Map1 beta 1.1 release

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Lud
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Map1 beta 1.1 release

Post by Lud »

I'm finishing my exams tomorrow (woot!), so between all the party-madness, I should be able to get a load of modding done. I've been doing a fair bit of error-fixing work on the main esp lately, and pretty much all of the main errors seem to be fixed.
Given all those factors, a new release on Friday looks very likely :)
(I still have to do a bit of work on fine-tuning creature placement)
Is there any other tweaks that should be incorporated, anything you think I might have missed?
I will be updating the readme files to include version history, and writing a post to go up in the ESF too.
So, what do y'all think?
Any suggestions?

(Btw, Gez, can you get the TR_data with those creature changes done to me by tomorrow?)
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Post by Haplo »

The moth 'error' people keep referring to (which I think is just an ugly texture)... has that been fixed/replaced? And the ever-changing-in-deadliness deadly NPC error?
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Post by Lud »

Yep
I wouldn't post this if they weren't
I'll post my newest esp version up tomorrow (It's at home)
The cahnges made from that one will be minimal, just changes to creature placement really, along with polishing some dialogue.
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Post by Haplo »

Awesome! I'll probably have plenty of time to play test, since holidays start tomorrow. :-) Good job on the progress again, Lud :-D
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Post by Tyrion »

there will be a new bsa to download as well yes?
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Post by Theo »

GREAT
Please mind cleaning some of the mess which is there after me. I mean changing AI of the encounters in Southwestern coast to hostile (concerns Roamer Chief, Telvanni Guards on the coast and possibly some others).
Also check once again GS dialogue and remove all placeholders. I have some update on it in my GS quest esp, which will make it more interesting and related to quests, but just make sure that the dialogue in yours official version is coherent and works fine as it should without placeholders.
As soon as you release it, I will load my quest file and split it with TESAME into 3 already working files: Which are
1) GS Dialogue update
2) "Telvanni manners" short quest
3) "Perfect blade" short quest
and upload them for you to test and possibly merge.
Hopefuly I should give you more feedback once I have the file in my hand. Once again apologizes for being to hasty with my work and causing you these troubles.
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Post by Nanu »

Just upload them, Theo. I don't think we wanted to merge until version 1.1.
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Post by Theo »

Will do tommorow.
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Post by Morden »

Updates are good and all... but is it worth making people download all the files again for a 1.1 release? Is it big enough to warrant a big speech on ESF? I believe Noirgrim has already mentioned the downsides of too many updates.

Are there playable quests now?
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Post by Gez »

[url=http://gez117.free.fr/stuff/TES/TR_Update.rar]Here's a big update.[/url]

What there is:
=> Latest TR_Data.bsa. The file is now quite big, but there should no longer be any missing resources for the map2--6.
--> By the way, for those who work on Map2, look at the TR_de_banner* activators. Yup! Here they are!
=> Latest TR_Data.esm. There has been a lot of work on this, notably on the leveled lists.
=> Update on map1. Roamer-in-chief's AI setting fixed, tiny floating error at Bahrammu fixed, dialogues cleaned and fixed.
=> An esm version of map1. I advise you to use it when making quests and dialogues for map1, and you can also use it to fix errors by yourself: just make a patch for the esm, and submit it.
=> Speaking of which, a map1 plugin! This is a WIP mod that adds some siltstrider travel facilities, smugglers to take you from Vvardenfell to Firewatch, a sailor at Firewatch that can take you back to Vvardenfell, and if you get attacked by the Dark Brotherhood (Tribunal questline) on Map1, the guards won't send you to Ebonheart but to Firewatch. You can thus travel between Firewatch and Mournhold by dialogue, just like for the travel between Ebonheart and Mournhold. It's still a WIP, the Ranyon-ruhn part is not finished at all.
=> Two other plugins, for TR_Data this time. If you use WormGod's Morrowind Advanced and/or PirateLord's Creatures, these plugins add the resources of these mods to TR.
Morden wrote:Updates are good and all... but is it worth making people download all the files again for a 1.1 release? Is it big enough to warrant a big speech on ESF?
I would tend to think so.
Morden wrote:I believe Noirgrim has already mentioned the downsides of too many updates.
We ought to let them use a bug-free version after all that time. Don't think it would be one update too many.
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Post by CleverClothe »

How could one update be too many? Not like we are releasing a version every week.
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Post by Nanu »

