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-   -   Mod/Patch/Enhancement (http://forum.fulqrumpublishing.com/showthread.php?t=3754)

Jason 02-14-2009 03:33 PM

You can always change the date of the mission...

AHO 02-14-2009 06:44 PM

Quote:

Originally Posted by Jason (Post 67045)
You can always change the date of the mission...

But that would not be historical correct ;)

Liz Shaw 02-15-2009 02:04 AM

I think I know the problem with the new clothes disappearing when you take them off:

Are there any files of the clothes found throughout the game? Maybe you should make new files of the clothes you made yourself...:grin:

PS:

The files for the clothes are probably those examples listed here:

wear_scientist.SMF
wear_aofficer.SMF

Maybe you can make files like:

wear_professor.SMF
wear_colonel.SMF
wear_scientist2.SMF

And hopefully they'll solve the problem with the new clothes...

AHO 02-15-2009 06:55 PM

Quote:

Originally Posted by Liz Shaw (Post 67078)
I think I know the problem with the new clothes disappearing when you take them off:

Are there any files of the clothes found throughout the game? Maybe you should make new files of the clothes you made yourself...:grin:

PS:

The files for the clothes are probably those examples listed here:

wear_scientist.SMF
wear_aofficer.SMF

Maybe you can make files like:

wear_professor.SMF
wear_colonel.SMF
wear_scientist2.SMF

And hopefully they'll solve the problem with the new clothes...

Hi Liz,
good idea, but I already testet this and it's not working.

The clothes you put off disappear anyway. I also tried to spawn
some via console and script. They appear, but you cannot
put them on, becaue the action menu is not visible.

Till now, I do not understand how this things work internally,
perhaps I will find a solution some day.

PS: It's very strange, some things function like creating new NPCs,
but new clothes only partially.

Creating throwable objects work fine, other objects like binocular etc.
do not work.

Creating new weapons work fine but creating vehicles also only
partially...

Thanks anyway for thinking about this ;)

Sincerely
AHO

Liz Shaw 02-18-2009 09:14 AM

I've got a couple of improvement suggestions for "Embassy":

Volkov: I think you should replace his Colt 1911 pistol with a silenced Nagant, like what you did with his anonymous counterpart in "Hotel". It's really weird having a Soviet defector carrying an American pistol, plus everyone else carries a Colt as their sidearm.

The archives chief: Maybe you should take away his pistol and reset his AI to that of a civilian (ie. cowers at the first sign of trouble). The reason is, why would someone in a civilian position like running the embassy's archives be issued with a gun??? British soldiers are guarding the freakin' place, why would the archives chief have a gun? Also there's a clone of the archives chief somewhere on the second floor, and he has civilian AI...

And by the way, how did you add music to levels that didn't have music before? Just wondering if you came up with a breakthrough for adding new sound files, that's all...

AHO 02-18-2009 09:38 AM

Quote:

Originally Posted by Liz Shaw (Post 67275)
I've got a couple of improvement suggestions for "Embassy":

Great ;)

Quote:

Originally Posted by Liz Shaw (Post 67275)
Volkov: I think you should replace his Colt 1911 pistol with a silenced Nagant, like what you did with his anonymous counterpart in "Hotel". It's really weird having a Soviet defector carrying an American pistol, plus everyone else carries a Colt as their sidearm.

Sure, you're right. I will fix that...


Quote:

Originally Posted by Liz Shaw (Post 67275)
The archives chief: Maybe you should take away his pistol and reset his AI to that of a civilian (ie. cowers at the first sign of trouble). The reason is, why would someone in a civilian position like running the embassy's archives be issued with a gun??? British soldiers are guarding the freakin' place, why would the archives chief have a gun? Also there's a clone of the archives chief somewhere on the second floor, and he has civilian AI...

...this also...

Quote:

Originally Posted by Liz Shaw (Post 67275)
And by the way, how did you add music to levels that didn't have music before? Just wondering if you came up with a breakthrough for adding new sound files, that's all...

Unfortunately not :(
The ambient musics are added to the levels a different way.

Sound FX etc. are defined in the SWD map file. It's a binary file with
almost unknown structure.

The ambient musics are defined in the LUA script file of every level.
It's very simple to add, edit or remove them.

The script commands are:

Level.AddMusic( Level.MUSIC_MOOD_ATTENTION,"sounds\\music\\danger. ogg");
Level.AddMusic( Level.MUSIC_MOOD_ACTION, "sounds\\music\\action_3.ogg" );
Level.AddMusic( Level.MUSIC_MOOD_DEFAULT, "#0.50#sounds\\music\\loud_speaker.ogg" );


Arguments are:
  1. Event state ("Attention" is before an alert, "action" is during alert, "default" is the normal state)
  2. [optional: volume in decimal percent this means 0.5 = 50%]
  3. Path to music file in Ogg-Vorbis format (*.ogg)

Liz Shaw 02-18-2009 01:23 PM

By the way, I think you should also remove the doctor's pistol in "Removal" and reset his AI, as well, while you're at it. Just seems ridiculous, either that or give the two nurses guns too...

AHO 02-18-2009 01:27 PM

Quote:

Originally Posted by Liz Shaw (Post 67288)
By the way, I think you should also remove the doctor's pistol in "Removal" and reset his AI, as well, while you're at it. Just seems ridiculous

I did this already long ago ;)

Quote:

Originally Posted by Liz Shaw (Post 67288)
either that or give the two nurses guns too...

Funny :):) :)

AHO 02-18-2009 01:37 PM

Beta3 is online, also
english and hungarian
language packs!

Liz Shaw 02-18-2009 01:37 PM

Quote:

Originally Posted by AHO (Post 67289)
I did this already long ago ;)

Really? I'd better take a closer look...


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