Aesir Rising

Aesir Rising

Joined Member # 2648946
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Raven X: That sounds more like the built-in NWN map transition (at least how I'm reading your description). Nothing special there as far as game data saves - it just happened. I'm talking more about the persistent worlds that ran multiple interconnected servers. Some examples include Exaria (two servers), the Avlis and CoPaP servers (dozen or more...iirc) and ALFA (many servers). When a character transitioned from one physical server running

31 Replies 34,519 Views

For crashes especially, you want to dropbox the dump file archive. You can get this from a hidden folder as described in the sticky post on reporting bugs. Here's the relevant info from that sticky: For crash reports in particular , the most helpful file you can provide is a memory dump that the game will generate when a crash occurs. If you're running Windows XP, there will be a zip file with the memory dump located in Documents an

2 Replies 1,227 Views

These extra-large map sizes are where we're going to see issues between 32-bit and 64-bit systems, wrt memory usage. Pretty sure large maps were indicated as one reason they wanted to have 64-bit support early on in development, though I haven't looked for that post (from sometime last year, I suppose). On a related note, is it possible to have multiple maps as part of a game, and transition between those maps with game state saved between transitions? The

31 Replies 34,519 Views

[quote who="mastroego" reply="30" id="2699554"]The last game I seriously played was Baldur's Gate II.[/quote] Then you know how you are required to have the media in the drive at game launch for both BG and BGII. You may not have realized it, but that is because SecuROM is used to protect that game, at least on one distribution (e.g., the 4-in-1 boxset that I have). I run a drive emulator to bypass that, but it takes up several GB of disk space to do this, since I'm not a

112 Replies 265,010 Views

[quote who="Ryan Hanson" reply="67" id="2699550"]Modding guide looks awesome, but did I miss the actual Beta 4 patch notes? Or have they not been posted yet?[/quote] Not strictly patch notes, but here: http://frogboy.joeuser.com/article/389339/Elemental_BETA_4_Preview

79 Replies 160,630 Views

I've already been browsing my ..\Elemental\Gfx\Logos folder for appropriate fodder. I'm trying to decide atm if I want to sneak in an animated PNG under the radar and make the Crest_07 one have bubbles that bubble. edit: nvm. that phial has a cork in it. It has been hermetically sealed. Those bubbles shouldn't even be there since the pressure inside would be equally distributed. Realism is where it's at. Even in logo art, dammit.&nbsp

444 Replies 1,867,901 Views

[quote who="shimwooley" reply="398" id="2687165"]Is uploading an avatar a site issue ? Won't work ![/quote] If it's the same problem as last year then upload through IE. I'll assume you were trying through Firefox, Chrome, or Opera originally. Why am I here bumping this old topic? Because Elemental wants square avatars. Doesn't look right in-game with this hot round avatar I have at the moment.. So, I'm looking for a new one.

444 Replies 1,867,901 Views

Valve specifically wrote a patch to their stub version of Oblivion's .exe when Oblivion came to Steam to help their .exe be compatible with the OBSE .exe. Valve simultaneously submitted the necessary info to the OBSE developer and the OBSE dev added in the support for the steam version of the Oblivion .exe in subsequent versions of OBSE so that a separate Valve provided .exe was no longer needed. I imagine the same process and communication (though the implementation will be dif

56 Replies 112,376 Views

[quote who="Civfreak" reply="45" id="2698840"]Oh so you can't actually mod the UI atm then? I've been going crazy trying to figure out how to modify the UI using Desktopx and reading line after line of xml trying to figure it out dohh.[/quote] Depending upon what you're trying to do, you can open the dxpacks with 7-zip (or other ZIP utility) and experiment with changing the component art (e.g., PNG files) and DesktopX .ini and XML outside of DesktopX. Also, I

79 Replies 160,630 Views

That link for the xsi modtool is for an older version. I don't know if it helps but SD seems to have updated their version of havok during development in the past year. Older hkb files showed Havok-6.0.0-r1 , and the current Elemental hkb files show Havok-7.1.0-r1 . So... if you get the current mod tool from the autodesk site , and no

12 Replies 7,009 Views

I recall a few months back some post on GPG forums, iirc, about SD approving another patch to the game. Looking forward to it. Unless it was just rumours and lies. I liked the single player game quite a bit and still periodically fire it up, so if there is going to be another update to the game, I'm all for it. As for MP, I think my fellow players think the greatest enjoyment from the game is when you get to call the other players "idiot" or "fucking n00b". At least