One update isn't too many
Not like we are releasing a version every week.
It's just that we're trying to avoid that.
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Post by CleverClothe »

Nanu Ra wrote:One update isn't too many
Not like we are releasing a version every week.
It's just that we're trying to avoid that.
I don't think we have to worry about TR releasing things too fast. ;)
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Post by El Scumbago »

And neither do we need to compensate anyone for the lack of updates all these years. I have to agree with Noir, let this be an internal beta, not a release yet. Let it be so after we merge 20-25 misc quests.
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Post by Theo »

I agree. We owe some quests to TR fans and to ourselves. I am curious how will our team manage this, as all efforts to integrate some quests to TR maps ended up like a bad joke so far.
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Post by Lud »

I thought everybody would be happy to have a second beta out there. This was the plan for a while:
-first public beta
-fixed public beta
-first quested beta
-second quested beta
-etc, etc

This isn't a huge update rate.
Piratelord has released about 5 updates to his creatures mod since map1 came out. (As a random example)

This way we allow fans to play with a clean bug-free version. We also allow modders to make their own mods to map1. It's also a good way to get new members.
Seing as there's doubt about this, it'll have to be delayed until Saturday or Sunday while we make a decision.
I'll just go get the creature placement done :)
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Post by fanfas »

Don't forget to take a look at the land striders... take them out of leveled lists and place them manually in just some places, specially places with lots of space and as plain as possible.

Also i agree that a much more bug free update is a good way to go before the quests... after all after the quests are merged it's probable that more bugs appear and if we don't release a better version first people may think we just added quests.

Anyway i'm not doing any work on map 1 so, it's all about you guys that have been giveing your best, your decision will be respected.
MAP 3 -> Interiors
Map 3 -> Interior Fixing
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Post by Gez »

fanfas wrote:Don't forget to take a look at the land striders... take them out of leveled lists and place them manually in just some places, specially places with lots of space and as plain as possible.
They are removed from the lists. But new lists are made especially for them, so they can be handplaced and yet respawn, and also not be there most of times.
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Post by Theo »

I have checked the version of Gez and the only error of my list, which is truly fixed is that of Roamer chiefs AI. (OK Gra-Ghosh can be female, but should have adamantium axe for sure) The others erors are still there and suck.
The new road not only submerges something of the roamers camp, but it also collides with other statics further to south. There are rocks and stoneflowers growing in the middle of it and even some floaters around.
I guess it is because the guy who placed the road there deleted some of this statics in his plugin, but they remained in the master file. Moreover the road is very edgy and requires smoothing.
As to the dialogue I will just post my quest file in appropriate thread and you can see what needs to be done.
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Post by Gez »

Ludovic wrote:This way we allow fans to play with a clean bug-free version. We also allow modders to make their own mods to map1. It's also a good way to get new members.
Seing as there's doubt about this, it'll have to be delayed until Saturday or Sunday while we make a decision.
I'll just go get the creature placement done :)
I think a release for the 24th or 25th would be good.
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Post by Haplo »

Yes, Stirk v .085 is docked for release that date, it would coincide quite nicely :-)
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Post by Tyrion »

Do you think we can get map9 out by then too? A triple release for the end of January would be something.
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Post by Lud »

Newest version of map1 is up.
Gez, I'd like you to package up the version for public.
The only things you need to do with the esp are to have a final look for dirtiness and pack it with the following stuff and no more. (Release your optional extras on the forum) You'll also need to create a basic version. (Without music) Just edit the readme so that it doesn't say that "this is the deluxe version" and to remove the references to the music.
-Readme (attached)
-BSA file
-BSAreg utility
-TR_data.esm
-TR_Map1.esm (edit the description to say v1.1!)
-The fixed music files
-Required sounds, bookart, etc

Can you get this packaged, and send to Hap so that he can upload it to the server by tomorrow?
It'll also need to be uploaded to ModDB, which we can use as our main mirror. (Downloads from our server should be discouraged)

Proposed ESF post: [[[links denoted like this]]]]]
____________________________________________________________

Here's an early New Years present from all of us at TR to the Morrowind community, a newer, improved version of Map 1!
Map 1 includes:
-Over 500 exterior cells
-Over 340 interior cells
-Over 2000 dialogue responses
-Over 750 NPCs
-Over 25 new creatures
-Over 250 new pieces of equipment

