the month of July to work, and RL ate it all up (plus finding Mount & Blade: Warband hopelessly addictive didn't help).

 

I am not sure I can give a real ETA, but I can say that I am setting aside some time each day to get something done. Things aren't posted right now because i am tackling the Romantic Encounters - style content.

 

I can safely say I have a working alpha, but it does not include quest, spawning, and half the ToB materials - and the RE content is all awkward and not completely integrated. I am currently researching and prepping for voicing doing it myself, and have a contact or two that might be able to supplement with a professional voiceover artist. I would want AFTRA/SAG membership so it would be a little pricey, but not so much that it would be a real hardship. I can also say that I have stopped looking for way cool ways of coding and playing with new ideas, in favor of cleanup/wrapup. The problem there is that there is enough currently only sketched out in the mod that we are talking about a huge amount of wrapup.

 

I have been away from concerted, daily work on Aran for much of the summer, but the fall brings faculty meetings and with it concentrated sketch/think time, so we can hope for the best!

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First rule of modding: Everything will take longer than you think it should.

 

@cmorgan: If you're looking to tighten up the dialogue in your mature content, you could post it in the TATW workroom. I'll give it a once-over, naturally, and we've got an excellent editor on staff now.

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I will try to put something up within a week - I have had short but daily sessions, so things are progressing, but so far this week has been rechecking that states go to correct states, and working through berelinde's and devSin's conversations about randomization. Apparently, RandomNum(4,#) means 'engine, choose a number between 1 and 4 that is true for every instance of RanomNum(4,#) for this dialog state'. Which means if I write

 

RandomNum(4,4) heya

RandomNum(4,3) hi there

RandomNum(4,2) howdy

RandomNum(4,1) lookin' good

 

RandomNum(4,4) nice day, eh?

RandomNum(4,3) how's life?

RandomNum(4,2) Word up.

RandomNum(4,1) Yo.

 

and the engine choses 3, you get a 'locked' pair of responses

 

RandomNum(4,3) hi there

RandomNum(4,3) how's life?

 

instead of what I expected (2 different random choices).

 

If I want them to actually be random, i need to change the range, so that

 

RandomNum(4,4) heya

RandomNum(4,3) hi there

RandomNum(4,2) howdy

RandomNum(4,1) lookin' good

 

RandomNum(5,4) Yo, you talkin' to me?

RandomNum(5,4) nice day, eh?

RandomNum(5,3) how's life?

RandomNum(5,2) Word up.

RandomNum(5,1) Yo.

 

This matters a good deal for my randomization routines, and explains why I kept having oddities with testing the swordfight routines. Instead of creating grid of 4x4 combination possibilities, I was really not. So, some tinkering to do. Nothing kills the mood like cycling through the same states with the same text...

 

I have brainstorming done on the quest, berelinde has graciously offered to create me an inn to spawn Aran in so I can keep quest and spawn points and other such materials under tight control (and allow for more compatibility), and I am eyeing the vanilla BioWare boyz and girlz for what they do in ToB in terms of friendtalks/lovetalks.

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I am working on an alpha release, but I get very little time for modding during the school year - I am hoping for something playable this spring/early summer (no cash for spring travel, so spring break will be a modding extravaganza). I may be able to have a "playable" (read that as a play-at-your-own-risk-because-there-will-probably-be-bugs-but-I need-feedback-to-clean-him-up-before-release) alpha up by the end of March, a testing version available in May, and then with any luck be able to call him done this summer. The good news is that testing will be open; anyone can test and provide feedback.

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Guest Agashi

Will the initial release include ToB content? I guess since you wrote about epilogues a while back, they'll be in there, but I didn't want to assume.

 

Good luck with the rest of the mod!

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Absolutely... ToB content will be in (is already in) the alpha. If it is posted, it is already in there for testing in some form (usually with missing tildes repaired and the occasional typo or state missmap repaired so it will install). There may not be everything that I wanted to have, but adding additional content is always possible.

 

And thank you! I'll need it. I have a huge advantage in that I can do my own code, but just finding consistent time to build the details is RL dependent :)

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ok, unexpected curriculum meetings on the two days I expected to have serious modding sessions - better extend that estimate to playable alpha end of April (since I will have spring break in there), beta early June, and full release as soon as he is tested after that. The good news is since I have not playerd through Awakenings yet and ME3 is not due out, I'm holding off on DA2 until mid/late summer, so more time to mod!

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Guest Guest

I guess I've been stalking long enough.

 

Cheers to the mod that always makes me sing "Somethin' Stupid" (The Sinatra version, duh). I may have to install Windows on my trusty machine just for this. :)

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heh. I had better stop poking about the fora messing around, then, and get back to work :cool: I am hoping for something soonish, but the pre-alpha I built had some things to track down. I'll let you know this week what kind of time estimate we are talking.

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