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

sorrenti 12-08-2008 11:46 AM

Quote:

Originally Posted by OSS (Post 61206)
In MoT addon you can use clothes of enemies shooted in head (but only on easy/normal levels of difficulty)

Really? maybe studying the script from MoT could help bring this feature on DtS...

Quote:

Originally Posted by forlik (Post 61214)
Is it really possible to sell such products in EU (for example, Germany)? :eek:

In Germany it would be illegal, so assume you have to buy from import...

AHO 12-08-2008 12:41 PM

Quote:

Originally Posted by sorrenti (Post 61196)
I've read about gameplay simplification, about the possibility to know down some NPCs from the front; in my opinion, this could simplificate too much the nature of the gameplay, since the high difficulty is a part of the game design. so, it's good to have this feature, but it could be more realistic to add an alert level using it; after all, if you are knocking down a person in the front, at least he should scream, no? To avoid it, you should hide and hit on the back, and everything respect the nature of gameplay.

Well, the game is too hard. Even on easiest difficulty level. But don't
worry. I add the feature of "knocking down from the front" only to
three or four NPCs.

The game is not realistic in many parts. For example, why can the
doctor in concentration camp blow my cover? Does he now every
soldier of that camp? (There are ca. 100)?

Why do I die, if I stay more than 40 seconts in the regrigerator room in Hotel? Shortly: Not everything is realistic and even not fair in the game.
So I simplified only few things. Most of my changes are improvements.


Quote:

Originally Posted by sorrenti (Post 61196)
A tedious gameplay characteristic you should manage, maybe, it's the enemies exploding granades when hit. It is not realistic, since they do it even when they haven't seen you before. At least, it could be useful to make them recognizable on the map, if it isn't possible to manage this.

I don't know how. But it sounds interesting :)


Quote:

Originally Posted by sorrenti (Post 61196)
Last idea, is the possibility to use the clothes stained of blood (like on the Hitman saga). Again in respect of gameplay nature, this feature should be added but not whitout is problem... maybe making the alert level rising faster when in prossimity of enemies, after all you won't shot immediatly a colleague only because his jacket is spotted of blood, no? :D

Yes, as a big fan of the Hitman serie I miss this feature. But I think
it is not possible wihout original developer tools. :(

Quote:

Originally Posted by sorrenti (Post 61196)
However, gameplay changes are welcome but they should be optional or selectable from the game menu (this last possibility is better of course).

As I said above, there are only few changes. Selektion from the menu
is not possible. I regret.

---
ATM I',m translating my work to English. If I finish today I will upload it
this evening....
---
Sincerely
AHO

sorrenti 12-08-2008 12:50 PM

Quote:

Originally Posted by AHO (Post 61232)
Well, the game is too hard. Even on easiest difficulty level. But don't worry. I add the feature of "knocking down from the front" only to three or four NPCs.

In my opinion then it's better add this possibility to all NPC, but only at the lowest difficulty levels (like MoT)...

oh, and I can provide an inno setup script to make a nice installer of you mod, if you are interested...

AHO 12-08-2008 01:11 PM

Quote:

Originally Posted by sorrenti (Post 61234)
In my opinion then it's better add this possibility to all NPC, but only at the lowest difficulty levels (like MoT)...

oh, and I can provide an inno setup script to make a nice installer of you mod, if you are interested...

I would like, but it is not possible due to the fact, that I need the
NPC IDs, but not every NPC has an ID. And I can't create one
without an level editor (swd files!)

But even if, it was to much work ;)

Thanks I do not need a InnoScript ATM, because my addon is still not
finished.

----------
Edit: // The English language files for my addon are online and can be downloaded from my DtS site at http://aho.6x.to

hykao 12-08-2008 05:18 PM

Quote:

Originally Posted by sorrenti (Post 61216)
In Germany it would be illegal, so assume you have to buy from import...

I've seen lots of German (BRD and DDR too) and European co-prod. series and films about WWII and that era...and the Nazi flags, symbols etc. were not fake on those movies...

Maybe you are wrong. For example in my country not only the Nazi things are forbidden, but Soviets too - except when they would be use in order to scientific, art or documentary representations. I think such kind of games like DtS or MoT ARE DOCUMENTARY (and maybe ART) REPRESENTATIONS! :)

AHO 12-08-2008 06:03 PM

  • Quote:

    Originally Posted by hykao (Post 61285)
    I've seen lots of German (BRD and DDR too) and European co-prod. series and films about WWII and that era...and the Nazi flags, symbols etc. were not fake on those movies...

Quote:

Originally Posted by hykao (Post 61285)
Maybe you are wrong. For example in my country not only the Nazi things are forbidden, but Soviets too - except when they would be use in order to scientific, art or documentary representations. I think such kind of games like DtS or MoT ARE DOCUMENTARY (and maybe ART) REPRESENTATIONS! :)


Well you are both right: Nazi symbols etc. are in germany...
  • forbidden in computer games (also 18+ games)
  • allowed in movies
Strange?! Yes, but the Germans are strange people ;)

sorrenti 12-08-2008 07:37 PM

yes, and I add that even in Italy it's illegal the use of svastikas, as well as the "fascio littorio", the fascism' symbol...
it's not illegal the communism' symbol, since the strong response it got in the after-war (especially where I live, thanks to the wide partisan movement), now in great decadence (used mainly by syndicates and social parties)...

AHO 12-08-2008 09:38 PM

Quote:

Originally Posted by sorrenti (Post 61234)
In my opinion then it's better add this possibility to all NPC, but only at the lowest difficulty levels (like MoT)...