This is a second beta version of the first map of our Mainland Morrowind project.
We have all been working very hard at fixing the errors that have been reported to us. Not only that, but we have made various changes to different areas of the map. Changes since the last version include:
- Many small item placement errors have been fixed (thanks to error reports)
- Slartibartfast's "Map1 Texture Fix" has been merged, with permission
- Many new creatures placed in the wilderness and changes to leveled lists
- Lots of new unique dialogue added for Bahrammu
- New dialogue for ingredients, etc added
- "Midaves Falvenim" script bug fixed
- Bugs with moth creatures fixed
- Riverstrider animation bugs fixed
- Eyestar creatures replaced by container versions
- Music has been remastered
- Gah Sadrith teleports fixed
- Firewatch gate scripts fixed (thanks abot!)
- Broken dialogue response for the "latest rumors" topic fixed. (Writer)
- Some detailing done in the Bahrammu area
- Dialogue typos have been fixed
- File is now in .esm format, to allow others to to easily make mods to Map 1.

This is the last version that will be released without quests!!! Later versions will include quests of varying quantities. The quests to be included in Map 1 have already been started. For a look at what the quests will revolve around, clues can be found in the dialogue of the region.

We have also been working hard on Map 2. Map 2 is the area South of Map 1, and is a mix of Telvanni, Indoril and Temple territory. It features such locations as [url=http://www.tamriel-rebuilt.org/?picture=Necrom%2004.jpg&p=screenshots&gallery=24]Necrom[/url] and [url=http://www.tamriel-rebuilt.org/?picture=Dun%20Akafell%2001.jpg&p=screenshots&gallery=24]Dun Akafell[/url]. Detailing of the terrain is ongoing, and we have added many new dungeons and caves to the region. We have also done such things as adding new unique Necrom Ordinator armor and other goodies for you to find :-).

We are also still working on areas of Maps 3 through 6. For example, we are currently finishing off the interior work for the massive city of Almalexia,(pic[[[[1]]]][[[[2]]]][[[[3]]]] capitol of Morrowind, and center of the Tribunal Temple.

However, this project is a huge undertaking, and we need many modders to help us to make the dream of traveling all the way from [url=http://www.tamriel-rebuilt.org/?picture=Hendor_Stardumz_01.jpg&p=screenshots&gallery=6]Hendor Stardumz[/url] to [url=http://www.tamriel-rebuilt.org/?picture=Old%20Ebonheart%20Castle.jpg&p=screenshots&gallery=3]Old Ebonheart[/url] a reality. If you can do it, we need it. From world-builders to scripters & dialogue writers, modelers & texturers to FX specialists and composers, all are welcome, and all are needed! If you would like to mod for TR, please drop by [url=http://tamriel-rebuilt.org/old_forum]our forums[/url] and show us what you can do!

* Note of interest - If you'd like to compose a Main Theme track (or more than one, if the desire strikes you!) for our Oblivion: Hammerfell portion of the project, feel free to try your hand at doing so over at our forums linked above! You can find our Morrowind theme by Dragonfly [url=http://www.tamriel-rebuilt.org/files/dragonfly-tamriel-theme-004.mp3]HERE[/url]

The area that Map 1 occupies is mostly occupied by House Telvanni, save for two Imperial settlements on its western coast. It spans diverse types of terrain, from the rugged Boethian Mountains to the overgrown wilderness of the Telvanni Isles, from the rolling hills and fertile pastures of the Molagreahd to the dark depths of the Sea of Ghosts.
Its population is spread across a number of settlements, ranging from the majestic glory of Port Telvannis to the imposing battlements of Firewatch, from the sprawling bridges of Gah Ouadaruhn to the dizzy height of the top of Tel Ouada.

Some of the main areas of interest are:

Port Telvannis
Port Telvannis sits on the largest of the Telvanni Isles, on the eastern end of Morrowind. It is the capital of the Telvanni district, and home to Archmagister Rilvin Dral, the head of the Telvanni Council. It also features the Telvanni Council House itself, where the "Parliament of Bugs", made up of the six councilors, sits in session. The city itself is a maze-like construct of overlapping roots and housepods. Inside the city can be found a large slave market, where the Dres bring fresh captives for the service of the Mage-lords. Life here goes on as if the Empire never existed, for the Council vigorously protects ancient Telvanni privileges.
Screenshots:[url=http://tamriel-rebuilt.org/?picture=Port_Telvannis_01.jpg&p=screenshots&gallery=1]1[/url] [url=http://tamriel-rebuilt.org/?picture=Port_Telvannis_02.jpg&p=screenshots&gallery=1]2[/url] [url=http://tamriel-rebuilt.org/?picture=Port_Telvannis_03.jpg&p=screenshots&gallery=1]3[/url] [url=http://tamriel-rebuilt.org/?picture=Port_Telvannis_04.jpg&p=screenshots&gallery=1]4[/url]

