CoPaP Development Updates

Development for CoPaP
terryrayc
World Leader: Arkaz
Posts: 571
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Post by terryrayc » Thu Jul 08, 2004 11:05 am

Deglos (Avlis)

All current updates, um updated
New city added
More Low level areas added
Start location moved to new starter city
Respawn from death WP moved to new starter city.

Arcsylver
Groundling
Posts: 105
Joined: Mon Nov 24, 2003 9:39 pm
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Post by Arcsylver » Sun Jul 25, 2004 1:43 pm

Novus Terrarum


Fixed numerous doors that were incorrectly pointing to changed door tags.

Database is installed and seems to be working.

Arcsylver
Groundling
Posts: 105
Joined: Mon Nov 24, 2003 9:39 pm
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Post by Arcsylver » Fri Jul 30, 2004 9:15 am

Novus Terrarum

Fixed misdirected transitions.
Fixed broken temple doors.
Added Spawns in Minya and Bael Rath.

Checked transitions for accuracy.

added Sewers to Bael Rath

Modified Starting gold to 250 for new layers to be able to buy their starting kit.

Modified on login journal entry.

BlueCougar
Planar Sage
Posts: 78
Joined: Tue Jul 06, 2004 5:55 pm
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Post by BlueCougar » Fri Jul 30, 2004 10:31 am

Etheria

Exported all areas from old mod and imported into new
Started importing core into mod and assigning events
Etheria world dreamer....thinking about it again though...

Arcsylver
Groundling
Posts: 105
Joined: Mon Nov 24, 2003 9:39 pm
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Post by Arcsylver » Sat Jul 31, 2004 1:44 pm

Novus Terrarum

Adjusted Fog clipping distance in main city and surrounding areas.

Added map notes for all Gates in Main city.

Placed spawns in forest Bandit Camp and along the road around city.

Aloro
Planewalker
Posts: 42
Joined: Mon Jan 19, 2004 2:09 pm

Post by Aloro » Sun Aug 01, 2004 3:54 am

Avlis

Le'Or:

* fixed a bug in Calador's conversation
* fixed a bad Inn door in Faav Cornath Etzev 3rd floor
* tweaked beetles, twig blights, perytons, and lizards
* added Lorewarden goodies in Thayt'Vorin
* added Herek'Tal areas and quests from Aramil
* modified Warmaster conversation - added more warnings before swearing loyalty to T'Nanshi
* imported mage academy fix from Mistcaller
* fixed stacked chairs in Mortal Magic District
* fixed broken door on SilverFall Crafting Center
* added hoods to a certain merchant

Wilderness:

* lowered Steelhorn's CR a bit
* updated all deer
* fixed typo in Bunar Detrenken's conversation
* changed Drangonari and Cleric of Angadar faction to O'Ma faction
* imported latest lizards, beetles, and twig blights from Le'Or module

Le'Or and Wilderness:

* modified DM Military Wand to include T'Nanshi General ranks
* modified DM Military Wand to give complete and accurate military information about PCs
* added religious conversion to Cha'reth and Qinoxitl on DM Religion Wand
* fixed conversion for Fegall (should be chaotic or gnomish)
* made all permanent effects in onspawn scripts supernatural (so cannot be dispelled)
* added two persistent chests in immortal areas for DM Storage
* lots of imports for Team members
* many bug fixes
* various tweaks and additions
Last edited by Aloro on Mon Aug 02, 2004 12:20 am, edited 1 time in total.
"Time's been between us, a means to an end;
God it's good to be here walkin' together, my friend."
- Stevie Ray Vaughan

Aloro
Planewalker
Posts: 42
Joined: Mon Jan 19, 2004 2:09 pm

Post by Aloro » Mon Aug 02, 2004 12:19 am

Avlis

Le'Or and Wilderness:

* updated with latest crafting code
* updated with latest crafting components
* added 9 new books
* removed all ore (for Sylvan's storyline)

Wilderness:

* added Drotid Soldiers around warzone and T'Nanshi
* created new Druids of Verossa (only in palette... so far...)
* fixed Cyndril's room
* fixed typos in Eastern Borderlands

Le'Or:

* added books to bookstore
* added crafting components, based on feedback
* added areas from GreyLynx
"Time's been between us, a means to an end;
God it's good to be here walkin' together, my friend."
- Stevie Ray Vaughan

Arcsylver
Groundling
Posts: 105
Joined: Mon Nov 24, 2003 9:39 pm
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Post by Arcsylver » Mon Aug 02, 2004 3:02 pm

Novus Terrarum

Added connection to Danurii.

Added more spawns.

Fixed error in areas that was causing infinite loops in transition code.

