Author Topic: Stonehenge  (Read 7220 times)

brewen

  • Nameless
  • *
  • Posts: 16
  • Karma: -5
Stonehenge
« on: Jul 01, 2013; 04:56 AM »
Do any of the latest releases for revival let you go to stonehenge in single player???

Bryan

  • Tactical Happenstance
  • Administrator
  • Great Eye / First
  • *****
  • Posts: 2842
  • Karma: 53
Re: Stonehenge
« Reply #1 on: Jul 01, 2013; 11:24 AM »
Heya Brewen.

No,sadly Stonehenge hasn't been implemented in SP yet,though progress had been made in that direction.If the Revival mods resume,I assume it should be quite possible.
"Dream big and crash often"
-Omerta

List of Global class guides.
The above guides may be obsolete for vanilla SP, but they may still hold true to an extent for some mods and 2038.

Mongrol

  • Named
  • **
  • Posts: 156
  • Karma: 0
Re: Stonehenge
« Reply #2 on: Jan 15, 2014; 09:16 PM »
Heya Brewen.

No,sadly Stonehenge hasn't been implemented in SP yet,though progress had been made in that direction.If the Revival mods resume,I assume it should be quite possible.


Fingers still tightly crossed in hope :)

We shall not go quietly into the night.

rar_77

  • Nameless
  • *
  • Posts: 10
  • Karma: 0
Re: Stonehenge
« Reply #3 on: Feb 01, 2016; 04:07 PM »
Hi, guys! How about SH mod in single? This game no need for T3 now, maybee now the best time to release this mod?
cip77 - Engi55/50, ConradPreston - Summoner 50/5, DimonPokemon - Summoner 55/33 (RIP 14.05.2012)

snomann72

  • Nameless
  • *
  • Posts: 97
  • Karma: 2
Re: Stonehenge
« Reply #4 on: Feb 01, 2016; 11:56 PM »
Getting Stonehenge and Abyss is quite hard to implement.  The files are there on the MP side, but unsure if both will be in place.  I know Malachor was messing with some portals and such on another post he stated.

dehumanized

  • Nameless
  • *
  • Posts: 17
  • Karma: 0
Re: Stonehenge
« Reply #5 on: Feb 10, 2016; 09:40 AM »
guys...what if we search for what we got....and them try to fill the gaps with made from 0 stuff...i mean...shouldn't be hard to remake the stonehenge area in unity idk...im no game dev...but i am kinda good at sketchup...so what u guys think?

Malachor

  • Developer
  • Eldest
  • ****
  • Posts: 1984
  • Karma: 25
Re: Stonehenge
« Reply #6 on: Feb 11, 2016; 01:19 AM »
guys...what if we search for what we got....and them try to fill the gaps with made from 0 stuff...i mean...shouldn't be hard to remake the stonehenge area in unity idk...im no game dev...but i am kinda good at sketchup...so what u guys think?
Creating stonehenge in unity may be a bit difficult because: a) there aren't many pictures of it to use as a reference(and with global unavailable, the likelihood of getting more is low{yes, I do wish now that I had played global so I could see what the maps looked like, but too late now}), and b) how would we get it into the game since it would be in a format the game can't use?
Of course, the whole game could be created in another engine from scratch, but that has it's own issues.

I'm not having much luck at the moment due to there being some extra stuff added to certain files, so they're not compatible without modifying them. The problem is knowing what's been added.

Let me go over quickly how the maps are designed.
They're cut into pieces, say you have a corridor, it's split into left and right halves, but there might be 6 slightly different variants of each half, which needs to be chosen from.
So there are files of each variant, then there's a file that lists all of them and randomly selects from them. While stonehenge itself has a fixed layout, it still needs the same file structure.
In some ways, it's a bit like how the items from borderlands are designed, if that helps any.

snomann72

  • Nameless
  • *
  • Posts: 97
  • Karma: 2
Re: Stonehenge
« Reply #7 on: Feb 11, 2016; 01:47 AM »
As I mentioned in my post above, and as what Malachor has stated, Stonehenge and Abyss is very hard or more like it, quite impossible.

bleedingapathy

  • Nameless
  • *
  • Posts: 49
  • Karma: 3
Re: Stonehenge
« Reply #8 on: Feb 11, 2016; 04:56 PM »
I wouldnt say impossible just miserably hard :P

dehumanized

  • Nameless
  • *
  • Posts: 17
  • Karma: 0
Re: Stonehenge
« Reply #9 on: Feb 17, 2016; 03:15 PM »
what if we focused on function instead of "bringing back stonehange the way it were back in the good ole days"
like...make a room..could be a sewer one for all that i care, put 4 portals...they need an activation to work...questlike...needing 15 essences of the right tipe to open...then make room with  boss in the end...make the boss drop an quest item...get the 4 room bosses to acess a portal in the middle...inside there is moloch ready to die with an exceclent loot table to be worth all the grinding...ta-dam...you got stonehenge

snomann72

  • Nameless
  • *
  • Posts: 97
  • Karma: 2
Re: Stonehenge
« Reply #10 on: Feb 17, 2016; 03:28 PM »
Temple Station Court yard would be good to do that, since there is plenty of room there.  I'm no programmer, so I can't help with making additions.

Malachor

  • Developer
  • Eldest
  • ****
  • Posts: 1984
  • Karma: 25
Re: Stonehenge
« Reply #11 on: Feb 18, 2016; 07:02 AM »
Temple Station Court yard
Do you mean the Templar base courtyard(s)?
Adding the warps wouldn't be too hard.
Hmm...Give me a few days, perhaps I'll have something on the weekend.

Dank Rafft

  • Founder
  • Named
  • **
  • Posts: 225
  • Karma: 15
  • but friends call me daft
    • Youtube Channel
Re: Stonehenge
« Reply #12 on: Feb 18, 2016; 09:03 AM »
what if we focused on function instead of "bringing back stonehange the way it were back in the good ole days"
like...make a room..could be a sewer one for all that i care, put 4 portals...they need an activation to work...questlike...needing 15 essences of the right tipe to open...then make room with  boss in the end...make the boss drop an quest item...get the 4 room bosses to acess a portal in the middle...inside there is moloch ready to die with an exceclent loot table to be worth all the grinding...ta-dam...you got stonehenge
What would be different from the current state of Molochs implementation in mods except the additional grind?

snomann72

  • Nameless
  • *
  • Posts: 97
  • Karma: 2
Re: Stonehenge
« Reply #13 on: Feb 18, 2016; 12:39 PM »
Ya, the Temple Courtyard.  i noticed there is plenty of room there to add additional portals and such.

dehumanized

  • Nameless
  • *
  • Posts: 17
  • Karma: 0
Re: Stonehenge
« Reply #14 on: Feb 19, 2016; 03:35 PM »
What would be different from the current state of Molochs implementation in mods except the additional grind?

tell that to flagship...since stonehenge was like this...