<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Quoting Cat: Actually that last line probably answers most of your questions - I think your observations are based upon a mod that CCC made, but did not quite finish.<!--QuoteEnd--></div><!--QuoteEEnd-->
Absolutely right. While the fortencounters are basically finished the "Maltese Abbey" has no dialogs or quests yet. What I have in mind is that you join the Order undercover in order to steal their fabled treasures. They strip you of all worldly possessions and put you into novice garb <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> If you misbehave you'll be put into the dungeon where fellow inmates (heretics, witches) may or may not help you escape to the crypt, where the graves contain the fabled treasures... or rather unpleasent surprises <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid="
" border="0" alt="w00t.gif" /> But I won't touch that mod again before autumn, or I'll loose my job for lack of sleep and attention.
The only thing you can do in the abbey at the moment is fight or escape those Maltese in order to find the secret entry to the crypt. Which contains a maze(templemodel ) with lots of treasurepoints and several passages to the other Oxbay dungeons.
BTW, how much work would it be to exchange the walltextures of a location? i would like to give the temple/crypt the dungeonlook.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Quoting Peter: So I'd like to be able to make the loading screens for the locations that don't have any or don't have the right ones, but I don't know how to<!--QuoteEnd--></div><!--QuoteEEnd-->
That is exactly my problem too. So i used the original loadingscreens where they looked neutral to me, or none at all. If that leads to confusion delete them like this:
Locations[n].image = "";
It would of course be most appreciated if someone is able and willing to make new screens. Converting a screenshot (maybe from First person view?) into a .tga might work. But maybe we should wait with that till the mod is properly finished, so that you can get some inspiration from the gameplay.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Quote: Why is the door into the Oxbay Dungeons (Sewers) shut? Is that on purpose? And if not, how can it be opened again?<!--QuoteEnd--></div><!--QuoteEEnd-->
I think that is still a problem caused by the tutorial. I have a fix for that somewhere, I'll have a look.
A watersurface can FAIK put into every location by adding
Locations[n].environment.sea = "true";
to the locationdefinition. But the waterlevel is FAIK always the Y=0 plane (Inez? Alan? ) so that the effect depends on the floorheight of model.
For the "Sewer" label i simply changed this line:
locations[n].id.label = "Sewer";
Found the doorlabel "DUNGEON" a bit blatant. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid="
" border="0" alt="rolleyes.gif" />
All your observations are of course welcome, and maybe I can post fixes for some of them after the weekend.