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FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Posted: Mon Jun 17, 2002 3:54 pm
by syntax53
Most of what is necessary to make nightmare work with the mod9 databases is completed. *Testing will be done over the next week or so to make sure everything is working properly. *I also want to add options to apply/discard changes and compile an update file. *I have completed mod9 item and monster hex maps if anyone wants them. *The rooms have also changed so I need to make that up next.

Are there any features you wanted to see in nightmare (or bugs that you've noticed)? *I'll trying a spiffy it up as best as I can. *After this is successful, we'll be writing a new editor from scratch.

p.s. I don't want to take full credit for this -- bad_hex definately gets BIG props from me for nightmare (especially for releasing the source).

-syntax

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Posted: Mon Jun 17, 2002 3:58 pm
by Raybdbomb
i'll help beta test if you wish

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Posted: Mon Jun 17, 2002 8:05 pm
by cane_22
Ray Dillyo @ June 17 2002,15:58

i'll help beta test if you wish

same here man and trhanks for all the work you have done on it I know every is thinking that

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Posted: Mon Jun 17, 2002 8:11 pm
by War Hawk
Sweet! I am always willing to beta test anything... hell I was going to do it myself... but mah VB was all messed up... props go out to you man!! its one hell of a project!!

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Posted: Mon Jun 17, 2002 9:21 pm
by pyotr
http://mmb.forumshq.com/iB_html/non-cgi/emoticons/coolgleam.gif Mad Props Anxious to Have a Mod 9 editor for us less experienced Hexerz.. Here is a few ideas; maybe when you toss in a new class have it automatically setup the new classes for alignment quests or quests in general? Monster Regen Booster/Decrease have it if variable equal to or greater then change to variable or something to that extent. All the current nightmare goodies. Just some ideas, I would be more than willing to test this software as well. Keep up the good work guys and thanks...



-pyotr

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Posted: Tue Jun 18, 2002 7:46 pm
by iNViSiGOD
If you can do it syntax, more power to ya, would be fun to have another editor functioning http://mmb.forumshq.com/iB_html/non-cgi/emoticons/biggrin2.gif

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Posted: Tue Jun 18, 2002 11:20 pm
by AdmiralAcid
yeah, and if LJN's textblock editor/exporter thingmabop is so good, why don't you create some kinda edit box that shows the data like that...

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Posted: Wed Jun 19, 2002 2:39 am
by Raybdbomb
oooh, LJN just got punked

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Posted: Wed Jun 19, 2002 2:55 am
by AdmiralAcid
did that come out wrong?

Re: FYI -- Nightmare for Mod9 soon [Archive] - ForumsHQ

Posted: Wed Jun 19, 2002 3:17 am
by dxpac666
It'd be nice if someone who runs a hexed board could install mod9 and not have to redo all their edits. I know something like that would be a little too much to ask tho so I won't, I'll just mention it.