22 Replies 59,898 Views

Each of the following dump files relate to crashes creating tiles in the Tile workshop. I see no pattern other than a suspicion that the crashing seems to occur just as a tile object/resource tooltip is about to appear. I don't have repro steps, but each time I tried to: Create a 1x1 tile place 1 each of the four shard types (from the Resources pallete) then open some other pallete (any will do, I suppose) and hover the items looking at toolt

0 Replies 1,241 Views

Crash creating a Tactical map. Launch Elemental, Play Game, and select Workshop, then Map Tools, then pick Tactical Battle as the map type. Once you click the button to create the map, the game crashes (it may take a few minutes for Windows to pop up the application stopped responding prompt). Each of these are dumps created when doing the above. http://dl.dropbox.c

0 Replies 1,057 Views

Rather than mouse over tips showing the 'real' version, would it be possible to just have it in the Version field at the bottom bar of the impulse client? There it currently says 0.98 , but you really need to look at the tip to see the 0.98[b].085 value.

4 Replies 1,249 Views

re: Tactical battles I did see two updates today, and the tooltip version # info within Impulse Client shows 0.98[b].085, so it looks as if I'm current. I crash when trying to create a Tactical map. I haven't played the game itself so I don't know about the issue discussed within this thread, but I would assume there's a remaining problem with Tactical and/or with my install. Is there a installation verification option for this game (like there used to be for some ga

79 Replies 160,630 Views

[quote]- Where does the engine put these cartoony ink lines? It is not always just the outline of the character/object, i think so. Can i somehow control that in my modelling tool?[/quote] These lines don't connect correctly. Or, I suppose someone thinks they're correct, but they have gaps, sometimes they overlap and cross over one-another, and afaic, in each case it would look better if they didn't do that *and* if there was the option to disable these lines (whi

4 Replies 7,361 Views

Arizona is trying to solve a problem that is specific to their state. With an increase in violent and drug-related crime directly related to our lack of a secure border there, the locals are trying to help themselves. This isn't a national issue - but a large number of people that don't live in that state are all up-in-arms. Bet things would be different if you (collectively) were at-risk. I say let Arizona try to solve their problem.

160 Replies 76,368 Views

[quote who="Thrawn2787" reply="10" id="2692813"] Quoting arstal, reply 1LOL at describing the game as an RTS. Though I'd love to see you do one someday. Sins of a solar empire ring any bells? [/quote] Sure does. Here's the website of the developer: http://www.ironcladgames.com/ Anyway, the Hooked review was in need of professional edit

19 Replies 22,702 Views

[quote="article"]Randomization vs. Richness. I won’t lie to you, we have a trade off in front of us and it’s a big one. We can randomly generate the battlefields in tactical combat OR we can have it pick from a series of pre-made tactical battle maps. The randomly generated ones won’t be as interesting but they’ll more accurately reflect the local terrain. I’m preferring the pre-made ones because we can add some spectacular strategic when

469 Replies 1,490,067 Views

The only major change that I would like to see- but won't happen - is a hex tile-based map. I always liked hex maps for outdoor map movement as well as for unit facing modifiers for combat, as it seemed more realistic, without the diagonal movement incongruity inherent in a square tile system. This is one mechanic that I think Civ V is going to get right. I still sort of miss some of the early ideas re: Frogboy's point #1 (resource collection and logistics and item/unit con

155 Replies 381,318 Views

This either/or option is mildly distressing. Personally I want to tinker, so the 2nd option suits me - but whatever I create isn't going to be any kind of public draw for new players. I think long-term support for modding is important to extend the overall shelf-life of the game, with primary examples coming from the likes of the various Neverwinter Nights Persistent Worlds as well as stand-alone and multiplayer module adventures. Or the Fall from Heaven

207 Replies 513,566 Views

@Zonr_0: Will Elemental use Python 2.6.5? Or 3.1.2 (or whatever version of 3 is current at the time of release)? The current python .dll for the game is v2.6.2 I doubt it will happen, but I'm hoping they migrate to the 3.1.x line. It's the version I'm reading about now and the differences appear to be significant enough that I'm going to get confused.

60 Replies 230,302 Views