test content
What is the Arc Client?
Install Arc

Comments

  • *grin* Sorry to be the bearer(s) of bad news, yeah. They were never intended to be y-adjustable. I feel your pain about having to manually fix hundreds of details though. Shameless plug, but if you're interested in building a multi-level room, have you taken a peek at my sort-of-tutorial/thread on the topic?…
  • Yes, the bottom of the cage has no collision. Use an invisible wall of an appropriate size. Note: the invis wall/plane does not have to be supported. They will hang in the air just fine.
  • I'm not sure exactly what you're talking about. Like sprite said, are you talking about prefab rooms in an interior map, or a hand-built rooms in an exterior map? (If that's the case, why did you bother using teleporters to go from floor to floor in the first place? ) If you're talking about prefab rooms, then they never…
  • Yes please. I can hit 600 lines of dialogue without even really trying. I'd like to know how close I am as I go.
  • I'm mean like that. Honestly, I was about to give up last night when they finally worked. Duplicating quests has always been buggy. The only way I've ever gotten it to work is to hit the duplicate button, then the Foundry takes you into the editor. (I've never been sure why it does that. When I duplicate a file or a folder…
  • p.s. When dragging an asset around in 3d edit mode, if my cursor mistakenly goes over the top or right UI panels, then I let go, the asset snaps back to where it was. I do understand why this happens, but do you think you could lock the cursor to the viewport (only when dragging assets around) so that it makes it…
  • I don't know if this has been reported or not. Okay, so I'm in the 3d edit mode and I right click to bring the properties editor up. Box comes up, no problem. I want to manually enter a value into one of the boxes, say setting the R-axis rotation to zero, to line it up with something. I click in the box, I type 0, I click…
  • I got it to work eventually. Quest name wasn't too long - It gives you a warning when the quest name is too long, and I wasn't getting that warning. I had to duplicate the quest twice, really, so I have 3 copies of it. One to turn into part 1, one to turn into part 2, and one to keep for posterity's sake as the full thing,…
  • So... I can't even split my quest up into two parts. Every time I try and duplicate the quest, the Foundry crashes. Nice job, Cryptic.
  • This really does depend on how large the maps are that you're trying to fill. Most people who know my maps know that I always start with 100% empty maps and build from there, but my maps are usually very linear, very railroaded and pretty short. But by keeping the area down, I can make the maps themselves highly detailed.
  • Haha. Didn't I read somewhere that the author said that that game had almost a million lines of dialogue?
  • I was never in this game to put down other authors, or to make out that my quests or even my -style- of quests are the be-all and end-all of quest-making. They're not better or worse than anyone else's quests. They're just my preferred style. Some people like them, some people don't. It's all good. As Abraham Lincoln…
  • Hm. Well, I think that's a little unfair. There's still lots of good authors out there writing good quests. I was going to list some, but I don't want to offend anyone I don't include, haha.. But there's still great quests out there that are fun to play. They're just not as wordy as some of us. I guess 'good' is subjective…
  • I think I see what you're trying to say, and maybe The Foundry - and Neverwinter itself - was never going to be the ideal vehicle for quests/adventures like these. But I could make them. They weren't against the TOS. And frankly, the creation and distribution was far easier than any of the alternatives. The Foundry is the…
  • "published campaigns" ?
  • That's also, true, Zah. The length of a quest doesn't necessarily mean your dialogue will be less than 600 prompts. I know of at least one 2-hour opus quest that has very minimal dialogue.
  • 20/30 minutes does not a full-length adventure make. 20/30 minutes might be what the majority of NW players want so they can blast through and get their dailies, but it's hardly a satisfying adventure with a nice meaty story to sink your teeth into. I wanted to create .. not a quest, but an actual gaming experience. A…
  • I recall someone else talking about a murder mystery whodunnit-type quest that relied almost entirely on complex dialogue trees as its primary means of interaction with the player.
  • I actually had to do that in the real game back at launch. I launched it at high and the textures were <font color="orange">HAMSTER</font>. Setting them to low, then back to high again fixed it for me.
  • No, I didn't run afoul of that bug. I have seen it before, and the results are somewhat hilarious :) I just have that much dialogue. It's how I roll (or, more accurately write) :D I know I had 800 at last count because I went through every dialogue tree and counted every node. However, I'd added some since that count due…
  • p.s. I've never experienced an 80% disconnect-while-editing rate, even with 800+ dialogue prompts.
  • Thanks for the explanation, jfinderdev :) If it's 600, I guess that means I have more dialogue than I thought, haha. I thought I'd chopped 250 from 800, which is where I came up with the 550 figure. I guess I must have closer to 850 lines in total, ha. Unfortunately, 20 minutes doesn't really even give me enough time to…
  • Republishing makes sense, because I think all that stuff gets generated at publish-time.
  • Probably a good thing I don't ever want dragons in my quests then ;)
  • So, no word yet then....
  • Also, objective dialogues have different prereqs available to them than contact dialogues. The UI itself is actually physically different, and some options are physically not available. I don't have any screenshots to hand, but the omission of 'Hide line when' for objective dialogues had me confused as hell for a while…
  • I wouldn't sweat it, klixan, because you don't ever have to show (or even describe in text) anything rule-breaking. We even have a nice fade-to-black effect! You fade to black on a succubus, people are gonna know what happens next. No sweat.
  • I've never played D&D. I don't care about dragons :D
  • Well, since I was the one that brought it up, and it most definitely affects me directly, I'll weigh in on the dialogue limits issue. I can't speak for how many people this affects - My guess is not too many. Not that many people write quests with more than 550 dialogue nodes. But some of us do - Story-heavy quests,…