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Death to Spies Stealth action. Professional spy working for the Soviet counterintelligence service executes dangerous operations in the heart of German territory. |
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#1
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Anyway, a thought just occurred to me... Instead of adding dead Russian soldiers in "Winter Cold", how about adding dead Belarusian peasants? Vitebsk did not escape the Nazi atrocities, plus the upcoming stealth game Velvet Assassin will show the horrors of WWII, including evidence of Nazi atrocities against civilians. I thought maybe the same should happen in the DtS addon for realism reasons. You can find the developer interviews for Velvet Assassin on YouTube, those are what got me the idea, because Belarusians are an East Slavic people, the kind of people who would have been targets in Hitler's War of Annihilation. ![]() ![]() |
#2
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many dead soldiers as "item providers" and for atmospheric purposes. Unfortunately (according to hykao) tat that time the city was already occupied for two years, and it's sure, that the corpes were removed from the streets. This is why I added just one dead. He wasn't seen by the Germans, because he was hiding behind the trees. Whatever, I do not think that adding dead civilians would fit to time and date of the mission. Thanks anyway for your good advices. Keep on ![]() Greetings AHO PS: It seems, that you are my only Beta tester ![]()
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#3
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You can always change the date of the mission...
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#4
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But that would not be historical correct
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#5
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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... ![]() 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... Last edited by Liz Shaw; 02-15-2009 at 02:14 AM. |
#6
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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
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#7
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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... |
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