Firewatch
Firewatch is the center of Imperial power in the area, and is home to the bullish Duchess Perulia Jandacia, recently elevated to the status of Duchess of the Telvanni District. The lighthouse shines out over the bay, a symbol of Imperial power. The mighty castle of Firewatch has stood for centuries as a bastion of Imperial strength, but as the unrest in Cyrodiil threatens to draw the legions from the provinces and the duchess pushes Telvanni patience to its limit, the locals wonder for how much longer it will stand.
Screenshots: [url=http://tamriel-rebuilt.org/?picture=Firewatch%204.jpg&p=screenshots&gallery=1]1[/url] [url=http://tamriel-rebuilt.org/?picture=Firewatch%208.jpg&p=screenshots&gallery=1]2[/url] [url=http://tamriel-rebuilt.org/?picture=Firewatch%20Docks.jpg&p=screenshots&gallery=1]3[/url]

Tel Ouada
Situated in the midst of miles of rolling pastures and gentle hills, the fiercely independent Mistress Rathra's mighty tower dominates the land for miles around. Its rich agricultural hinterland and thriving workshops are the focal point for rising anger against Imperial domination.
[url=http://tamriel-rebuilt.org/?picture=Tel_Ouada_01.jpg&p=screenshots&gallery=1]1[/url] [url=http://tamriel-rebuilt.org/?picture=Tel_Ouada_02.jpg&p=screenshots&gallery=1]2[/url] [url=http://tamriel-rebuilt.org/?picture=Tel_Ouada_03.jpg&p=screenshots&gallery=1]3[/url] [url=http://tamriel-rebuilt.org/?picture=Tel_Ouada_Guar_Farm.jpg&p=screenshots&gallery=1]4[/url]

Gah Sadrith
Situated just across the bay from Port Telvannis on the second largest of the Telvanni Isles, Gah Sadrith is the domain of the newest member of the Council, the Altmer Mistress Eldale. Its busy markets and open plazas attract many to its siltstrider port.
Screenshots: [url=http://tamriel-rebuilt.org/?picture=Gah_Sadrith_01.jpg&p=screenshots&gallery=1]1[/url] [url=http://tamriel-rebuilt.org/?picture=Gah_Sadrith_02.jpg&p=screenshots&gallery=1]2[/url]

Ranyon-ruhn and Tel Aranyon
The ancient Velothi town of Ranyon-ruhn is small and compact, and relies upon ebony mining for sustenance. It is overlooked by Tel Aranyon, the tower of Master Mithras, an unusually earthly Telvanni lord.
Screenshots: [url=http://tamriel-rebuilt.org/?picture=Ranyon-ruhn.jpg&p=screenshots&gallery=1]1[/url] [url=http://tamriel-rebuilt.org/?picture=Ranyon-ruhn_and_Tel_Arayon.jpg&p=screenshots&gallery=1]2[/url]

Gah Ouadaruhn
The bustling trading town of Gah Ouadaruhn spans the Nebet Bay. Its maze-like homes and towers are built over the water itself.
Screenshots: [url=http://tamriel-rebuilt.org/?picture=Karinthor_Heights_01.jpg&p=screenshots&gallery=1]1[/url] [url=http://tamriel-rebuilt.org/?picture=Karinthor_Heights_02.jpg&p=screenshots&gallery=1]2[/url] [url=http://tamriel-rebuilt.org/?picture=Karinthor_Heights_03.jpg&p=screenshots&gallery=1]3[/url]

Bal Oyra
Bal Oyra sits at the apex of the Dolmalag Peninsula, a sleepy Imperial charter town. Its small keep looks out over a small amount of Imperial houses and some older dunmer shacks.
Screenshots: [url=http://tamriel-rebuilt.org/?picture=Bal%20Oyra05.jpg&p=screenshots&gallery=1]1[/url] [url=http://tamriel-rebuilt.org/?picture=Bal%20Oyra03.jpg&p=screenshots&gallery=1]2[/url]

