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[ORPG] Shadows of Everwood

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Level 6
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I'm headed for a two-week-long break, with Raven0 and dardas lending Mag a hand in the coding department.

The current beta version (1.2) has been up since Monday or Tuesday.
With some work and cooperation you might see a 1.3, or even newer, before the, by Wolfe, promised demo release.
I'm also preparing some documentation for our 2 new members.

While you wait for the public release, make some acquaintance with this band, if you haven't - it's good stuff.
 
Level 17
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I don't mean to bring this to the thread, but this is to our closed BETA testers.

If you don't fucking start testing and updating your bug reports, I will fucking fire you and replace you. End of story.

Thank you. =)
 
Level 5
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I don't mean to bring this to the thread, but this is to our closed BETA testers.

If you don't fucking start testing and updating your bug reports, I will fucking fire you and replace you. End of story.

Thank you. =)

Sorry to reply but.....

Does that mean that, if, someone get's fired you need new, and better, testers?

if so than you can count on me as a replacement :goblin_good_job:
 
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Level 6
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Version Info

Version 1.3 Progress:


updateel.png

  • Highway Assault
    • Enemies will no longer be rendered invulnerable when heroes go out of combat. [x]
    • Event should now properly reset itself if the hero dies during a phase. [x]
    • Fixed a couple of aesthetic timing issues during the cut-scenes. [x]
    • Cut-scenes should now play more consistently than before. [x]
    • Merged two phases together, removing the need for a player-side confirmation. [x]
  • Specialization Interface
    • Spellbook & Active Abilitiy interfaces have been removed. [x]
    • Equipping and un-equipping abilities are now done via left clicks on the ability itself. [x]
    • All abilities now feature an up-to-date description with stat equations. [x]
    • Effect on equipped ability icons, to easily distinguish equipped abilities from their unequipped counterparts. [x]
    • Now features a short tutorial when you open it for the first time. [x]
  • Stats
    • Haste, Reflexes and Energy will be removed from the game, completely. [x]
    • Endurance now grants health, down from health and armor. [x]
    • Power, is now Strength, and grants physical attack damage. [x]
    • Agility, is now Dexterity, and grants crit chance, down from crit chance and attack rate. [x]
    • Focus, is now Intellect, and grants spellpower. [x]
    • Stat system has been recoded, and stat-rating-to-value algorithms have been changed. [x]
  • Combat Modifiers
    • The so far unnoticed damage tags (Unblockable, Armor Piercing) will be removed. [x]
    • Fixed a bug which rendered projectile attacks unable to deal any damage. [x]
    • Projectile attacks will now collide with the first enemy unit hit, rather than the attacked unit. [x]
  • Classes
    • Ability cooldowns will be lowered to accommodate for the removal of attack rate stat from Dexterity.
    • Ranger
      • Ranger's pet is currently being removed from the game, not a final decision. [x]
      • Timed Shot will now pass through units in a line, and knock them back more forcefully, with less force the more units the arrow has passed through.
        The Knockdown condition will still only be placed upon the first unit hit. [x]
      • Unguent will be replaced by Web Shot, an ability that will entangle units with ropes of web. [x]
    • Magus
      • Hotkey update, as per Batopi's suggestion.
  • Inventory System
    • New layout. [x]
  • Gameplay
    • Due to technical difficulties, game-play issues and space management, we've decided to replace the 3rd person camera system with a more top-down approach.

      This change is only experimental, and if the result isn't worth the environment detail, we will roll back to the original 3rd person camera. [x]
  • Misc.
    • Fixing disconnection issues in the CameraObject engine.
    • A priest has traveled and found himself healing damaged heroes in the Vinoscan Bulwark. [x]
    • General difficulty has been decreased. [x]
    • Final update to Veldonn Knight's defensive ability, Wall of Sanctuary. [x]
    • Removed the unused 'Setting it Straight' quest item from Ahriman. [x]
    • Exiting interfaces can now also be done by pressing the ESC button. [x]
    • Basic weaponry and shields set up. [x]

Release date: Friday 26/8
Progress: ~95%
Last update: 24/08.

[x] = completed element.
 
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Level 6
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Updated the version post with new details.

Changed time left to a more realistic value, and added a last updated note.

For those of you who only are interested in the new changes:
  • Classes
    • Ability cooldowns will be lowered to accommodate for the removal of attack rate stat from Dexterity.
    • Ranger
      • Timed Shot will now pass through units in a line, and knock them back more forcefully, with less force the more units the arrow has passed through.
        The Knockdown condition will still only be placed upon the first unit hit.
      • Unguent will be replaced by Web Shot, an ability that will entangle units with ropes of web.
  • Gameplay
    • Due to technical difficulties, game-play issues and space management, we've decided to replace the 3rd person camera system with a more top-down approach.

      This change is only experimental, and if the result isn't worth the environment detail, we will roll back to the original 3rd person camera.
  • Misc.
    • Removed the unused 'Setting it Straight' quest item from Ahriman.
    • Exiting interfaces can now also be done by pressing the ESC button.


EDIT: 8/7-2011 00.31

After some extensive testing by me and Oziris, we've discovered the origin of the disconnection problems.
It seems, however, that this problem is quite strange, and will require more time to fix than I originally thought it would.
If any of you are interested, the map seems to disconnect when I evaluate a function interface, with an if statement where I compare a variable to a constant.


