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-   -   My DtS/MoT mod (http://forum.fulqrumpublishing.com/showthread.php?t=5502)

AHO 11-14-2009 07:13 PM

Quote:

Originally Posted by forlik (Post 119559)
The message was:
You are trying to access motmod.at.tut.by
Sorry, we do not provide web-access service for it.

I tried it two minutes ago and I could access it without any problems.

Liz Shaw 11-14-2009 11:23 PM

Quote:

Originally Posted by forlik (Post 119554)
UPD: Please try this hotfix. It seems level rating calculation to be correct now.
http://rapidshare.com/files/306895203/HotFix.EN.7z

I can't seem to download this for free. What could be wrong?

UPD: Wait, it's now working!

forlik 11-15-2009 09:26 AM

Quote:

Originally Posted by AHO (Post 119596)
I tried it two minutes ago and I could access it without any problems.

Yes, I know. Problem was solved yesterday. I've just translated the error message for Liz Shaw.

Quote:

Originally Posted by Liz Shaw (Post 119626)
I can't seem to download this for free. What could be wrong?

Sometimes rapidshare.com doesn't allow to start download for free users. Just wait some minutes.

Quote:

Originally Posted by Liz Shaw (Post 119626)
UPD: Wait, it's now working!

Download link or hotfix? ;)

Liz Shaw 11-15-2009 10:09 AM

Quote:

Originally Posted by forlik (Post 119671)
Download link or hotfix? ;)

The free download! It was available after a few hours!

AHO, is it possible to extract sound files from the PC version of Splinter Cell: Chaos Theory?

phaichang 11-15-2009 03:47 PM

The free download! It was available after a few hours!

AHO 11-15-2009 07:14 PM

Quote:

Originally Posted by Liz Shaw (Post 119675)
AHO, is it possible to extract sound files from the PC version of Splinter Cell: Chaos Theory?

I dunno, which file format does it use?

Liz Shaw 11-15-2009 07:38 PM

Quote:

Originally Posted by AHO (Post 119742)
I dunno, which file format does it use?

How should I know? I only have the Xbox version of the game...

AHO 11-15-2009 09:42 PM

Quote:

Originally Posted by Liz Shaw (Post 119743)
How should I know? I only have the Xbox version of the game...

And what are'ye tryin' to do with the xbox ver? :o

Liz Shaw 11-15-2009 09:53 PM

Quote:

Originally Posted by AHO (Post 119754)
And what are'ye tryin' to do with the xbox ver? :o

Nothing, I thought you could extract them for me... Or British and American voice files from the early Call of Duty games would be nice...

AHO 11-15-2009 10:06 PM

Quote:

Originally Posted by Liz Shaw (Post 119756)
Nothing, I thought you could extract them for me... Or British and American voice files from the early Call of Duty games would be nice...

I will look, what I can do...

forlik 11-15-2009 10:44 PM

Quote:

Originally Posted by Liz Shaw (Post 119743)
How should I know? I only have the Xbox version of the game...

Just use a microphone to grab voice from Xbox speakers :)

AHO 11-16-2009 09:20 AM

Quote:

Originally Posted by Liz Shaw (Post 119756)
I thought you could extract them for me... Or British and American voice files from the early Call of Duty games would be nice...

I cannot, because I have the german version of both games.
But you can download the demos and extract them yourself.

You just need a program called: "Universal Extractor", which is able
to extract all files from almost all installers.

Website: http://legroom.net/software/uniextract

Liz Shaw 11-17-2009 01:33 PM

With the help of Universal Extractor and Game Extractor, I was able to extract voice files from the Call of Duty 1 and 2 Demos. I still need to figure out how to extract sounds from Splinter Cell: Chaos Theory and converting them to wav format.

AHO 11-17-2009 08:04 PM

Quote:

Originally Posted by Liz Shaw (Post 120118)
I still need to figure out how to extract sounds from Splinter Cell: Chaos Theory and converting them to wav format.

I will check that...wait...

Update:// I'm sorry, but SCCT uses modified/nonstandard Unreal-Tournament files. None of my tools could unpack them...

Liz Shaw 11-24-2009 01:04 AM

I found and corrected an error in Hotel's SWD file - the kissing woman has her Actor reference "Tetka" replaced with "Tetk1" from MotMod 1.01. This is because Actor reference "Tetka" uses American voice files.

By the way, is it possible to make new sound files register in the ai.shadvs file? I had a close look at the file. hykao claimed that the French workers in White Head don't say anything. Well, actually they do - try bashing one of them up and you'll notice that they use British voice clips. Also, apart from some scripted dialogue in Renegades if you make a boat fall on top of Shestakov, male Soviet peasants don't say anything. Although there's a folder called "panic_ded", it is never used - and all of the voice files in it are slower versions of what's in the Russian "panic" folder.

forlik 11-24-2009 09:35 AM

Quote:

Originally Posted by Liz Shaw (Post 121948)
I found and corrected an error in Hotel's SWD file - the kissing woman has her Actor reference "Tetka" replaced with "Tetk1" from MotMod 1.01. This is because Actor reference "Tetka" uses American voice files.

