I shall also quote myself from then..
Hirato wrote:The waypoints aren't set up to allow the NPCs to defeat the player in melee
First there are the fireplaces and mudbanks, why did you spawn critters atop them? If you want to do this you should be using trigger entities (they have a flag for making themselves invisible you know). Likewise they and the player should have models assigned to them.
Looting is the another thing that confuses me a bit, but I suppose it is somewhat understandable as I haven't made anything to prevent you from looting certain objects.
Still, surely you could've use a list of items to check for and modified the generic NPC loot script for this, rather than creating script #22 and calling it.
This is also the wrong approach to including them, in the future place them elsewhere, eg includes/lootscript.cfg and use 'include' to include them, eg 'include includes/lootscript'
Also said script also prints that there aren't any items to loot unless the container had a weak healing glyph.
The first map is lit rather poorly [...]. Give some thought to using the skylight and sunlight variables in the future.
Plus the few sounds that are there work pretty well too for the most part. Though it's a bit jarring to have one of the attack sounds play when I'm using the weak healing glyph.
The thing that confuses me most is the way you handled shopping. This could've been done in a much more generic way, did you really need to make a dialogue tree for every item you could buy and sell?
That is incredibly excessive!
The ancestor quest also looks a bit buggy. There seem to be a lot of weirdly placed state changes.
I've quoted selectively and bolded or coloured to emphasize things
I understand there's no point to addressing some of them... so let's break it down a bit...
The waypoints aren't set up to allow the NPCs to defeat the player in melee.
The thing that confuses me most is the way you handled shopping. This could've been done in a much more generic way, did you really need to make a dialogue tree for every item you could buy and sell?
That is incredibly excessive!
Looting is the another thing that confuses me a bit, but I suppose it is somewhat understandable as I haven't made anything to prevent you from looting certain objects.
Still, surely you could've use a list of items to check for and modified the generic NPC loot script for this, rather than creating script #22 and calling it.
There isn't really any point to addressing this stuff, to start out with - as future revisions of the RPG should more or less take care of the looting and trading side of things... As you've noted.
And waypoints are of course best saved until the end when the map is done and you seem to be working on it.. however slowly.
First there are the fireplaces and mudbanks, why did you spawn critters atop them? If you want to do this you should be using trigger entities (they have a flag for making themselves invisible you know). Likewise they and the player should have models assigned to them.
If you go into third person, you'll see the player's model is just empty.
While it's no longer "" it is now "rc" - but this model doesn't exist which means the side effects can still be undesirable.
You really have no excuse for not adding something like "r_char_mdl uh/chars/man/oldman01" into player.cfg to fix this issue
Looting is the another thing that confuses me a bit, but I suppose it is somewhat understandable as I haven't made anything to prevent you from looting certain objects.
Still, surely you could've use a list of items to check for and modified the generic NPC loot script for this, rather than creating script #22 and calling it.
This is also the wrong approach to including them, in the future place them elsewhere, eg includes/lootscript.cfg and use 'include' to include them, eg 'include includes/lootscript'
Also said script also prints that there aren't any items to loot unless the container had a weak healing glyph.
The main thing I'm trying to highlight here is that this script
IS INSIDE data/rpg/games/mygame/scripts/ when it isn't configuring a script slot at all - it is executing stuff which depends on having a very specific state of the world and reference table and
this is very likely the source of freezes and other weirdness some of your players have reported!
I'm also trying to point out you're including the file wrong, you should be using
include includes/loot not
exec data/rpg/games/default/includes/loot.cfg - there's a huge difference here! the former will work no matter what you call your game!
But really, It's been 5 months, you have no excuse for not moving this script to say, includes/loot.cfg and replacing every invocation of "exec data/rpg/games/default/scripts/22.cfg" with "include includes/loot.cfg"
The first map is lit rather poorly [...]. Give some thought to using the skylight and sunlight variables in the future.
I'll admit you've improved the lighting somewhat. But you can still do much better.
The current lighting is fine... for overcast weather... but this is obviously not the case, so case some shadows, illuminate the place.
It's all about setting the ambiance properly.
Plus the few sounds that are there work pretty well too for the most part. Though it's a bit jarring to have one of the attack sounds play when I'm using the weak healing glyph.
Is there a reason using the healing spell still sounds as though someone is hitting me over the head with a club?
This can in actual fact be applied to all "edible" items now too!
The ancestor quest also looks a bit buggy. There seem to be a lot of weirdly placed state changes.
I don't think you have an excuse for this one either.
I don't care if it's a work in progress, you could've at least consolidated code like the following so it didn't look nearly as silly as it is.
Code: Select all
r_script_say "No money, no reward." [ //8
r_response "You are such an :censored:" -1
r_global_set $ancestor_search 4
r_response "One day, you :censored: will wake up with a dagger in your tummy." -1
r_global_set $ancestor_search 4
r_response "Farewell." -1"
r_global_set $ancestor_search 3
]
Just look at it!
You're changing the state of the quest 3 times while just generating the responses!