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Everwood - The unique ORPG

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Level 17
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Nov 4, 2008
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Well, it isn't dead. We've just had a lot of personal things happen. RolePlaynGamer is in college now, so we only get him on the weekends, and we've only just gotten Tukki now for coding so things should speed up. But Darkenneko is going to the military soon as well, so Tukki and I will be doing the majority of the work for the BETA.

And, you are not correct. True, a majority will convert to sc2, but they will not forget wc3. People still play B.Net on wc2. Luckily, wc3 has DotA to keep it living.
 
Level 3
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Sep 11, 2009
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I'll check this thread every time I logon, I REALLY fancy the terraining and all the cool mount systems and stuff!

Request : Can you put a kodo mount? ^^
 
Level 17
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Open source... we'll see. I know our item system has over 2,000 lines of code. o.o

... Or something like that.
 
Level 21
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I've seen bigger, the BX-TRS II, but what does that matter?

I (we) understand you put a lot of work on it, and maybe want some parts private, but what's the point?
There still are hackers out there that can deprotect the maps and steal the code. (That's one reason why I don't want to release one of my maps...)
The codes will still get to the public... (sadly)

(That's why I don't protect my projects...)
 
Level 8
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May 15, 2008
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I've seen bigger, the BX-TRS II, but what does that matter?

I (we) understand you put a lot of work on it, and maybe want some parts private, but what's the point?
There still are hackers out there that can deprotect the maps and steal the code. (That's one reason why I don't want to release one of my maps...)
The codes will still get to the public... (sadly)

(That's why I don't protect my projects...)

Actually, there are some protectors that block your map from being opened in the MPQ editor so the main files needed for the deprotector can't be extracted. The only way to extract them in that situation is to have really good skills with programming and leak the files out or something. Protecting maps atleast stops 70% of people trying to hack it so I don't see why not to protect it.
 
Level 4
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Jul 31, 2009
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Really nice! When i made my trees go transparent as closer you gets in my map i used unit-trees with transparency depending on mana amount. And then with negative mana regeneration and some triggering it works quite good.

How did you solve this?
 
Level 8
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Aug 6, 2008
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Probably destructibles with some custom fading animations. Its kinda sad that destructibles dont have vertex color :(
 
Level 18
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i dont care about protecting my maps. i dont see why some people can have codes while other people cant access. Why ? because as humans we learn based on the information we recieve. The more we recieve, the more people can improve upon them.

thats why i leave my maps unprotected. so that someone in the future can use it and make it better.
 
Level 17
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Alright, the moment you've been waiting for. A progress report!

So, Tukki has covered 70% of the condition system and has started the Necromancer. Currently, Darkenekko is working on some terrain (interiors of some places) and icons for rare drops. I am also working on Everwood ORPG's first quest series, "The Hidden Society." Which I will reveal soon enough.

Now, I will come back to you next week with another progress report. It is estimated that a BETA shall be released in a month and a half. Stay tuned.
 
Level 6
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Feb 10, 2008
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Aight, just figured I should drop by and leave a message :D

Progress at the moment goes well, the condition system is done and is in the heavy-testing phase. Some updates on spells and such have also been done.

Progress speed will change depending on the amount of homework I get, so it might be a straight working process. It'll probably be something like 3 spells here and 1 system there.

PS. - check the everwood group for further code updates.
 
Level 3
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May 8, 2007
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I'm so glad that this RPG is almost in a Beta stage. I haven't been posting a lot but just keeping up with the progress through updates I get through my email. If you ever need any more imaginative idea's from my head RPGamer, just go ahead and ask :D. I always get a sense of pride whenever I see my idea's at least half put too use in maps.

Really excited about the Beta, Keep it up guys! A lot of fans are counting on this RPG to finish.
 
Level 9
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Apr 5, 2008
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I had never heard of this Zinc language. I'll be sure to check it out and see if it's better than cJass.
And no, we're not rewriting the whole map in cJass, as it's only for coding faster, so it would make no sense.

And to all of those sending me pm's about beta testing, I'm pretty sure that we're releasing an open beta, so there's no need to worry about missing it.
 
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Level 6
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Feb 10, 2008
Messages
300
So far, ZINC is still pretty new, thus lacking some cool features which make coding in cJass easier (yes, I'm refering to #define).

But really, this isn't the place to start a scripting language discussion.

Coding progress: The Necromancer is approx. 40% completed coding-wise.
Be patient as RPGamer will eventually post the updates, probably in the first page.
 
Level 6
Joined
Feb 10, 2008
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300
Bah, maybe if you could read other posts than your own...

1: Language is like a personal taste. Some like Coca while others don't.
2: Are you a member in this project, I guess not. Hence, your "I would prefeer ZINC" isn't relevant.
3: Writing random statements such as "cJass sucks" aren't going to get you anywhere.
4: Every vJass add-on will first compile the code into vJass, call the JassHelper and let it compile the vJass to JASS2. So "And it JassHelper compiles every Zinc Code first to vJass then this to Jass" is true for every vJass add-on, not unique to ZINC.

5: This is a thread to talk about the upcoming map, not what language it should be coded in. Please do not continue with this.
 
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