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Messages - Jim_Wellington

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1
Off Topic / Re: Can't Log On since Yesterday's Maintenence
« on: Aug 16, 18, 01:22:18 PM »
6:00 pm Atlantic Time (Near Halifax, Nova Scotia , Canada )  I can connect now :) I have the message "World is now scheduled for waking up"  --- Might be taking longer than usual, but this is progress.

=====

Original reply thanking Thazager:

Thanks, I was afraid I was doing something wrong - It's been a long time since I posted here - We've been working on and off since the cloud went live - I forgot how to change profile stuff - & My eyes are degenerating, it's getting hard to read - no problem with building areas etc, but especially LED monitors may be making things worse. If anybody reading this feels helpful - they can either tell me how to change the profile details and maybe fix the signature to bring it up to daye - Everybody esle on my team has too much 'real world job' stress for me to ask them for help... If they read this I might get my answer really quick - use my email address jimwellington  at gmail dot com or jimwellington at aerendel dot org if this is something you don't want to clutter up the forum with answers to ridiculous questions.   { If I'm going blind I must be doing something right ... }  ----- Jim

2
Off Topic / Can't Log On since Yesterday's Maintenence
« on: Aug 16, 18, 08:29:44 AM »
Is anybody else on US East Server 21 Experiencing weird problems trying to connect? Until about 7 am UTC this morning - Our Game thought two of us were still logged in - Now none of us can connect to our server - Error messages tell us to check our network settings and try again. Everything here checks out - network settings are the same as they were before the scheduled maintenence when we had no problems signing in.  --- Jim Wellington in New Brunswick, Canada

3
(( Does Not Need a Reply: ))  After Everything was good, one stable seamless connection had a minor problem. The builder character fell through the world at the seamless border. I re-edited the offset with the stitching tool and after running back and forth several times the problem has not re-occurred.

--> Extra details? --> Okay, so after everything was working fine, I ran around and checked all the border crossings (areas where characters can easily move from area to area)(there aren't many, it's a hilly/mountainous region.), I thought one area was a bit boring, so I added another lake, (this one in area "D")  and made a few cosmetic changes ((pulled up mountains that non-flying characters will not be able to climb so they can't peer into the abyss at the edge of the area.)) And continued to run around and check stuff. The character fell through the world at a connection with no visible problems. This was the first crossing point (high on a climbable slope) between the first two areas. After editing offset again with the stitching tool, we're still good.

-----Jim

4
It's Georgia font  and navy color & I have trouble reading non-serif fonts (I shouldn't admit anything that hints at age, but I had no problem with fonts or distance or any eyesight gunk until I was in my forties. don't tell anybody....

5
Okay!

So I'm thinking that maybe the whole problem was, one wonky seamless offset.

After removing and reconnecting the area I've been calling "C" here-- Area D was way south and West from C and C was halfway into area "A" when viewed from area D.

I went into area "C" and removed "D".

When I re-added area D from C,  it had magically moved into place.

And when I ran down into area D. Area C was exactly where it was supposed to be. I didn't have to remove C from D or go back over the border with the stitching tool or any of that.

I hadn't picked up any silly old lamps containing genies and I didn't drop in on any area wizards, witches, elves, faeries or trolls and leave off a cauldron full of gold or any of that.

It doesn't make sense that the solution to the problem that was driving me batty for two weeks was that easy when I finally did it.

Guess you can label this one 'Resolved', Coop. Put yourself in for a raise for putting up with my anxiety attack here, and StadiThompson gets some kind of bonus stars on a calendar or something, pat on the back and/or kudos (that have nothing to do with cell providers)

---thanks,

-----Jim

6
I think I get that.

What I did in the other 4 areas I stitched together flat and then developed was go into every area and link the other three to it, stitch them one at a time. and that worked.

Something weird just happened with these 4. I tried to use the Move Tool (Select & Translate) while editing offset of C from B and then everything that had bee okay from "A" was slightly off.

I separated C and D from A.