Oh! I've forgotten. There were already some NPCs that could be
knocked down frontally:
  1. Level "Cannibal" the target person Dietrich Meltzer
  2. Level "Stronghold" the target person Boris Polyakov
  3. Level "Removal" the target person without a name (the informer)
  4. Level "Training" some soviet soldiers
I dunno why haggard added this feature to the NPCs #2 and #3
Because these are not enemies???

hykao 12-09-2008 12:12 AM

OFF

Oh man, I remembered about '80s and a verse of a song...in the "Lasciatemi cantare"... :)

...
Buongiorno Italia gli spaghetti al dente
e un partigiano come Presidente
con l'autoradio sempre nella mano destra
un canarino sopra la finestra
...

;)

Quote:

Originally Posted by sorrenti (Post 61307)
yes, and I add that even in Italy it's illegal the use of svastikas, as well as the "fascio littorio", the fascism' symbol...
it's not illegal the communism' symbol, since the strong response it got in the after-war (especially where I live, thanks to the wide partisan movement), now in great decadence (used mainly by syndicates and social parties)...

/OFF

AHO 12-09-2008 07:21 PM

...Seems that nobody has tested my addon :(

sorrenti 12-09-2008 08:23 PM

Quote:

Originally Posted by AHO (Post 61406)
...Seems that nobody has tested my addon :(

don't worry, I'll try your mod as soon as I can... keep working on it!
It's only that I don't have time now...

AHO 12-09-2008 08:25 PM

Quote:

Originally Posted by sorrenti (Post 61413)
don't worry, I'll try your mod as soon as I can... keep working on it!
It's only that I don't have time now...

Don't forget to download the english language files ;)

Liz Shaw 12-10-2008 12:06 AM

I downloaded everything, clicked on the backup file, and it hasn't worked. What do I have to do?

Liz Shaw 12-10-2008 04:34 AM

Forget what I said earlier, I followed your earlier advice about renaming the VFS files once I was done and it worked. Thanks!

AHO 12-10-2008 09:15 AM

You had to execute the backup.bat from inside the DtS game folder!
Any suggestion?

Liz Shaw 12-10-2008 10:06 AM

Good modifications, but not EVERYTHING has been translated (backpacks, lock picks, first-aid kits, goblets etc.).

AHO 12-10-2008 10:24 AM

1 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 61472)
Good modifications, but not EVERYTHING has been translated (backpacks, lock picks, first-aid kits, goblets etc.).

I see. I have forgotten to add the corresponding files....
Take this ones below!

Edit:// I re-uploaded the files and updated the donwload link on my website!

AHO 12-12-2008 07:06 PM

Spawning Items and Weapons
 
Hello friends,
I found out, how to add new items and weapons to every place in
every level and room in DtS.

Does anybody has an idea, where do I can add an item and which item?
@hykao: You told me about this feature in MoT (uniforms etc.)
So what can I do now?

Greetings
AHO

Quote:

Originally Posted by Sample LUA code
Level.CreateWorldItem( "Sten" , "Weapon" , 47.90, -41.38, 191.51, 0.0, 0.0, 0.0, 'id_bla );


hykao 12-13-2008 12:33 AM

Well, uhm, I'm afraid I'm not the perfect man for this...In fact the "hitman-like usable clothes on the ground" is not my favourite effect in MoT, because I think the MoT is too easy on easy and normal (and maybe on hard) difficulty levels...(but fortunately is harder on the hardest level than the DtS)...I better like bigger challenges...but yeah: In MoT there are some usable clothes on ground (or bed or bench etc.)...
...I think you should wait for a short while...the downloadable and English version of the MoT is coming!!! Few week, and you'll can modify all the MoT and DtS missions, 2 in 1 (thx for Master Forlik :D)...you'll can see the MoT effects with your own eyes and maybe you can use some of its features in your great DtS mod...(but I suggest you: focuse on MoT!) ;)

Liz Shaw 12-13-2008 04:49 AM

A thought just occurred to me - you made some of the sound effects louder, and I think the same should have applied for the old songs you'll hear in some levels (Panzerlied in "Cannibal" and others, Alten Kameraden in "Die Spies", and what was the other Wehrmacht song:confused:).

And I've found another problem - that topless chick you added in "Hotel" doesn't show up, and it's ridiculous to see the guard kissing thin air.

AHO 12-13-2008 11:43 AM

Quote:

Originally Posted by Liz Shaw (Post 61774)
A thought just occurred to me - you made some of the sound effects louder, and I think the same should have applied for the old songs you'll hear in some levels (Panzerlied in "Cannibal" and others, Alten Kameraden in "Die Spies", and what was the other Wehrmacht song:confused:).

I made some louder, because they were not hearable. Others I replaced with better quality ones...
Which old songs?


Quote:

Originally Posted by Liz Shaw (Post 61774)
And I've found another problem - that topless chick you added in "Hotel" doesn't show up, and it's ridiculous to see the guard kissing thin air.

OK, I found the problem. I accidently added the unmodified english actors.shadvs to the package. Corrected version is online!

Have Fun.


----
@hykao: Ok, I asked only because you mentioned this feature. I will think about where to add what, by myself :|

Liz Shaw 12-13-2008 12:43 PM

Quote:

Originally Posted by AHO (Post 61809)
I made some louder, because they were not hearable. Others I replaced with better quality ones...
Which old songs?

The old Wehrmacht songs that you'll find being played in rooms like Dietrich Meltzer's office in "Cannibal" and others that have an active record player.

Anyway, thanks!:)

AHO 12-13-2008 05:40 PM

Quote:

Originally Posted by Liz Shaw (Post 61815)
The old Wehrmacht songs that you'll find being played in rooms like Dietrich Meltzer's office in "Cannibal" and others that have an active record player.

Anyway, thanks!:)

I see, but they're loud enough. Aren't they?

