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A fantastic example of a database-heavy module

 
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12o



Joined: 27 Dec 2008
Posts: 35

PostPosted: Tue Mar 30, 2010 7:51    Post subject: A fantastic example of a database-heavy module Reply with quote

With the forum administrator's permission(s) to suggest this, but I believe it might be helpful to many new and/or veteran developers in their modules.

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The World of Torr was a fantastic persistent world module that made heavy use of databases, particularly for custom crafting skills, leading armies, a fully capable law system (try running it and taking off your character's clothes if you want to see it in action), custom merchant stores, and a fully dynamic pricing script that is able to track store prices and modify them across the kingdoms.

At the very end, I believe PC ownable merchants may have been removed, but that was nothing more than commented out lines. Anyway, the module unzipped is about 80-90MB. The scripts are pretty heavily coded into the kingdoms, so they aren't modularized at all. The module uses the NWN database, so converting this to NWNX2 might give people a good understanding of how it might work. Perhaps even the admins might remove snippets of code to show new users how it might work in a PW world environment.

I felt this was a great way to show just what could be done with a NWN world. This world, created by DrDread, really pushes the limits of what scripting can do. It does require some additional hakpaks that can be downloaded from the website, www.worldoftorr.com. WARNING: the website is *very* slow to load as it hasn't been active in years.

Regarding the module, it should be played on a dedicated machine and run for several days so that the economy can equalize itself. Also, keep in mind that the onload scripts have heavy administration and client tracking. You'll have to go through and set up your own accounts as DM to have power in the world itself.

Here are the links:

Module
http://nwvault.ign.com/View.php?view=Modules.Detail&id=5739

CEP should be at least 2.0 or 2.1 if possible. Greater CEP versions may still work.

Required Haks
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=4852
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=3846
http://nwvault.ign.com/View.php?view=Hakpaks.Detail&id=4379

A new version of the server is still active and being constantly developed by a new developer if anyone wants to try the server out and see what it can do in real time without running it on their own machine, found here:

http://torrcommunity.prophpbb.com/

The hak files have been updated, and so must be downloaded. http://torrcommunity.prophpbb.com/topic243.html
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Qlippoth



Joined: 10 Oct 2011
Posts: 8

PostPosted: Tue Nov 08, 2011 20:25    Post subject: Reply with quote

You should also check out Universe of Arlandia. The creator is not running the module, but has made it available for download and is interested if anyone else wants to run the server.

Click on "Arland" in the upper right to view the map of Arland and see how many areas have been explored and what might have been found there.

www.simtotal.com/uoa/
Download link in lower left corner. VERY cool, reuses template areas.

There are a ton of features, but basically there is more than one world, you can build up your own area(s) with (placeable) buildings and even build a space port o a capital to be governor of the planet you build it on! Crazy stuff.
Hire up to 99 troops (henchmen), discover resources and monsters, dungeons and castles.
Craft goods, which is kind of required for the continued exploration and development of the land....

I'm thinking of running it on my server, myself.

- Qlippoth
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