And now I am reattaching C to A, And hills that matched before are a little bit out of line. I'll edit A and C's offset with the stitch tool,

take a break,

come back and move reattach D, take a break, 

see if everything looks okay from A and then go do whatever I have to do from B, more breaks, come back and see how C's doing, fix whatever, take a break, and maybe I'll be finished with everything A through D tonight, or tomorrow...

or - Maybe I'm supposed to learn to give up on some things?

-ehh-

-----Jim

7
Thank you.

The really baffling thing is:

A understands everything perfectly well.

B understands everything perfectly well.

C thinks that D is several hundred yards south west of where A and B know D to be.

And D believes that B has moved halfway through "A" (from D's point of view.)

I'm trying to fix this, (fix D from C and C from D) I'll give it one more try- then, if this doesn't work, I'll break it all apart and start over.

& another weird thing-->  this has been doing this for more than a week. I took a break, created 4, similar, but flat, areas, stitched them all together and they were fine, then I began raising hills and tried some other terra-forming stuff, and didn't have these problems.

Again, your suggestions are much appreciated. Thank you.

-----Jim

8

The grid below (hopefully) shows the layout of the four areas I have been trying to link and stitch together.



This morning I tried one more time to link the errant areas together and was astounded to see errors filling the console window so fast I could hardly read them.

screenshot "1" should be what area "D" looks like from Area "A" before and after crossing over into area B. Screenshot "2" would be what area D looks like after taking 2 more steps forward into area "B".

Area "D" was getting along fine with area "B" half an hour before these shots.  I had gone into Area "A" and tried to get Area "C" Back where it had been, connected to areas A, B, & D.

Then I moved and discovered that Area "D" had flown into space., but when I back tracked into Area A Then Area D was still connected.

Everything had been connected, offsets edited, stitched together, etc. Before.

Oh---> maybe important---> I 'created' Area "A" before, using the blade version before we went to this new one. Phantom SpeedTrees ((v 4.2)) might still be holding places there. I have no idea whether that has anything to do with this, but I thought I might mention that.

Thanks,

-----Jim

9
& Maybe this is almost related. with the new version of the blade, and a cloudy sky gr2-- the sky didn't get dark at night. & there's a new slighter to set the star map's UV scale. I'm hoping there is something about this somewhere in the wiki or someplace easy to find. (I've been occupied elsewhere for a bit and am just getting back with upgraded equipment and stuff. there's a lot that really different in a short time.)

---thanks -----Jim

10
Developer Introductions / Re: TaleRocker~DreamCat Creations Ltd
« on: Dec 14, 11, 03:56:45 PM »
December 14, 2011?

---Still here, still doing stuff. I was happy to read the latest newsflash from Cooper, saying that the agonizing sticky-terrain glitch had been fixed. (took two minutes after clicking before anything happened, and it happened in such small increments, I wondered if I was the only one stupid enough to keep on trying...)

I've also been labouring under the delusion that I can build a honkin huge area and then, after everything looks pretty good before importing lots of assets, copy it several times and delete most of the 'rooms' to leave smaller, more manageable areas that should 'seamlessly' link up where they're supposed to.

Leave us see how this works out....

(yay...)

~~~~~Jim

11
There was a local Health and well-being show at a local community centre up here (yeah, they spell things differently in Canada).

I went there sort of half officially in my day job capacity to see if there was anything going on that we should cover at the local community access cable teevee station.

& while we were there, both DreamCat and I had "readings" with a 'psychic' who teaches how to use pendulums and bent divining rods (to find water and stuff like that).

I asked how this project might do.

He gazed off through the ozone and said I had to be really careful about how it is presented when it goes public, because that could make or break the project. And he continued to stare away, then looked surprised and excited and said, "This could take off and be something much larger than you imagine." -And reiterated that I had to be very careful about how it is presented/advertized, described when it goes public.

---hmmmm-

--------- Sounds good to me....

~~~~~Jim

12
Developer Hero Projects / Re: Aerendel
« on: Sep 14, 11, 08:00:08 PM »
Re WoE Byron,

Thanks, I can always use the feedback.

---------Jim

13
Developer Introductions / Re: Shawn "DragonFist" Smith
« on: Sep 14, 11, 02:26:37 AM »
Hey- thanks.

14
Developer Hero Projects / Re: Aerendel
« on: Sep 12, 11, 03:23:55 AM »

The big map and some of the background.