Liz Shaw 12-13-2008 09:57 PM

Quote:

Originally Posted by AHO (Post 61840)
I see, but they're loud enough. Aren't they?

Depending on how far away you are, I suppose! Doesn't matter!

Liz Shaw 12-16-2008 02:09 AM

Quote:

Originally Posted by AHO (Post 61809)
OK, I found the problem. I accidently added the unmodified english actors.shadvs to the package. Corrected version is online!

WHERE is the modified English actors.shadvs file? I can't find it?

hykao 12-16-2008 10:00 AM

You don't need it...just dl again the main Addon files, then the english files and enjoy! ;) (there are not game-texts in that file...just scripts modifications...)

AHO 12-16-2008 05:46 PM

Quote:

Originally Posted by Liz Shaw (Post 62104)
WHERE is the modified English actors.shadvs file? I can't find it?

There is no modified english version of this file. The file is meant for all languages.

Liz Shaw 12-17-2008 04:56 AM

I found another bug concerning "Hotel" and "Payback". When you replace the documents in "Hotel", the player still has the fake documents in his inventory. And when you poison Wenk Bartels' liquor in "Payback", the poison bottle is still in the player's inventory. Is this related to the actors.shadvs file?

AHO 12-17-2008 06:43 PM

Quote:

Originally Posted by Liz Shaw (Post 62234)
I found another bug concerning "Hotel" and "Payback". When you replace the documents in "Hotel", the player still has the fake documents in his inventory. And when you poison Wenk Bartels' liquor in "Payback", the poison bottle is still in the player's inventory. Is this related to the actors.shadvs file?

Thanks, but I know that from the beginning. I don't know why the engine
does not accept the function for removing them, although I use it correctly...

It seems that it is a bug of the engine. So I unfortunately cannot fix it :(

Thanks again for reporting...

Edit:// NO it does not have anything to do with the actors.shadvs file!!!

Liz Shaw 12-18-2008 12:04 PM

I'm still having trouble getting the topless chick to show up, and I'm sure I've replaced the actors.shadvs file correctly...

hykao 12-18-2008 02:53 PM

I think that "bottle thing" is not a bug! Why should the engine remove the EMPTY bottle??? :confused:

AHO 12-18-2008 07:23 PM

Quote:

Originally Posted by Liz Shaw (Post 62395)
I'm still having trouble getting the topless chick to show up, and I'm sure I've replaced the actors.shadvs file correctly...

Just do 2 things:
  1. Take the actors.shadvs file from the addon (german version)
  2. Start a new game. Do NOT load a previously saved game!
Quote:

Originally Posted by hykao (Post 62416)
I think that "bottle thing" is not a bug! Why should the engine remove the EMPTY bottle??? :confused:

Because I give the command via script, and the engine does not
execute it's own function. Thats the point...

But this bug is not that important...

How is the hungarian translation going on?

AHO 12-18-2008 09:36 PM

Hotel manager clones....
 
2 Attachment(s)
(1) I replaced the clones of the hotel manager in level "Hotel" with a
civilist from level "Ambassy".

(2) Placed an additional doctor suit onto one of the bed tables in
level "Removal".

Liz Shaw 12-18-2008 10:55 PM

Thanks! This will save players the trouble of putting everyone in the aid post out of action just to steal the doctor's uniform.:grin:

Other suggestions for improvement:

Stealing keys from people such as the professor and the colonel from "Project Y", just like with the archives chief in "Embassy".

You know the group patrolling the road just before you approach the bunker in "Cannibal". Well, I think you should change the AI of the patrol leader so that he can no longer be hostile when the player changes into the driver's uniform. I had to keep my distance from him when driving towards the base, it's really annoying.

hykao 12-19-2008 12:30 AM

Quote:

Originally Posted by AHO (Post 62448)
How is the hungarian translation going on?

I've been working on it for a while...I hope I'll have free time enough and I finish it very soon...

UPDATE: I have just finished it! :)

AHO 12-19-2008 01:46 PM

Quote:

Originally Posted by Liz Shaw (Post 62466)
Other suggestions for improvement:

Stealing keys from people such as the professor and the colonel from "Project Y", just like with the archives chief in "Embassy".

Well, I think both are unnecessary, because stunning both is
rather simple.


Quote:

Originally Posted by Liz Shaw (Post 62466)
You know the group patrolling the road just before you approach the bunker in "Cannibal". Well, I think you should change the AI of the patrol leader so that he can no longer be hostile when the player changes into the driver's uniform. I had to keep my distance from him when driving towards the base, it's really annoying.

Good Idea, but I had to look into my list, if this guy has a NPC ID,
otherwise I cannot do anything.

Liz Shaw 12-19-2008 01:47 PM

I have replaced the actors.shadvs file, started a new game, and that chick still doesn't show up.:mad: I think something's wrong with the file!:(

Liz Shaw 12-19-2008 02:06 PM

Quote:

Originally Posted by AHO (Post 62510)
Well, I think both are unnecessary, because stunning both is
rather simple.

I actually find stunning the colonel really annoying, because you have to put some of the other NPCs in the room out of action first so they don't notice the colonel's body.

AHO 12-19-2008 02:09 PM

Quote:

Originally Posted by Liz Shaw (Post 62511)
I have replaced the actors.shadvs file, started a new game, and that chick still doesn't show up.:mad: I think something's wrong with the file!:(

Strange!
Can somebody else confirm this?

-----------
Hungarian language files are online. Download link at my DtS site (aho.6x.to)

AHO 12-21-2008 05:49 PM

1 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 62511)
I have replaced the actors.shadvs file, started a new game, and that chick still doesn't show up.:mad: I think something's wrong with the file!:(

Yes you were right. The file was a little corrupt. I tested and fixed it.
Here take the corrected file from the attachement below.

