I figured out the problem actually. I installed BoTG to test it out and it worked no problem and after figuring stuff out, I believe its the game disc causing the problems.
I had to do a fresh install and often when game discs become too dirty or scratched, it can have an effect on...
Hello. The game version has not yet changed due to lack of development. If you are having issues with game content, this is the reason.
EDIT: My mistake if you meant it plays Black and White 2's campaign instead of OGaM. Please check that the map.txt file has been installed to the Scripts...
So my black and white 2 game has shunned itself just as I was going to load it up to check over the ogam lands.
Every time I open it, it crashes with the old "could not create the 3d device" error.
OS: Windows Vista 64-bit
DirectX: 9.0c Feb 2010
Latest Graphics Card drivers
Graphics Card...
@ The Game
Ok so everything is in the process of being cleaned up, forums have been cleared of spam, new forum threads are up and its all coming together slowly. Now to the game itself.
If I remember correctly, it was left off with 1 land, an unfinished God AI, a shitty ship and some buggy...
Aright then, its been a very very long time since this game was halted for development, people had commitment issues, bugs were everywhere and all sorts of stuff was going on. Now first of all I would like to thank everyone for holding on for so long and I would assume that with the lack of late...
wow ok thats just wierd. I dont even know that little bit was in there. :rolleyes
It almost does spark my want to continue on, I'll see what happens in the coming weeks and I have been secretly going over the biggest bugs in detail in the game in my spare time on a tues night, fri and sat just...
Hey guys, it has been a long 2-3 yrs since I started this project and real life continues to push me farther away from it. :(
Im afraid Im going to have to halt development of OGaM for a while til I get things sorted. It shouldnt take too much longer since I'll be finishing tafe up shortly to...
Actually no the concept of "M_CRY" etc was just examples, those were used in BnW1 I think although Im not too sure, however most of the documentation is incorrect after doing some experimentation with different script commands. Id say try out Kays has found and check the results, if not we'll...
oh lol, guess I didnt have to do much "digging" to get creature animations. They are listed in the enum file called "CreatureSpec.h" in the Script Compiler folder. I'll look a bit further for villager animations and get back to you. :)
Hey.
Unlike standard scripting, adding animation is a little bit more involved, to get these I had to dig deep into several core game files to find what I was looking for.
I havent looked much into villager animations but I'll see what I can find, the use of animations are part of my Creature...
eh lol dont remind me, I still have to finish the God AI before I start on platoons and stuff. Lionhead didnt play very nice releasing BnW2 with terrible AI so theres still alot of work to be done.
You have no idea how long that took me to figure out like the rest of this stuff. :p
For the full effect u can place a still water model on top of where the tip of the waterfall will be and its base if the land it will fall on isnt the ocean. This is done in the landscape editor.
I think the sinking issue has something to do with the height, it just doesnt do wat its told.
Doesnt make sense though why it isnt working, I will take a look into that and get back to you.
Its kind of tied into the tutorials script, its pretty complicated too cause there are alot of attached global variables, video files and stuff between the 2. Here is the tutorials script.
// A short tutorial explaining the use of ships as a means of transporting platoons across the ocean.
//...
// Shoreline Positions - Add points from your landscape which define where ships can load/unload platoons. (X, Y, Z)
//Shoreline Position 1
global ShoreLinePosition1
define ShorelineXPos1 = 0
define ShorelineYPos1 = 0
define ShorelineZPos1 = 0
define script CreateAShip(NewGodsTown)
define...
Well it may take a little remake of the thing but generally it just moves on click to the position that the player clicks on the map. The ship will take that positions input and keep moving until it reaches the radius of that position before clearing its queue.
Basically, left click here and it...
Yea sry it was late when I typed that out so I tend to rave on making no sense. :p
Yea I checked the water height via the landscape editor since I had to change its default height to match the landscape I created but I see your point.
If I understand correctly if the height of the land at the...
No I havent yet but the ship is so retarded that it cant tell the difference between terrain types i.e. wats land and wats sea so basically wherever you move it to, it ignores basic physics and all that and just sees the entire map as one big piece of rock w/o boundaries.
I do have an idea but...