The domed underwater Mer city I was calling 'Kelpah" [(Help!) might be Dun Dúlamán (Seaweed Fortification/Castle?) if I can't come up with something better] The domed city is in a mysteriously becalmed sea. (Wind currents, probably not magic or any kind of curse or anything, but you know how superstitious pirates are.... ;) )This area is North of Shamrock Island. No self respecting Sea Captains go any near that area if they can help it.

The "Privateer"/Pirate port of Freeport is North and a bit to the East of the Mer city. Here the winds are highly unpredictable and the natural fortifications of "McCorkindale's Island" make the port pretty much impregnable. It takes expert navigation to get past the rocky islands and reefs  all around the secretly 'safe' navigation zone.

Birken is the main port on the 'mainland' of Aerendel. It's not quite as wild and wooly as Freeport. But pirates are welcome there as long as they haven't attacked anybody flying a flag that proves they are friendly toward Aerendel. Constables and guards in Birken are the private army of the Harbourmaster and he's a greedy S.O.B. (He's afraid of the Megrorys and their Tavern is off limits to corrupt guards and constables. ((Megrory's Tavern is rumoured to be protected by Faer Elf Wizards who love to cast spells that leave constables and guards believing their private parts have been burned off and gives them irresistible urges to wear frilly feminine corsets while on duty.)) (& their cast off armour fetches good prices at the local 'Faer Market' which is also protected by Faeromancy to the degree that Anyone who wants to interfere with Faer Trade can't find the magicked portals to the market at all. (( It is a very good idea for anybody new to Birken to pay the high prices for Bounty Hunters' Licenses because the constables and guards will accuse anybody without one of breaking the law and toss them right in the lockup with a host of crazed prisoners who drool over the chance of catching you  asleep.))

Almost straight up the hill from Birken (through the forest, past military outposts, besides the river with its many cascading waterfalls) is the city of Aerendel with its castle and embassies and markets, schools, temples, guild headquarters, political intrigue and all that.

East of Birken is an Ursan fishing village. On hot days most of the Ursan men can be found happily sitting in the cool waters, not doing much, possibly trading jokes and singing raunchy songs to each other while their women gather in small groups to discuss lofty subjects like, 'how do we get the lazy sonofaguns to actually take out the garbage' or maybe trade the latest wild magick spells, some of which have actually been known to get the Ursan males to pick up their own dirty clothes, maybe even do the cleaning... Many Ursan males are proud of their building skills and ideas and can be tricked into becoming productive by anyone who approaches them with questions about how their favourite housing design innovations could actually be implemented.

West of Birken is Three Rivers (one river is underground). Three Rivers has the dubious distinction of being near a haunted forest where Nasty creatures from the dark side and soldiers of the Krim Alliance emerge and attack anyone and anything in sight. The city is a fortress with a mixture of Human, Forest Elf, Half Elf and 'other' citizens, especially Rangers, who protect its immediate surroundings and often venture off beyond safety to try to close down the dark portals to the places that crazy old aunts and grandmothers describe in lurid detail to scare the living bejeezles out of children.

It is rumoured that the heavily guarded underground city of "Ymmperia" is somewhere west of Three Rivers. Ymmps seem to venture forth from that area, but none of them will tell anybody where their fabled city actually is, which many non-Ymmps find strange, because Ymmps love to brag and show off. I guess there are some things that they actually take seriously, though.

There is an area that is the domain of 'friendly' Dark Elves. Roving bands of nomadic dark elves enjoy the freedom of going anywhere they want, any time they want after centuries (maybe longer) of slavery to the Krim.  (The "Krim" are an 'alliance' of Ghardra, Sectoids and Drax who have sworn to push the 'Elves and their pale skinned relatives' into the sea, or into a volcano if they can find one. Renegades from many other races are tolerated. Rock Trolls are sometimes used to terrorize their enemies. Gremlins aren't interested in furthering any body else's agendas-) The Dark Elves guard their lands fiercely and may not actually trust any outsiders, with the exception of the Khatzen, who they honour as their liberators.