Room 220 you know! ;)

Have Fun
AHO

AHO 12-21-2008 07:48 PM

4 Attachment(s)
In level "Project Y" there are 26 scientists. Every one of them looked
the same, so I decided to replace the half of them with another type.

It's an old man with grey/white hair and beard. The screenshots are
from a early state of work so you cannot see the new clothes.

The new clothes are: Light blue shirt, red tie and dark blue trousers.

Edit:------------------------------------------
On pic #4 you can now see the new clothes:
-----------------------------------------------

sorrenti 12-21-2008 08:23 PM

excellent work as usual

Liz Shaw 12-22-2008 12:50 AM

Thanks! I now have the topless chick you added in "Hotel"!:grin:

Speaking of "Hotel", here's something Haggard Games forgot to do - I was pulling a Mumbai a while ago in "Hotel", and I found out that one of the guards in the public area that intersects the corridors on the second floor DOES NOT have a gun. Maybe you could fix that error...

AHO 12-22-2008 01:22 PM

Quote:

Originally Posted by Liz Shaw (Post 62711)
Thanks! I now have the topless chick you added in "Hotel"!:grin:

Speaking of "Hotel", here's something Haggard Games forgot to do - I was pulling a Mumbai a while ago in "Hotel", and I found out that one of the guards in the public area that intersects the corridors on the second floor DOES NOT have a gun. Maybe you could fix that error...

Which guard?
Please make a screenshot and if possible mark him on the ingame map.

Liz Shaw 12-22-2008 01:29 PM

Quote:

Originally Posted by AHO (Post 62692)
In level "Project Y" there are 26 scientists. Every one of them looked
the same, so I decided to replace the half of them with another type.

It's an old man with grey/white hair and beard. The screenshots are
from a early state of work so you cannot see the new clothes.

The new clothes are: Light blue shirt, red tie and dark blue trousers.

In my opinion, you should also change the appearance of the professor, since he's also a generic scientist. And about the unarmed guard in "Hotel", I'll try and take a screenshot of the room and you can see for yourself.

AHO 12-22-2008 02:46 PM

2 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 62777)
In my opinion, you should also change the appearance of the professor, since he's also a generic scientist.

Puhhh, work, work, work... :)
OK I will think about it...
--------------------------------------------------------------
As forlik wished here is a before and after pic of the scientists...
Pic #1 is before
Pic #2 is after
--------------------------------------------------------------

forlik 12-22-2008 03:17 PM

Quote:

Originally Posted by AHO (Post 62784)
As forlik wished here is a before and after pic of the scientists...

Thanks :)

Liz Shaw 12-23-2008 02:44 AM

Here, as I promised, here's the guard I was talking about and his location on the map.

http://profile.imageshack.us/user/ca...shad003yn5.png

Liz Shaw 12-23-2008 02:45 AM

Okay, I'll give you the link!

http://profile.imageshack.us/user/ca...shad003yn5.png

AHO 12-23-2008 01:57 PM

3 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 62846)

We've got luck. The NPC does have an ID <HG38> so I was able fix this bug :) :) :)
He is now bearing a Colt and ammo for the Colt, like the other guards.
See attached pics!

Thanks for reporting this bug ;)

AHO 12-23-2008 09:19 PM

Female soldier clones
 
5 Attachment(s)
In the castle (level Stronghold) there were 15 female soldiers. Each
of them look the same.

I replaced 7 of them with the black haired female soldier, which I used
in level "Cannibal".

See pictures below:

--------------------
Edit:// I did the same for the 5 females in spy school (level "Die Spies!")
--------------------

Liz Shaw 12-24-2008 12:14 AM

The women aren't really soldiers, they're more like secretaries, because usually when you see one, there's bound to be an officer nearby. I don't see how they were issued Walther P38s, though, especially in a society that looks down upon women...

AHO 12-24-2008 12:17 AM

3 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 62948)
The women aren't really soldiers, they're more like secretaries, because usually when you see one, there's bound to be an officer nearby. I don't see how they were issued Walther P38s, though, especially in a society that looks down upon women...

I know but I just call them female soldiers, because they are wearing
an uniform... nevermind...
---------------------------
Replaced 11 of 22 male peasants clones in level "Paycheck" with another one.
#1 Before
#2 After
#3 Both
---------------------------

AHO 12-24-2008 07:09 PM

Problem
 
I encountered a problem when addin a new NPC to the game.
1. You cannot change the cloth of this new created NPC
> I solved this problem.

2. If I have changed the cloth and change it again with my old
formerly changed clothes, the new clothes disapperas. That
means, they are not visible anymore. I figured out how to add
them to the console, so you can spawn them manually. But
I still cannot put them on. The action menu does not pop up.

Does anymbody have an idea what I could do?

AHO 12-24-2008 08:05 PM

Bug: Flying officer
 
1 Attachment(s)
I was able to fix the bug with the flying german officer in castle. :)
In level "Stronghold" there was a german officer, who was standing ca. 30 cm in the air.
This was a result of an scripting error, and it only appeared in the first two difficulty levels.

Quote:

Originally Posted by Code fragment from Krasavitca.lua
Level.StartCustomAnimationJob('GO14', "Act_ProjectY_WatchDevice", -42.0, -5.0, 662.5, -1.0, 0.0, 0.0);

The red marked value was "-1.0" before.

AHO 12-24-2008 11:27 PM

Clones
 
3 Attachment(s)
Replaced 4 of the 8 female scientists in american nuclear research
center (level "Project Y") with new one.