JASS:
// function interface myFunc takes CameraObject returns nothing
function myFunc(CameraObject co){
      // CameraObject co is a struct that contains the integer variable 'tick', which is proved to not be the cause of the disconnects
      if (co.tick == 1700) {
           // actions are commented out
      }
      BJDebugMsg("Tick: " + I2S(co.tick)); // still dc:s with this commented out
}

Now, if I comment out the whole if statement, the disconnection stops.
Any thoughts?


Bottom line is that I'm pushing the deadline until I can either fix this problem, or find a workaround.
The demo is for public and multiplayer use, and should thus support it...

I apologize for any inconvenience, grievance, parties trashed, hard disk drives crashed
and weekends ruined that this may have caused.
 
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Gwy

Gwy

Level 4
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any news from the testing/
promises abaut nearing the demo release
hard disk crashes
things like that around your map?
 
Level 17
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Okay, bit of progress. Tukki has disappeared and Magtheridon96 and Adiktuz (two coders) have resigned officially. HeroSlayer, modeller, will be back in action very, very soon and Oz and I have been actively working on making the terrain suitable for the WC3 Camera. Here are some screenshots. =)
 

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Level 6
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I've just returned and already started coding again!

Non-terrain related progress:
  • Inventory layout has been altered and it has gained a very minor face lift!
  • Several multiboard issues have been corrected.
  • Might have fixed a potential disc. error.
  • Updated the AI engine to allow 'unchained' units.
  • Various updates to the event quest.
  • Minor tweaks to the selection system.
  • Some commands re-introduced.
  • Added a bunch of basic weaponry.
 
Level 2
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Hey , i liked the project , so i wanted to help , i can do some tarraning if you guys want , i m good at doing citys, catacombs and that sort of thing(not so at forest)...
since i m at vacation i can do it pretty quickly so if you guys want help just PM =D

Here are some pics of waht i m current doing , it s very empty since i dont know if im going to use but u guys can have an idea of what i can do xD

186991-albums3040-picture49084.png

186991-albums3040-picture49162.png

186991-albums3040-picture49161.png

186991-albums3040-picture49086.png


btw everything is playable , but i dont know if you guys are doing enterable stuff =D
anyway good luck with the project
 
Level 5
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I'd love to help with the terrain, here's a small showcase of my previous work. Used zero custommodels.

I've LOADS of spare time till next friday, when I move to Hong Kong, when I etablished my computer there I'll have LOADS of free time untill school starts.
 

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Level 5
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Progress:
-The hero model is now finished, 59 animations made from scratch. :ogre_datass:

I will now focus on the attachments and armour sets.

----------------------------------------------------------

I'd love to help with the terrain, here's a small showcase of my previous work. Used zero custommodels.

I've LOADS of spare time till next friday, when I move to Hong Kong, when I etablished my computer there I'll have LOADS of free time untill school starts.

I really like your terrain, unfortunately, we have enough terrainers :)
 
Level 16
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Apr 18, 2011
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Progress:
-The hero model is now finished, 59 animations made from scratch. :ogre_datass:

I will now focus on the attachments and armour sets.

----------------------------------------------------------



I really like your terrain, unfortunately, we have enough terrainers :)

Thats quite alot scratches.. also yeh i like it aswell risk :)

*GamerCreutz*
 
Not even close. We are releasing the pre demo in the near upcoming weeks. So, the post demo will probably be 2-3 months away, which will include a lot of more gameplay and boss fights, and 2 dungeons I think. Considering that when we make all of the systems complete, progress will go a lot faster since tukki will only need to code quests and few spells. Diego will also have a lot less to model since he will be finished with the female hero model too.
 
Level 17
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2-3 months is a very rough and inaccurate estimate. Don't get your hopes up. But the demo in the next few weeks is quite accurate.

We're also needing more coders (who can code in ZINC).
 
Level 6
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The pre demo should be, as both Wolfe and Oz stated, be out soon (tm).

I and Oz have experimented with DayNight + Fog settings and come up with a good dungeon feeling.
This will, however, not be present or at least noticeable during the soon-to-be released map.

Wolfe has come up with some interesting class structures, which are yet to be revealed.

Event Quest is going strong and will be completed in the coming two weeks.

Disconnection issues are the main time sink, and it'll take a while to resolve due to the near non-existant debugging features.

I've also updated the progress post.
 

Gwy

Gwy

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Sounds all very promising!
can we choose different game difficulties (something like tkoks norm/ leg/ hc mode)?
 
Level 17
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The overall game itself will not be run through modes. However, you will be able to use modes for Event Quests and Dungeons, choosing the mode before you start.
 
Level 6
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Last update before my week-long absence:

Event Quest is now coded and set up, not yet tested, though.
Things to do:
  • Test and bug-proof the event quest.
  • Make proper taunt messages and finalize unit spawn and group positions.
  • Create quest reward tables for each class.

Some small changes have been done to make it more coherent with other quests:
  • Players will now receive a notification that the quest is available, instead of accepting the quest immediately.
  • To start the quest, players will be required to accept the quest from Captain Baptiste.
  • Progress is now shared, however, players who accept the quest after certain phases will have to progress through these phases, instead of being instantly brought up to speed.
  • The fleeing bandit can now be killed properly, and players will now be informed of this option.
  • The bandit ambush should now function correctly, even if the escort guards have been killed.
  • Cut-scenes are now properly timed and have corrected camera movement.

If the event quest works, this could result in me restarting the DC debugging work when I get home,
and eventually, an earlier release :)
 
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