BlueCougar
Planar Sage
Posts: 78
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Post by BlueCougar » Mon Aug 02, 2004 7:18 pm

Assigned all mod events scripts
Assigned enter /exit scripts to all areas (240+ :P)
Etheria world dreamer....thinking about it again though...

Arcsylver
Groundling
Posts: 105
Joined: Mon Nov 24, 2003 9:39 pm
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Post by Arcsylver » Wed Aug 04, 2004 9:36 pm

Novus Terrarum

Spawns , spawns and more spawns.

Added Archery Merchant to Bael Rath that was overlooked

Arcsylver
Groundling
Posts: 105
Joined: Mon Nov 24, 2003 9:39 pm
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Post by Arcsylver » Thu Aug 05, 2004 3:50 am

Novus Terrarum

Fixed Kamakaze temple merchants

Fixed mistagged doors in sewers and adjusted lighting in same.

Arcsylver
Groundling
Posts: 105
Joined: Mon Nov 24, 2003 9:39 pm
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Post by Arcsylver » Thu Aug 05, 2004 4:21 pm

Novus Terrarum

Added in General Store Merchant in main city.

Added more useable food items for use with the resting system.

Aloro
Planewalker
Posts: 42
Joined: Mon Jan 19, 2004 2:09 pm

Post by Aloro » Mon Aug 09, 2004 7:25 pm

Avlis

Wilderness:

* added many new monsters to palette
* revised warzone encounters (12 areas)
* revised all encounters in NE T'Nanshi (16 areas)
* revised all army NPCs (notable changes especially to Nanshi)
* revised Shaahesk NPCs (e.g. removed Storm of Vengeance from clerics)
* revised Drangonari NPCs (made a bit tougher)
* imported Suneal Thorpe from Vrosh
* revised Wilderness factions, adding quite a few (to combat lag)
* reorganized NPCs in palette for ease of access
"Time's been between us, a means to an end;
God it's good to be here walkin' together, my friend."
- Stevie Ray Vaughan

Aloro
Planewalker
Posts: 42
Joined: Mon Jan 19, 2004 2:09 pm

Post by Aloro » Tue Aug 17, 2004 5:42 pm

Avlis

Wilderness:

* fixed many bugs
* Halfling mercs no longer drop all those potions; also fixed AI, factions, and made disarmable
* fixed M'Chekian peasant soldiers to no longer give alignment hit
* made all Drotid soldiers disarmable
* made Shaahesk High Shamans slightly easier to fight
* made Lunantishees slightly easier to fight
* fixed Suneal Thorp merchants
* fixed Suneal thorp commoner voice sets
* made newbie guide in Start Area stand still ;)
* fixed some factoin errors with O'Ma fairies
* reorganized NPC palette (all Sereg in Custom 2 now, all military NPCs in Custom 3 now, etc)
* fixed Clerics of O'Ma in Blandenberg
* fixed Elania merchant waypoints
* major faction revisions; added a lot of new factions and assigned NPCs to said factions to combat lag
* misc tweaks and additions

Le'Or

* fixed many bugs
* fixed wandering masseuses
* fixed Tomanli quest
* misc tweaks and additions
"Time's been between us, a means to an end;
God it's good to be here walkin' together, my friend."
- Stevie Ray Vaughan

Mistcaller
Groundling
Posts: 137
Joined: Tue Nov 25, 2003 7:29 am
Location: Avlis Team - Tairis'nadur Team

Post by Mistcaller » Tue Aug 17, 2004 6:33 pm

Avlis - Mikona

- Added newbie area
- Added Trivia quest
- Area updates and improvements
- Fixed issues with corrupted items


General
-Spellhook system (draft version)
-Updated Emote wand

terryrayc
World Leader: Arkaz
Posts: 571
Joined: Mon Nov 24, 2003 10:34 pm
Location: Florida
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Post by terryrayc » Wed Aug 18, 2004 2:05 pm

Avlis - Deglos

Imported Deglos Causeway.
Imported current code updates.

Drakuul
Groundling
Posts: 120
Joined: Tue Feb 03, 2004 8:18 am

Post by Drakuul » Thu Aug 19, 2004 8:18 am

Preparing for the chageover from old Tel city to New Tel city,
Reworked some areas in the tilesets we're phasing out,
Cleaned up some spawns.
Attempted to find out what's going on with abberant treasure drops (Failed dismally)
*Your superior intelligence can not defeat my puny weapons*

Jordicus
World Leader: Avlis
Posts: 91
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Location: Hackensack, NJ (GMT -5)
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Post by Jordicus » Thu Aug 19, 2004 11:54 am

Ferrell:

• limited testing of new Jewelcrafting skill
"Wow. I can hear my brain." - The Tick

Aloro
Planewalker
Posts: 42
Joined: Mon Jan 19, 2004 2:09 pm

Post by Aloro » Thu Aug 26, 2004 2:03 am

Avlis

Wilderness:

* added ROTE building in Dwarftrade
* all M'Chekian troops now count towards kills
* factions updated
* many bugs fixed
"Time's been between us, a means to an end;
God it's good to be here walkin' together, my friend."
- Stevie Ray Vaughan

Aloro
Planewalker
Posts: 42
Joined: Mon Jan 19, 2004 2:09 pm

Post by Aloro » Wed Sep 01, 2004 12:51 am

Avlis

Wilderness & Le'Or:

* latest version of spellhook & divine magic failure code in place
* all imports up to date

Wilderness:

* ROTE updated
* Fairy Gardens... updated :twisted:
* Elania Inn rooms fixed
* many bugs fixed
* new creatures added

Le'Or:

* Cornath Havera now open for business in Thayten'Le'Nanshin - effectively doubling the number of Inn rooms on the server
* Roots spawn rates drastically lowered
* 3 lowbie areas added in Roots for rat hunters
* Tomanli the Apprentice quest fixed
* Summerleaf Gorge updated
* MANY new dyes available at dye merchant
* Vara'eth's Book stock updated to include many new books
* many bugs fixed
* new creatures added
"Time's been between us, a means to an end;
God it's good to be here walkin' together, my friend."
- Stevie Ray Vaughan

teleri
World Leader: The Outlands
Posts: 497
Joined: Thu Jul 01, 2004 2:24 pm
Location: Sigil
Contact:

Outlands

Post by teleri » Wed Sep 01, 2004 1:05 am

Outlands

Banging head against wall.

Small hole made some light coming through, no perminent damage to skull, Doctor says I will be better after the lobotomy.

Import of Avlis Core code is going slow. Pushes back schedule 2 weeks ATM.

Cheers,
teleri

Anduris
World Leader - LoT Moonshae Isles
Posts: 26
Joined: Fri May 07, 2004 5:48 pm
Location: California
Contact:

Post by Anduris » Wed Sep 01, 2004 1:12 pm

The Moonshaes

In the process of converting our areas to use the new tilesets. The language system is being revamped also to allow for listeners and the like, but the text will run as a silent shout so it won't disturb the DMs.[/b]
*Anduris*

"I am no one to be trifled with. That is all you ever need known."

Aloro
Planewalker
Posts: 42
Joined: Mon Jan 19, 2004 2:09 pm

Post by Aloro » Mon Sep 06, 2004 2:50 am

Avlis

Wilderness & Le'Or:

* all updates current
* Artifacts of Najera live for testing :)

Wilderness:

* updated Fairy Gardens :twisted:
* updated warzone spawns and locations
* updated Nanshi Woodsmasters - they no longer have HiPS
* removed Romini Warrior drops
* fixed chests in Elania Inn
* fixed ROTE dialogue
* reimported all crafting components
* misc additions
* many bugs fixed

Le'Or:

* fixed donation box in Dru'El High Temple to display properly
* added caves near Summerleaf Woods (for parties level 4-14)
* added Temple of Maleki, including religious conversion
* added 9 new Malekite creatures
* misc additions
* many bugs fixed
"Time's been between us, a means to an end;
God it's good to be here walkin' together, my friend."
- Stevie Ray Vaughan

teleri
World Leader: The Outlands
Posts: 497
Joined: Thu Jul 01, 2004 2:24 pm
Location: Sigil
Contact:

Post by teleri » Mon Sep 06, 2004 3:03 am

Outlands
  • Avlis Core code imported
  • working through issues with the death quests
  • Added 3 new areas
  • Added 9 encounters
  • Built standard mob sets of various types
  • Modified the default tree for the craft skill Carpentry to fit into the setting
  • almost have the bugs worked out of the Noteriety system code should have a working model soon (a few weeks).
Cheers,
teleri

Jeff
World Leader: Ea
Posts: 130
Joined: Wed Nov 19, 2003 8:36 pm
Location: EA
Contact:

EA LOV

Post by Jeff » Tue Sep 07, 2004 8:50 am

*Fixed bug in the spawn system that didn't take into account the Min time for respawining NPC's.
*Added code to the default on spawn script of all npc's that removes all items from their inventory. This prevents default Bioware creatures from dropping items like endercap glands, skeleton knuckles when a DM puts them in via the chooser. It also takes out the inventory of CEP placeables that could inadvertently become ISD's.
*Fixed bug that prevented the spawn system from putting inventory on spawned objects.
*commented out Bioware scripts on some containers that would create their own inventory (yet another potential ISD)
*started importing the new areas being created under project Rebirth
*started spawning the new areas
*put up first version of our web based staff tool, this tool allows staff members to view all our areas online (with maps) and share thoughts about the area.
*Boat ride code is working
Come by and see us at:
http://hanus.is-a-geek.net/

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