Features:
  1. New hair color blond instead of brown
  2. New face
  3. New pullover (color and structure)
  4. New color of shoes, brown instead of black
  5. She is now carrying an ID card in her pocket
  6. Completly new crated Normal/BumpMap (Relief, 3D structure)
-----------------------------------
Pic #1 Botch side by side
Pic #2 dito
Pic #3 The new female scientist
-----------------------------------

Liz Shaw 12-25-2008 04:20 AM

In "Embassy" on the third floor, there's one clone of the archives chief, and about four clones of the diplomat from "Hotel". Since you're replacing clones, how about you do the same with these guys for me, please?

AHO 12-25-2008 06:14 PM

Quote:

Originally Posted by Liz Shaw (Post 63097)
In "Embassy" on the third floor, there's one clone of the archives chief, and about four clones of the diplomat from "Hotel". Since you're replacing clones, how about you do the same with these guys for me, please?

Thx for info, but they are not much in quantity and therefore they are not
much conspicuous. I won't change them.

I will look foreward to the cloned prisoners in prison camp (level "Removal").

I also wanna try to add new prisoners to prison in castle (level "Stronghold").

forlik 12-25-2008 07:53 PM

Quote:

Originally Posted by AHO (Post 63144)
Thx for info, but they are not much in quantity and therefore they are not much conspicuous. I won't change them.

I think Liz Shaw is right. Look at the picture. These three diplomats looks really funny :)

http://img194.imagevenue.com/loc147/..._122_147lo.jpg

AHO 12-25-2008 07:55 PM

Quote:

Originally Posted by forlik (Post 63149)
I think Liz Shaw is right. Look at the picture. These three diplomats looks really funny :)

http://img194.imagevenue.com/loc147/..._122_147lo.jpg

Oh yes, but I never saw them all together in piano room at the same time.
They seem to put randomly the NPCs into this room.

OK I will check this...

Edit:// Sorry you are right, there are at the same time in the piano room. I will fix this ASAP.

forlik 12-25-2008 08:24 PM

Quote:

Originally Posted by AHO (Post 63150)
I will fix this ASAP.

It's not so urgent :mrgreen:

AHO 12-25-2008 08:27 PM

Quote:

Originally Posted by AHO (Post 63150)
Oh yes, but I never saw them all together in piano room at the same time.
They seem to put randomly the NPCs into this room.

OK I will check this...

Edit:// Sorry you are right, there are at the same time in the piano room. I will fix this ASAP.

Quote:

Originally Posted by forlik (Post 63152)
It's not so urgent :mrgreen:

It wasn't meant literally :P

AHO 12-25-2008 08:53 PM

2 Attachment(s)
I was able to put a car at the beginning of the 1st level (Cannibal).
What do you think? Is it useful, or should I remove it?

-----------Edit://
I decided to replace the jeep with an motor cycle.
See pic #2
------------
I think this new vehicle is useful, because it's annoying to move the
whole route by feet.
------------

.

AHO 12-25-2008 10:19 PM

1 Attachment(s)
Quote:

Originally Posted by forlik (Post 63149)
I think Liz Shaw is right. Look at the picture. These three diplomats looks really funny :)

http://img194.imagevenue.com/loc147/..._122_147lo.jpg


Design-Bug:
In Level "Ambassy" there were 4 NPCs of type "Diplomat", the problem
was 3 of them were in the piano room at the same time, so I decided
to replace two of them, which appear in the piano room, with another
NPCs.

As you can see on the attached picture, I replaced one with
the lady in red from the level "Hotel". The second is the black haired
lady from the lobby of the ambassy.

Note:
Both NPCs are modified ones. In original the black haired lady
had another dress and the lady in red was white not black (Afro).

Thanks to Liz Shaw and forlik for reporting this.

warrant officer 12-25-2008 11:22 PM

Quote:

Originally Posted by AHO (Post 63155)
I was able to put a car at the beginning of the 1st level (Cannibal).
What do you think? Is it useful, or should I remove it?
-----------Edit://
I decided to replace the jeep with an motor cycle.
See pic #2
------------
I think this new vehicle is useful, because it's annoying to move the
whole route by feet.

It's good idea. In the reality these soldiers for sure arrived on the motorcycle.

AHO 12-25-2008 11:25 PM

Quote:

Originally Posted by warrant officer (Post 63167)
It's good idea. In the reality these soldiers for sure arrived on the motorcycle.

Well I just thought, perhaps the level gets to easy, because the
designers seemed to had somthing in the mind when creating this
level this way.

It doesn't get to easy or does it?

AHO 12-26-2008 12:33 AM

New Prisoner Type
 
1 Attachment(s)
There were only one type of NPC for the prisoners in prison camp in level
"Removal". He appeared 96 times, so I replaced the half of them [48] with
another one.


Features:
  • Looks older
  • New face
  • Other skin color
  • Grey hair
  • Other prisoner number
  • Openened shirt
  • Undershirt visible

Sgt.Schnitzel 12-26-2008 01:15 AM

Quote:

Originally Posted by AHO (Post 63155)
I was able to put a car at the beginning of the 1st level (Cannibal).
What do you think? Is it useful, or should I remove it?

-----------Edit://
I decided to replace the jeep with an motor cycle.
See pic #2
------------
I think this new vehicle is useful, because it's annoying to move the
whole route by feet.
------------

.

Ok how did you do that? How did you place a vehicle on the map? What file did you edit? Tell me the exact filename.

Thanks

Edit1: What hex editor are you using? You are editing the .Shadvs files, right? I tried to edit these files with a hex editor but the game kept on crashing.

for example. I tried fixing the problem with the Zis-5 truck. If you've noticed it doesn't have a destroyed model when it blows up. If you were to try to blow it up you will see an explosion but it will stay in one piece. I tried to give it the destroyed model of Blitz truck in the vehicle.shadvs file but the game crashed.