Bahrammu
Bahrammu is a ramshackle Dunmer village slightly to the north west of Bal Oyra, on Balvaarden Isle. Its desperately poor inhabitants rely on a combination of fishing and farming to survive, and have incorporated the local wild mushrooms into the settlement's Dunmer architecture.
Screenshots: [url=http://tamriel-rebuilt.org/?picture=Bahrammu.jpg&p=screenshots&gallery=1]1[/url] [url=http://tamriel-rebuilt.org/?picture=Bahrammu01.jpg&p=screenshots&gallery=1]2[/url] [url=http://tamriel-rebuilt.org/?picture=Bahrammu02.jpg&p=screenshots&gallery=1]3[/url]

Sadas Plantation
Sadas Plantation lies on the western end of Gahvan Isle, a short walk from Port Telvannis. Its farmers raise Silt Striders for sale to the mainland as beasts of burden, along with netches and some crops. Its fields are overlooked by Tel Sadas, an ancient second era Velothi fortification.

Ashamul
Ashamul is a small troglodytic community living near the infamous Aranyon Pass. Its inhabitants are desperately poor, and get by however possible.
Screenshot: [url=http://tamriel-rebuilt.org/?picture=Ashamul.jpg&p=screenshots&gallery=1]1[/url]

Sarvanni
Sarvanni is an underground molecrab farm slightly to the north of Ashamul. It is here that molecrabs are farmed for their eggs and their shells, producing the raw materials required for the local Telvanni guards' armor.
Screenshots: [url=http://tamriel-rebuilt.org/?picture=Sarvanni01.jpg&p=screenshots&gallery=1]1[/url] [url=http://tamriel-rebuilt.org/?picture=Sarvanni02.jpg&p=screenshots&gallery=1]2[/url]

Tel Oren
Tel Oren is the tower of the hermetic Mistress Faruna, situated to the south of Firewatch, on the tip of the Amurbal Peninsula.

Yashazmus
Yashazmus is an ancient Daedric ruin that has been overgrown by the wild-growing mushrooms of the Telvanni Isles
Screenshots: [url=http://tamriel-rebuilt.org/?picture=Yashamus02.jpg&p=screenshots&gallery=1]1[/url] [url=http://tamriel-rebuilt.org/?picture=Yashamus03.jpg&p=screenshots&gallery=1]2[/url]

Manzirache
Manzirache is a series of sunken Dwemer ruins, its passages twisted by time into odd directions, and its great halls flooded with water.
Screenshot: [url=http://tamriel-rebuilt.org/?picture=Manzirache.jpg&p=screenshots&gallery=1]1[/url]

Bthzundcheft
Bthzundcheft is an ancient Dwemer stronghold that has been torn apart by the roots pushing through its walls. It has become notorious as a hotbed of smugglers.
Screenshots: [url=http://tamriel-rebuilt.org/?picture=Bthzundcheft01.jpg&p=screenshots&gallery=1]1[/url] [url=http://tamriel-rebuilt.org/?picture=Bthzundcheft04.jpg&p=screenshots&gallery=1]2[/url]

These are just a few of the many locations you can visit, from large cave complexes and mines, to secluded shrines and isolated farmhouses. Take a detour from the roads and explore this land, its people and its secrets. Further screenshots can be found [url=http://tamriel-rebuilt.org/?gallery=1&p=screenshots]here[/url].
You can also find maps of the region:
[url=http://img145.imageshack.us/img145/9650/map1geography2fq7wl7.jpg]with settlement names[/url]
[url=http://img344.imageshack.us/img344/1268/map1geographydp1.jpg]with area and landmark names[/url]
[url=http://www.tamriel-rebuilt.org/?p=forum/showmap&map=1]Our original concept map for map 1[/url]


We hope that you all enjoy our mod.

[[[[[Download Here]]]]]]

Please help us out by posting any errors you find [[[[here]]]]

We also have some optional extras created.
You can find them [[[[here]]]]]

This mod requires both Tribunal and Bloodmoon
Attachments
TR_Map1_Readme.txt
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Last edited by Lud on Wed Jan 03, 2007 3:01 am, edited 2 times in total.
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Morden
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Post by Morden »

Sounds great. Don't forget to fill in some of those missing links ;) It would also be nice if we could get some updated screenies... possibly some with NPCs.
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Post by Gez »

Ludovic wrote:-The fixed music files
Any idea where they are?
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Post by Gez »

Gez wrote:
Ludovic wrote:-The fixed music files
Any idea where they are?
I think this Gez chap had an interesting question here, one that I would be interested in seeing an answer to before the 31...

