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  #1  
Old December 21st, 2004, 06:44 PM
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Default Christmas module (v 1.05 released)

The Xerathuls revenge module has grown into an ugly mess of unorganized .txt files and bugs, and work on it is progressing very slowly, so I decided to take a break and build a small module from scratch, and since it's almost christmas I gave it a christmas theme.

A small disclaimer: I'm from the Netherlands [img]/threads/images/Graemlins/Flag_Netherlands.gif[/img], and I've never celebrated christmas because it's not really a tradition here. I have however seen way too many bad commercials and hollywood movies, so I guess I should have gotten most of the things in this module right. If not feel free to point out any glaring mistakes.

I also kind of rushed the module out of the door since I wanted to release it in time for christmas, so there are probably some bugs .

Feedback and bugreports are very welcome.
Attached Files
File Type: zip 319120-Christmas Module1_05.zip (4.50 MB, 1007 views)
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  #2  
Old December 21st, 2004, 10:23 PM
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Default Re: Christmas module (v 1.0 released)

Nice work, I didn't notice any mistake regarding the Christmas theme. The maps are smooth and well designed just like in Xerathuls revenge. Keep up the good work.

Merry Christmas
Justin
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  #3  
Old December 22nd, 2004, 04:46 AM

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Default Re: Christmas module (v 1.0 released)

Awesome!

I can't wait to give this a try! Thanks so much for making it. I will post any problems I find here.

I have been playing alot of DO the Last few weeks. It will be nice to have a new module to try.

Thanks again.
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  #4  
Old December 22nd, 2004, 08:12 AM
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Default Re: Christmas module (v 1.0 released)

It's good to see there is still a bit of life left in Dungeon Odyssey. I'll let you know what I think of the module, but I'm sure I'll enjoy it.

Thanks for the post, and Have a good,.. no, a Great,.. no, a FANTASTIC holiday season. Be well firends.

Cheers!
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  #5  
Old December 22nd, 2004, 12:14 PM
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Default Re: Christmas module (v 1.0 released)

I hope some more mods will be released, there are at least a few mods out there that people claimed were days or hours from release, but that somehow never made it.

If there is any help needed for beta-testing or bug hunting I gladly volunteer, I've got quite some experience with that after building some modules myself .

And merry christmas everyone
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  #6  
Old December 22nd, 2004, 12:29 PM

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Default Re: Christmas module (v 1.0 released)

Yeah, I might release a small sneak peak of DOWW2 (cool name ), could use some balancing thoughts...

Only played a short while (not enough time), but looks great so far, the forest seems really big when it's dark
I'd suggest turning the chests into oversized presents btw
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  #7  
Old December 23rd, 2004, 09:48 AM
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Default Re: Christmas module (v 1.0 released)

Quote:
henk brouwer said:
I hope some more mods will be released, there are at least a few mods out there that people claimed were days or hours from release, but that somehow never made it.
Escape from my farm was fairly advanced but i lost it when my computer always stopped working and always needed to be formatted, the power supply and the motherboard are scrap. But now i have a new computer and i might have a lot of time to work on a new mod during Christmas break.

more info soon...
Justin
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  #8  
Old December 24th, 2004, 02:15 AM

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Default Re: Christmas module (v 1.0 released)

I would love to see DO WW2 released soon. Having 2 modules out in the same week before Christmas would be a very nice present to all the DO owners.

At any rate: Merry Christmas and Happy New Year to those that celebrate those holidays!
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  #9  
Old December 24th, 2004, 02:25 PM
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Default Re: Christmas module (v 1.05 released)

Version 1.05 is out (It's downloadable from the first post in this thread, my sig seems broken, I don't have time to repair it now)

changes:
1.05: (24 december 2004)
Changed: All chests have been replaced by presents (thanks for the suggestion ace joh ).
Changed: Removed keys from the module, (no locks on presents).
Changed: Increased the chance to find arrows, bolts and other ammo.
Fixed : You could walk through certain trees.
Fixed : Some coastlines on the icecave and icelake maps did not look right.
Fixed : 'Rock cubes' were sometimes visible on the icecave map because of missing terrain.
Fixed : Corrected some spelling errors.
Added : Added miner's helmets (for sale at the Pub), so you can wield 2-handed stuff and have light.
Added : Added a few new tiles to the icecave.

I didn't have much time to put in extra features (I'm going to visit family this weekend and can't acces my computer), so it's mainly some bugfixes. Also since christmas wil be over when I return, this will likely be the Last patch for this module.

but I'm thinking about making another Version of the module with all the christmas stuff taken out, and replaced by stuff that won't be outdated within a couple of days , so bugreports are still welcome.
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  #10  
Old December 24th, 2004, 04:28 PM

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Default Re: Christmas module (v 1.05 released)

Thanks for the update! I like the idea of changing the module to me non-Christmas. I agree about the keys I'm almost done with the game and have so many of them.

Miner's Helmet is an awesome idea. I always hated the fact you couldn't have light and still fight. Switching between the light source and a weapon all the time was a pain.

It might be just me but the download link doesn't seem to work.
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