I think it had something to do with my hex editor, What hex editor are you using?

warrant officer 12-26-2008 11:00 AM

Quote:

Originally Posted by AHO (Post 63168)
Well I just thought, perhaps the level gets to easy, because the
designers seemed to had somthing in the mind when creating this
level this way.
It doesn't get to easy or does it?

I think, that your motorcycle makes this level more realistic.

forlik 12-26-2008 01:25 PM

Quote:

Originally Posted by AHO (Post 63155)
I think this new vehicle is useful, because it's annoying to move the whole route by feet.

Quote:

Originally Posted by warrant officer (Post 63189)
I think, that your motorcycle makes this level more realistic.

Agree.

Quote:

Originally Posted by Sgt.Schnitzel (Post 63174)
I think it had something to do with my hex editor, What hex editor are you using?

Hex editor is only tool. And all hex editors works equally. I don't know a hex editor with magic spells :)
As for me, I prefer Far Manager(hexed plugin) for simple work and Hex Workshop for more complicated.

AHO 12-26-2008 05:37 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63174)
Ok how did you do that? How did you place a vehicle on the map? What file did you edit? Tell me the exact filename.

I added a spawning command to the main script file of the level (demoday.lua).
The command is

"Level.CreateWorldItem( "bike_bmw" , "vehicle" ,-2070.00 , -128.00 , -3500.00 , 0.0, 0.0, 0.0, 'id_veh' );"


Quote:

Originally Posted by Sgt.Schnitzel (Post 63174)
Edit1: What hex editor are you using? You are editing the .Shadvs files, right? I tried to edit these files with a hex editor but the game kept on crashing.

I have a SHADVS de/compiler.

Quote:

Originally Posted by Sgt.Schnitzel (Post 63174)
for example. I tried fixing the problem with the Zis-5 truck. If you've noticed it doesn't have a destroyed model when it blows up. If you were to try to blow it up you will see an explosion but it will stay in one piece. I tried to give it the destroyed model of Blitz truck in the vehicle.shadvs file but the game crashed.

Which level? Did you made other mods or fixes? Please let me know, so
I can add it to my Enhacement Addon.

Update:// The ZIS is only in training mission. I was not meant to be blown up ;)


Quote:

Originally Posted by Sgt.Schnitzel (Post 63174)
I think it had something to do with my hex editor, What hex editor are you using?

I use HexWorksop, but not for modifying SHADVS. You cannot modify
SHADVS files correctly with a hex editor.

forlik 12-26-2008 06:01 PM

Quote:

Originally Posted by AHO (Post 63217)
You cannot modify SHADVS files correctly with a hex editor.

Why not? I did it before tool from hykao was received. It's not easy, but it's not impossible ;)

AHO 12-26-2008 06:08 PM

Quote:

Originally Posted by forlik (Post 63220)
Why not? I did it before tool from hykao was received. It's not easy, but it's not impossible ;)

Just editing current values. But you cannot add new entries like with
the de/compiler, due to the fact that the hierarchical structure is not
clear in hex mode.

forlik 12-26-2008 06:21 PM

Quote:

Originally Posted by AHO (Post 63221)
Just editing current values. But you cannot add new entries like with the de/compiler, due to the fact that the hierarchical structure is not clear in hex mode.

Look at the first screen in my thread. To create it I add 11 new values (DtS mission names) to strings.shadvs ;)
But I repeat, much more easy way is using tools from hykao.

AHO 12-26-2008 06:23 PM

Quote:

Originally Posted by forlik (Post 63222)
Look at the first screen in my thread. To create it I add 11 new values (DtS mission names) to strings.shadvs ;)
But I repeat, much more easy way is using tools from hykao.

I see. But when I tried to add an complete entry of an NPC to the
actors.shadvs file the NPC was not visible for the engine. The NPC
entries contain many nested folders.

The strings.shadvs and ui.shadvs are not complex in structure.
What I mean is, more complex SHAVS files cannot be edited via
hex edit, as long you do not know the beginning and end of a nested
block.

Sgt.Schnitzel 12-26-2008 06:35 PM

Where can we find these tools?

Download link?

Edit1: From what file did you learn of the spawn script you showed me earlier?

I've never seen that kind of script before.

AHO 12-26-2008 06:42 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63224)
Where can we find these tools?
Download link?

There is no link. I have got received it from hykao via email. Ask him,
he knows the coder of this tool.

Quote:

Originally Posted by Sgt.Schnitzel (Post 63224)
Edit1: From what file did you learn of the spawn script you showed me earlier?

I analyzed all LUA script files of the game.

Quote:

Originally Posted by Sgt.Schnitzel (Post 63224)
I've never seen that kind of script before.

It's a game scripting language called LUA. The DtS engine uses it for
1. Every game mission. 2. for general purposes (Jobs, Triggers, Anchors etc.)

Sgt.Schnitzel 12-26-2008 06:46 PM

I know that Lua is a type of script. Blitzkreig uses it. I'm talking about the spawn script which you showed me in blue. I can't find any examples of this spawn code in any of the Lua files.

AHO 12-26-2008 06:52 PM

1 Attachment(s)
Quote:

Originally Posted by Sgt.Schnitzel (Post 63226)
I know that Lua is a type of script. Blitzkreig uses it. I'm talking about the spawn script which you showed me in blue. I can't find any examples of this spawn code in any of the Lua files.

Look at:
\level\posolstvo\posolstvo.lua
\level\training\training.lua
\level\rolik_svalka\svalka.lua
\level\hotel\anchors\PutDocsAnchor.lua

I dunno why you cannot find it :o

--------------
Upd: I figured out how to add the burned model of the Blitz for the ZIS!
Take the modified vehicles.shadvs from the attachement. ;)

Sgt.Schnitzel 12-26-2008 06:54 PM

Quote:

Originally Posted by AHO (Post 63227)
Look at:
\level\posolstvo\posolstvo.lua
\level\training\training.lua
\level\rolik_svalka\svalka.lua
\level\hotel\anchors\PutDocsAnchor.lua

I dunno why you cannot find it :o

I gave up too quickly. XD

Is it possible to add items to the inventory screen b4 a mission?

edit1: ok how? did u edit the vehicle.shadvs file?

edit2:do you know what script indicates the player's start point and his coordinates?

