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Re: AIMNAS WF2011 Part 8 (formerly Alpha_Item_Mod for WF6.06)[message #276298]
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Mon, 21 March 2011 22:28
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smeagol |
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Messages:2705
Registered:June 2008 Location: Bremen, Germany |
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I might upload a test package including all the maps I've done so far on wednesday, as I'm out for the weekend and won't get any more maps done from thursday to sunday.
The actual finished version is not yet scheduled. I highly doubt that I will finish the compelte project within a year... although the project title is Wf2011, I'd rather say it is more likely that it will actually become a Wf2013 release... finishing those maps just takes so much time... and real life will have a real tight grasp on my throat from next month on until at least september. So, from April onward I don't expect to put out as many maps as I do at the moment (maybe one or two a week instead of 1 or 2 per day...).
Currently there are like 30 maps done, still at least 200 more to do, also there a still a lot of small things that need to be fixed by coders, and as those are really busy with the spring release, don't expect that everything works as intended. I haven't spent any time on quests yet, cliff maps still cause small problems, exit grid no. for underground maps don't work yet, and there's probably a lot more I haven't even thought about yet... (hardcoded stuff in maps that are still far away... like the grids in Meduna that can be used for the remote control on the statue in the Queens Garden, etc...).
But yeah, as I said in the first paragraph, a test version with those 30 something maps is actually quite possible within the next few days. The maps are still only very basic, don't contain civilians nor items, but they are playable.
Also stuff like movement costs, bloodcat placement, and even stuff like sight range modifiers on scopes need rework... Yeah... this is a full time job, without payment... and also a one-man show... so don't expect any wonders.
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