Otherwise, I'll package the deluxe download with the non-fixed ones.
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Post by Stalker »

Could we stop having this Deluxe and Non-Deluxe versions please ? It will be easier to have Map 1 file, OoT file and Music files as 3 separate downloads meaning people won't have to re-download OoT and music again in case they already have them.
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Post by Haplo »

The music has been remastered, which is why we are re-offering it for download this time; all three files have been updated.
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Post by Stalker »

Haplo wrote:The music has been remastered, which is why we are re-offering it for download this time; all three files have been updated.
Yes, I got it. I mean starting to separate it in 3 files NOW so we won't have to offer 2 packages with 90% of their contents the same thus taking twice as much space as we could. Plus somebody could decide to get the music and DLing 15Mb for just the music is better than DLing 100Mb for OoT and Map1 you already have and the music you want.
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Post by Gez »

Anyway, given Lud put me in charge of packaging and nobody has been able to tell me where these elusive remastered music files are, and we're the 31st at 13:00, and the release is scheduled for NYE, there will not be a deluxe version with music this time.

Case closed.
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Post by Haplo »

er... well the release is scheduled officially for 'new years', which technically to be correct for everyone would mean releasing every hour for 24 hours, or releasing it once after everyone is on January 1st, or basically in 17 hours and 46 minutes from the time of this post.
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Post by Gez »

Haplo wrote:er... well the release is scheduled officially for 'new years', which technically to be correct for everyone would mean releasing every hour for 24 hours, or releasing it once after everyone is on January 1st, or basically in 17 hours and 46 minutes from the time of this post.
[url=http://en.wikipedia.org/wiki/Greenwich_Mean_Time]GMT[/url].
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Post by Haplo »

My names Earl I live in Alaska. Wait it's only December! WTF

My names Yokuri Shimotaki, I live in Japan. Wait, it's almost January 2! WTF


:-P Fine, in 5 hours and 30 minutes.
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Post by Morden »

So.. where are the remastered files?
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Post by Haplo »

I've just received them from Gesshoku (who did the remastering), and am listening through them now. They sound lovely, and I'll be packaging a Deluxe version with the audio shortly.

And this is probably the last time Map 1 will be packaged as such.
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Post by Lud »

First of all, I'm sorry about my absence. A storm knocked out the interweb at home for the best part of a week.
(Still, got loads done on my detailing claim :) )

There are a couple of errors in the current version, so myself and Hap have come up with this solution:
We fix these, re-package and update version number to v1.11

The following need to be fixed:
-There's a CTD being thrown in Bal Oyra, relating to the bakery signs. Has to be fixed before going public
-The following dialogue topics are missing filters, and will show up for pretty much everybody:
Bloodstone
Colovian loaf
Blue beetle
Bluefoot
Cooked durzog meat
Cooked hound meat
Cephalopod shell
Brown beetle
These also need to be fixed
-Gesshoku is uncredited in the readme

We can go public once the package with these easily remedied, but crucial errors are fixed

Gez, would you be so kind as to fix these errors and repackage the mod?
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Post by Gez »

In what part(s) of the credits should I add Gesshoku? Exteriors, interiors, objects, dialogue, music, books?

(By the way, there's no "Script" part in the credits...)
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Post by Haplo »

Add gesshoku under music, please.
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Post by Gez »

The new packages are being uploaded here: [url=http://gez117.free.fr/stuff/TES/]~me/stuff/TES/[/url].

I'll update this post once the uploads are over.

Good thing I'm back from my parents' place. Here I have up to 100 kb/s upload speed, there I had at most one tenth of that...

EDIT: Upload seemingly finished. Downloading to see if the files have been transferred OK.
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Post by Gez »

Download finished OK, checksum matches, files can be extracted.

[url=http://gez117.free.fr/stuff/TES/TR_Map1_Gamefiles%20Basic.rar]Basic[/url]
[url=http://gez117.free.fr/stuff/TES/TR_Map1_Gamefiles%20Deluxe.rar]Deluxe[/url]
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