AHO 12-26-2008 06:57 PM

3 Attachment(s)
Quote:

Originally Posted by Sgt.Schnitzel (Post 63228)
I gave up too quickly. XD

Is it possible to add items to the inventory screen b4 a mission?

Yes, you must edit the equipment.shadvs of a level.
I did this before for my addon.


Quote:

Originally Posted by Sgt.Schnitzel (Post 63228)
edit1: ok how? did u edit the vehicle.shadvs file?

See my updated post! I edited it with the SHADVS decompiler I mentioned.
----
Update://

I tested the modified vehicles.shadvs and it functions.
See attached pictures.

Sgt.Schnitzel 12-26-2008 07:15 PM

Yeah! I just tested it too and it works brilliant!!!

Well I pmed hykao for the decompiler.

AHO 12-26-2008 07:20 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63230)
Yeah! I just tested it too and it works brilliant!!!

Well I pmed hykao for the decompiler.

One ugly thing is that you can see at the backside of the burned
truck these metal poles (I dunno how they are called ;))

Sgt.Schnitzel 12-26-2008 07:30 PM

Quote:

Originally Posted by AHO (Post 63231)
One ugly thing is that you can see at the backside of the burned
truck these metal poles (I dunno how they are called ;))

Yeah but its better then nothing. We can also create new vehicle slots. So that we can have a Mercedes car but in grey with the German military cross to go alongside the black civilian Mercedes.

http://www.ipmsstockholm.org/magazin...oen11cv_01.jpg

also does anyone know how to find the player's start point coordinates?

edit1: We need to create a universal coding guide with all known codes listed.

AHO 12-26-2008 07:35 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63232)
Yeah but its better then nothing. We can also create new vehicle slots. So that we can have a Mercedes car but in grey with the German military cross to go alongside the black civilian Mercedes.

I see, I did the same with new NPCs.
Did you made any modifications till yet?

Quote:

Originally Posted by Sgt.Schnitzel (Post 63232)
also does anyone know how to find the player's start point coordinates?

Yes, but it is a little complicated.

Quote:

Originally Posted by Sgt.Schnitzel (Post 63232)
edit1: We need to create a universal coding guide with all known codes listed.

I have my project file (Excel sheet) with the most important scriping
things and all NPC IDs. I could send it to you. But it is completly
written in German.

----------------------------------------------------------------------------------------
Who is "we" ?
Where is the picture from? Do you have a model viewer?

Sgt.Schnitzel 12-26-2008 07:41 PM

Quote:

Originally Posted by AHO (Post 63234)
I see, I did the same with new NPCs.
Did you made any modifications till yet?

No but I'm trying to make a new skin for the Mercedes. But instead of replacing the black one. I want to create a new one to go alongside it so that we can have both.

Quote:

Originally Posted by AHO (Post 63234)
Yes, but it is a little complicated.

Is it in the .map file?

Quote:

Originally Posted by AHO (Post 63234)
I have my project file (Excel sheet) with the most important scriping
things and all NPC IDs. I could send it to you. But it is completly
written in German.

----------------------------------------------------------------------------------------
Who is "we" ?
Where is the picture from? Do you have a model viewer?

No the pic is just an example.

AHO 12-26-2008 07:46 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63235)
Is it in the .map file?

Perhaps but I don't know where. Perhaps forlik knows, he is the
map file (swd) master ;)

I use the following method to get a position and spawn something:

Quote:

Originally Posted by Method for Spawning something
1. I save the current postion of the player with console command
"PL_SavePos"
2. The file "_default.pos" is created in DtS folder
3. I open it with HexWorshop and export it as hex dump text file
4. I take the coordinates for x,y,z and put it into the base converter tool
from hex worksop

Now I have the coordinates.

5. I put the command for spawning items into the scriptfile in function
"OnLoaded"
The command is e.g.

Level.CreateWorldItem( "bike_bmw" , "vehicle" ,-2070.00 , -128.00
, -3500.00 , 0.0, 0.0, 0.0, 'id_veh' );

Arguments:
1. Name of the object
2. Name of the object's class
3-5 x,y and z coordinates
6-8 I dunno. Is always 0.0
9 ID of the created object for further use in script.

Note:
The function Level.CreateWorldItem() is normally used for spawning weapons,
ammo, equipment and back packs,
but it works well with vehicles. You can also spawn NPCs but these don't
move and if you shoot them, the game crashes.

The classes and object names are taken from the template class shadvs files
e.g.
actors.shadv
vehicles.shadvs etc.

They are identical to the console commands for spawning.


AHO 12-26-2008 07:50 PM

Tasks
 
Something other: Long ago I posted in this thread:
http://forum.1cpublishing.eu/showthread.php?t=4096
that I'm able to create completely new mission tasks.
Nobody replied my question.

Should I add new tasks to existing level mission?
If yes which one and in which level?


-----------------------------------------------------
Quote:

Originally Posted by Sgt.Schnitzel (Post 63228)
I Is it possible to add items to the inventory screen b4 a mission?

You can also exchange the equipment.shadvs files with each other. If I rember correctly the level
"Removal" (Concentration Camp) has the biggest file with the most weapons.

The levels Training, Hotel and Ambassy does not have a equipment.shadvs, But If you modify the
briefing.shadvs of these levels, you can add the feature of weapon/equipment selction.
I tested this and it worked fine...

