SCROTOK'S LAIR

HALF-LIFE COUNTER-STRIKE MAP CS_RAVE7 (BY SCROTOK)

Download
Walkthrough of cs_rave3 (cs_rave7 walkthrough coming soon)

"scro1.zip"

scro1.zip

"Scrotok's Creature Weapon Finesse Test" module

CreatureWeaponFinesseTest.mod

Corrupted Tileset Problem

Corrupted Tileset (Toolset)
Corrupted Tileset (In-Game)
Non-Corrupted Tileset (Toolset)
Non-Corrupted Tileset (NWN Explorer)

"Commoner Flee Test" Module

CommonerFleeTest.mod

"BITTER HARVEST" MODULE

Victorious Heroes

NWN COLLISION STACKING BUG?

This zip file contains 2 modules designed to test a suspected collision detection bug in NWN 1.65 + SoU + HotU (or possibly 1.64?). One module has fire beetles (collision_detection_test_3.mod) while the other has drow (collision_detection_test_4.mod) to test different-sized creatures (with different collision detection boxes?). Download the zip here. Requires NWN 1.62 + SoU + HotU minimum. Put "generos.bic" in your localvault folder. Put the .mod files in your modules folder. Start the game and select Generos as your PC. For the first 10 seconds, watch helplessly as Generos runs to the doorway (a script controls your movement). After 10 seconds, click on the "Click Here" monster to attack (should be the monster closest to you). Then sit back and watch the battle from the monster's side of the door (it's easier to see the collision detection bug from this point of view). Make screenshots of any collision bugs you see. If all goes well, the monsters should "bottleneck" in the doorway, and your PC should kill all of the monsters in that doorway. Don't click or do anything else after that first mouse click. I'm trying to keep everything standard to make testing more accurate. If the monsters don't bottleneck in the doorway to fight, reload the mod and try again. If your PC stops attacking with monsters attacking him, reload the mod and try again. Test each module 5-10 times with 1.65 (and 1.62 if able) to ensure you do a fair test. If you wish to post your test results with 1.62 or 1.65, please post to the BW forum.

Test Results:

- I didn't see any stacking with 1.62. I refuse to upgrade to 1.65 until this is fixed, so I didn't test 1.65. Here is the screenshot from 1.62:

Fire beetles not stacking with 1.62
Fire_Beetle_162.jpg

- Hrafnblindi tested both mods with 1.62 and 1.65, then reverted to 1.62 (he was the one who suggested making a drow mod to test different-sized creature collision boxes -- thanks!). He saw no problems at all with 1.62. He saw frequent problems with 1.65, to include monsters occupying the same space as the "Generos" PC. Here are the screenshots:

Fire beetles stacking with each other in 1.65 (notice a different monster is highlighted in each image, helping you differentiate between them to see how they're stacking)
Fire_Beetle_A1.jpg
Fire_Beetle_A2.jpg

Same thing from a different viewing angle/perspective:
Fire_Beetle_B1.jpg
Fire_Beetle_B2.jpg

Drow stacking with each other and the PC in 1.65 (notice a different monster is highlighted in each image, helping you differentiate between them to see how they're stacking)
Drow_A1.jpg
Drow_A2.jpg

Other 1.65 screenshots showing drow stacking with each other and the PC:
Drow_B.jpg
Drow_C.jpg

Hrafnblindi reverted to 1.62 and the stacking bug went away completely. - Ornedan tested the fire beetle mod with 1.65 (and helped my tweak it by adding the 10 second delay before the PC can do anything -- thanks!). He saw the stacking problem pretty frequently. It seems to happen when a monster dies (the remaining monsters stack in the spot where the monster died). Here are the screenshots with 1.65:

Fire_Beetle_C1.jpg
Fire_Beetle_C2.jpg
Fire_Beetle_C3.jpg
Fire_Beetle_C4.jpg

Here's an amusing pic I affectionately call, "Butt Face:"

ButtFace.jpg

NWN HAK PAK FOR SCROTOK'S CAMPAIGN

Click here to download scrotok.hak
(required for "Trouble in Natross" module (and others); copy to "C:\NeverwinterNights\NWN\hak" folder; delete old "scrotok1.hak" file, and overwrite old "scrotok.hak" if it exists)

Links:

Star Wars
GURPS

We'll be watching you...


� 2003


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