Closer to Aerendel from the Dark Elf Lands is Hidden Valley, the Ottarian settlement that is hidden behind a tunnel beneath a waterfall somewhere. The housing was all chiseled out of solid stone by Delvahrians after an 'army' of Ottarians saved the Delvahrian race in a crucial battle against the Krim Alliance. ((Delvahrians believe the Ottarian Race is incapable of hard work and maybe can't even concentrate well enough to plan anything. The homes in this valley are tributes to Delvahrian ingenuity, with indoor plumbing, running water, secret escape tunnels in case of siege...))

The Faaxen Lands are North East of the Dark Elf Lands. {It is best to travel through the Dark Elf Lands with a Dark Elf Caravan, (keep all your valuables hidden or pay them enough to make it worth their wile, but not so much that they believe you're ripe for the picking) or go around...} Most Faaxen towns are very well fortified and have an intricate network of tunnels below ground that connect most homes with caches of weapons and escape tunnels to highly defendable positions, often in the hills and cliffsides around their towns and villages.

The vast Majority of Forest Elves live in the deep forests north of Hidden Valley. These forests are also populated by many creatures from the Faer Kingdoms and this fact helps keep the Krim at bey- Most Krim are terrified of Faeromancy (They'd rather be killed outright than face the idea of living the rest of their lives wearing inappropriate clothing and kissing anyone of the 'wrong' sex.)

Khatzen Lands are in the extreme North West. Near where the mountainous Isthmus of Chiella connects Aerendel with the Mainland. North and East of the Khatzen Lands(beyond a mountain range) is a 'Wasted Wilderness' that has seen roaming bands of Krim who routinely burn vast sections of the forest up there. (Some say they can't stand the sight of happy living things, some say they're afraid that tree dwelling sprites can hide in the branches and unleash strong light-based spells which destroy the 'integrity' and discipline of their fearful slave armies.)

North of the city of Aerendel and a bit to the east is the 'Highe Elf' City of Cerulena. Cerulena is a Centre of Learning with many institutions of higher studies.

South and East from Cerulena are the Cliffs of the Qaeglan Aeries. The winged Qaeglans saw the cliffs and immediately knew that's where they wanted to make their 'temporary homes' when the Princes of Aerendel welcomed them to settle here after they'd been driven from their home world by Sectoids (after the Qaeglans had welcomed the 'homeless' Sectoids into their territories) The Aeries 'looked like home' to them.

"Sprite Lands" are the thriving old growth forests from Aerendel to the Ursan Territory to the East, North-East to the Aeries and North to Cerulena.

"Delvahria" is a series of mines between Cerulena and the Wasted Wilderness of the North East. The area is rich with minerals, including Gold, Silver, and many magical crystals. The Delvahrians are constantly on guard against the Krim, whose tunnels sometimes connect with Delvahria. They are also quite often chagrinned to discover their mines connect to 'incomprehensible' stretches of the Faer Kingdoms. ("It just isn't right that they should have sun shining a hundred meters underground!")

Just beyond the horizon to the south west of what might be 'Ymmperia' lies an Island where 'modern' Aerendelians first made contact with the Mer after bad blood between the Mer and a Half Elven 'King' from a distant kingdom had led to the Mer Ruler's sealing off the Domed City, forbidding any of his subjects to go beyond its confines.

The Mer had actually become a 'Rumoured Race' since nobody had seen any (that they knew were Mer) for hundreds of years. But Mer from settlements all around the planet hurried to Aerendel's defense when a particularly strong and nasty Ghardran Arch Mage pulled together an immense army of Krim warriors and nearly overran the principality. Mer Island became the birthplace of the "Free Mer Republic" which immediately formed strong bonds of mutual defense with the Principality of Aerendel.

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15
Yup, 10 September, 2011, 18˚C/65˚F @ 1:19 pm EDST

The following was hastily drawn using AutoREALM software from SourceForge. Free Software that actually was free. There were a couple other top hits in a google search for "Free Fantasy Map Makers" that turned out to be about $40 (U$) each, and they looked interesting, but ya can't argue with free.

-----Jim

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