Sgt.Schnitzel 12-26-2008 08:29 PM

Damn! >(

I tried reskinning the Command car and look what happened!

http://i289.photobucket.com/albums/l...des290_DtS.jpg

Does anyone know a free and good paint program?

AHO 12-26-2008 08:41 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63242)
Damn! >(
I tried reskinning the Command car and look what happened!

Funny :) What went wrong?

Quote:

Originally Posted by Sgt.Schnitzel (Post 63242)
Does anyone know a free and good paint program?

As long I know Gimp should be good and it's Open Source. But I
Never used it.

Sgt.Schnitzel 12-26-2008 09:01 PM

The program I've been using seems to corrupt the texture files.

AHO 12-26-2008 09:04 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63249)
The program I've been using seems to corrupt the texture files.

Which program is that?

Sgt.Schnitzel 12-26-2008 09:09 PM

Quote:

Originally Posted by AHO (Post 63250)
Which program is that?

XnView. Sorry for not stating it earlier. You know what I'll create a new tread for skinning. I don't want this to go anymore off-topic.

I have the decompiler tools now. I'm exploring the shadvs files as we speak.

AHO 12-26-2008 09:29 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63251)
XnView. Sorry for not stating it earlier. You know what I'll create a new tread for skinning. I don't want this to go anymore off-topic.

I have the decompiler tools now. I'm exploring the shadvs files as we speak.


Good Idea.

What do you think. Should I spawn vehicles elsewhere too,
or clothes, like I did in level "Removal"?

Sgt.Schnitzel 12-26-2008 09:45 PM

1 Attachment(s)
Quote:

Originally Posted by AHO (Post 63253)
Good Idea.

What do you think. Should I spawn vehicles elsewhere too,
or clothes, like I did in level "Removal"?

Try to spawn as many vehicles as possible but in suitable locations. Try to add as many items also. A lot of the objects in DtS are very underused.

Here are some suggestions.


-Paycheck mission

The village Hall (where the three trucks are) doesn't have a command car next to it. Place one there. Officers don't drive in trucks.

http://i289.photobucket.com/albums/l...0_location.jpg

Place a Kubelwagen on the edge the village where there are three soldiers talking.

You should place a ZiS truck in this location.

http://i289.photobucket.com/albums/l...5_location.jpg

-Cannibal Mission

Replace the kubelwagen which parked besides the HQ with a Command Car. Replace the other kubelwagen with a Command Car where the two officers are standing and talking.

-Winter Storm

Place a command car besides the HQ next to the other one that doesn't work. Or make the non-working one work.

-Bridge Mission

-None of the snipers on the rooftops have ammo for their rifles. Give them at least two or three magazines each.


I'll come up with more.

EDIT1: The Command car is the black Mercedes.

EDIT2: Screenshots and I added the .pos file of the vehicle locations.

AHO 12-26-2008 10:07 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63257)
Try to spawn as many vehicles as possible but in suitable locations. Try to add as many items also. A lot of the objects in DtS are very underused.

Here are some suggestions.


-Paycheck mission

The village Hall (where the three trucks are) doesn't have a command car next to it. Place one there. Officers don't drive in trucks.

Place a Kubelwagen on the edge the village where there are three soldiers talking.

-Cannibal Mission

Replace the kubelwagen which parked besides the HQ with a Command Car. Replace the other kubelwagen with a Command Car where the two officers are standing and talking.

-Winter Storm

Place a command car besides the HQ next to the other one that doesn't work. Or make the non-working one work.

-Bridge Mission

-None of the snipers on the rooftops have ammo for their rifles. Give them at least two or three magazines each.


I'll come up with more.

Very good ideas. Thanks I will try to implement them, except the
reactivation of the Mercedes in level "Wintercold". I dunno how to
make it accessable.
-----------------------------
Update:// When you write command car, you mean the Mercedes?

AHO 12-27-2008 12:24 AM

I figured out, what the other three arguments mean: They are angles,
but it's a little strange. It seems that the order is y,z,x. I'm not sure.

Sample:
Level.CreateWorldItem( "Sten" , "Weapon" , 47.90, -41.38, 191.51, 0.0, 2.0, 0.0, 'idSten' );

AHO 12-27-2008 01:21 AM

Cars
 
4 Attachment(s)
In Level "Paycheck" I added three Mercedes' in front of the bulding with
the target officers. This is more realistic, because officers do not go by
feet or with a truck ;)

At the beginning of the level, at the church I added a Kubel-Jeep,
because there are three talking soldiers, but only one motor cycle
for two persons.

Pics:
#1 Mercedes in front of the HQ with Meyer-Mader.
#2 Mercedes in front of the hut with Knut.
#3 Mercedes in front of the house with Bartels
#4 Kubel jeep at the church.

Note #4: On the screenshots it seems that the left back tire is in the ground. This is not correct. It only seems so due to the fact that the
player is lying and the ground is not flat.

Thanks to Sgt. Schnitzel for this ideas...
The rest ist coming tomorrow ;)
---

Sgt.Schnitzel 12-27-2008 01:48 AM

Perfect!

Is there a freeware hex editor that has a base converter tool? I have HxD but it doesn't have one. And what exactly is a hex text dump?

AHO 12-27-2008 07:35 PM

Quote:

Originally Posted by Sgt.Schnitzel (Post 63281)
Perfect!

Is there a freeware hex editor that has a base converter tool? I have HxD but it doesn't have one. And what exactly is a hex text dump?

I dunno, but try the shareware version of HexWorkshop. I think the
small tool (Base Converter) will work without registering.

A hex dump is a text file containing the the binary data as you can see it
in the hex editor. I export to this file type because of copy & pase for
numeric conversions of the coordinates.


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