Archive for the ‘Updates’ Category

AgentOrangeGuy thinking big

Posted by Zygon Dragon on 6th October 2011 in Updates

Here are some ideas that AgentOrangeGuy has and is trying to implement:

I have a ton of good usecode ideas that I flutter back and forth to. One such idea was having animals spawn raw meat, that would need to be cooked to be edible.  It worked somewhat, but I needed to work some bugs out of it first.  It would make more sense having to cook it rather than carving it straight from the animal and shoving it into the mouth of a hunger stricken, complaining Iolo.
Another idea is one that could be used in a different, unique mod once we’re done.  I could probably implement it in the U6 mod in one area – the gargoyle war.  once all the shrines are cleansed, and the avatar needs to go through Hythloth, there will be a fortress built into the first level (some of it above ground) that will need to be cleared out. There will also be a few gargoyle war parties that will wander the area.  So, one of the guard units I will make will be freed up to help for the final assault on the gargoyles in Britannia.  I plan on doing some usecode into the commander’s conversation to allow for user input in coordinates and to be able to give an attack order at a given time.  So, basically you’d talk to this npc, who is waiting for orders. You’d give him an attack order , user input coordinates (sliding scale input) and time of day (0-7)(also sliding scale).  That would teleport  the soldiers tot hat area (putting it in their schedules), put them in attack mode, and have them attack all evil enemies like gargoyles. theoretically, you could have them patroll certain hotspots you want back up in (for example, placing htem on the crossroads to fight the bandits).

Weekly update: Serpents Hold

Posted by Zygon Dragon on 26th September 2011 in Updates

Things are certainly moving along quiet nicely with AgentOrangeGuy’s latest update, which mainly consisted of Serpents Hold. He’s finished Loubet’s training area and the keep. Still no NPC’s but looking very good. He also did some general map work, tweaking dialogues and eggs for the Quenton Side quest.

Odkin has finished the Yew portraits, screenshots to follow very soon.

We have a new member Crowley who is tackling new shapes, old shapes and other stuff. He has been working on a new shape for Gwenno.

Stay tuned…

 

Loose ends from Ultima 5 to be tied up.

Posted by Zygon Dragon on 19th September 2011 in Updates

AgentOrangeGuy has been doing some map building here and there, concentrating on Serpents’ hold, currently working on the keep.  He will be doing some usecode and adding a few things here and there on the map, specifically to tie up loose ends from U5. Such as, have you ever wondered what happened to the Oppression after Blackthorn was banished? What happened to some of the buildings? The walls around towns?  Also, you’ll find out just why Horance is there in Skara Brae in the first place…To be continued…

Weekly update: New portraits

Posted by Zygon Dragon on 17th September 2011 in Updates

My last weeks work has been dedicated to the beta testing of the new Queton side quest in Skara Brae. AgentOrgangeGuy has nicely put together a new side quest to tie up the loose ends which haunt the original Ultima VI plot. I shan’t say anymore as I don’t want to spoil it for you.

AgentOrgangeGuy (a part from the massive work in the Quenton side quest) has been fixing rivers, shrines, general map work and fine tuning his “brawl engine”.

Other news, we have a new member, Odkin, who is touching up all the portraits to match the quality of those in Serpents Isle. Hopefully we can convince him to help out with the intro and end game graphics too. Check out some of his work so far. Absolutely stunning. Don’t forget to check out the new screenshots in the screenshot section too.

 

Weekly progress “brawl engine”

Posted by Zygon Dragon on 2nd September 2011 in Updates

Hats off to AgentOrgangeGuy as this week his tinkering with the usecode has led to a true to Ultima VI brawl engine. In Jhelom the NPC’s start brawling at 9pm or when you ask a few of them about the rat/mouse, as they disagree  with each other they start to brawl.

Apart from that he has also fixed a few NPC schedules in Lord British’s castle, moved a a couple of shrines that were out of place, general map cleaning and is still slogging away at the NPC conversation usecode.

I’ve been mainly working on NPC conversions this week, concentrating on Serpents Hold.

Weekly Progress

Posted by Zygon Dragon on 26th August 2011 in Updates

Well its been a busy week. AgentOrangeGuy has been slogging away at the usecode this including a nearly finished new Quenton side quest to tie up loose ends in the original quest line.  He has also been getting the NPC schedules readjusted for the new building structures, moving the remaining stuff back into the building fountains and general map work.

I’ve been concentrating this weeks work on world building. Tidying up the coastline, forrest of Yew, Mountains and swamp areas around Britannia. Things seems to be going along quiet smoothly. AgentOrangeGuy has located someone to touch up the original U6 portraits. Looks promising and would be nice to have maybe a SI style portrait instead?

Here is a screenshot of the current state of the world build. Still needs work to get it up to a release standard but as you cans see a lot of work has been done.

New map inside Exult engine

World building update

Posted by Zygon Dragon on 18th August 2011 in Updates

Did some heavy map work this weekend. finished moving Britain and Cove onto the new foundations and fixed the foundations for Jhelom,Trinsic, and Buccaneer’s Den, just have to move those (buildings and such) onto the new foundations.  I have Serpent’s Hold foundation done, I just have to build the houses and put the NPC’s there now which will probably be my next job after moving the old stuff onto the new foundations.   -agentorangeguy

U6 Conversion update: 8/7/2011

Posted by Zygon Dragon on 8th August 2011 in Updates

– Minoc is structurally complete – all buildings finished. Working on npc’s for Minoc currently.

– Working on moving everything over on the new map.  The new map is somewhat complete but still ‘raw’ in many areas, but the structure is there.  Some areas such as forests, grasslands, water etc. need randomization.

– Planning a new side quest with a few new npcs that will tie in some loose ends or inaccuracies in the storyline (such as those who were said to have associated with Mondain in U6 as “Mondain’s henchmen” or an adversary of Mondain) -agentorangeguy