Yes. I've created a new actor (Tetk1) with english voice template.
About this woman, she can't speak while kissing :)

Quote:

Originally Posted by Liz Shaw (Post 121948)
By the way, is it possible to make new sound files register in the ai.shadvs file?

Why not? I can't say exactly because I do nothing with voice files. Maybe AHO know more about it.

AHO 11-24-2009 09:11 PM

Well with DtS all of my work modifying this file were not successful.
With MoT, I don't know, perhaps there are other ways to implement
voices/sound (=> Scripting).

Liz Shaw 11-26-2009 06:24 AM

So, has anyone tried to add new stuff to the "male_rus_ded" voice template yet?

Liz Shaw 11-28-2009 07:38 AM

Update on my addon for MoTMod:

All MoT missions except Shefferd now have "Attention" music from DtS. Apparently, adding "Attention" music in Shefferd affects the script when blowing up Tsavalov's room, causing the game to crash.

By the way, what kind of MoT features can be expected in Jagdpanther besides the Heil Hitler salutes? And is it possible to access SCM files? These are used for the cutscenes in MoT missions.

forlik 11-29-2009 08:42 AM

Quote:

Originally Posted by Liz Shaw (Post 123439)
By the way, what kind of MoT features can be expected in Jagdpanther besides the Heil Hitler salutes?

Besides of new objects/textures and Heil Hitler trigger, I'm planning to add yellow status for soldiers and level zones.
BTW, Wehrmacht military salute will be used instead of Heil Hitler.

Quote:

Originally Posted by Liz Shaw (Post 123439)
And is it possible to access SCM files? These are used for the cutscenes in MoT missions.

Of course it's possible, but I don't know how :)
As I see, these files are very small and uses fixed size (62 bytes). Maybe later I'll try to analyze them, but for now I've focused on SWD.

Liz Shaw 11-30-2009 12:01 AM

Quote:

Originally Posted by forlik (Post 123733)
BTW, Wehrmacht military salute will be used instead of Heil Hitler.

Wait... Did the Wehrmacht really didn't do the Heil Hitler salute?:confused:

forlik 11-30-2009 08:11 AM

Quote:

Originally Posted by Liz Shaw (Post 123899)
Wait... Did the Wehrmacht really didn't do the Heil Hitler salute?:confused:

Before July 1944 Wermacht uses standard military salute. Heil Hitler was used in SS and NSDAP. After July 1944 - in Wehrmacht too.

bcz 11-30-2009 04:16 PM

July 1944, you mean after the 20th July Plot?

Liz Shaw 11-30-2009 11:37 PM

Quote:

Originally Posted by bcz (Post 124060)
July 1944, you mean after the 20th July Plot?

Obviously, because after that, the entire Wehrmacht had to re-swear their oath to Hitler personally.

forlik 12-01-2009 09:38 AM

bcz, Liz Shaw, Yes. I mean 20th July plot.

bcz 12-01-2009 08:29 PM

Many high ranking officials in the Whermacht had a hatred of the racial policies imposed by Hitler. Moreover, the Whermacht never got on well with the SS, the SS being Hitler's "Preatorian Guards" and therefore being treated much better than the Whermacht. During the 20th July Plot, the conspirators attempted to arrest SS officials and then close the concentration camps (as they were run by the SS). One of the targets was Himmler himself, but fortunately (for him), he didn't go to the meeting at the Wolf's Lair.

bcz 12-07-2009 05:07 PM

Is it possible to make the character salute in return when soldiers salute him? It would be much realistic as officers normally salute back.

Liz Shaw 12-07-2009 08:03 PM

Quote:

Originally Posted by bcz (Post 126076)
Is it possible to make the character salute in return when soldiers salute him? It would be much realistic as officers normally salute back.

It never happened in MoT missions...

forlik 12-08-2009 09:27 AM

Quote:

Originally Posted by bcz (Post 126076)
Is it possible to make the character salute in return when soldiers salute him? It would be much realistic as officers normally salute back.

No, I can't add new features to the game.

bcz 12-13-2009 10:17 AM

Never mind, keep up the good work

Liz Shaw 12-16-2009 06:23 AM

I've decided to upload my modifications of both MoT and MoTMod onto Rapidshare, for others to download.

http://rapidshare.com/files/32150862...E_SPY.rar.html

I'm thinking of doing these things in future modifications:
  • Alternate German and Russian voice files
  • Adding silenced weapons for armed civilians

forlik 12-17-2009 07:51 AM

Quote:

Originally Posted by Liz Shaw (Post 128841)
I've decided to upload my modifications of both MoT and MoTMod onto Rapidshare, for others to download.

Congratulations! I'll try to download tonight. Is there a changelog?

Liz Shaw 12-17-2009 08:20 AM

Quote:

Originally Posted by forlik (Post 129192)
Congratulations! I'll try to download tonight. Is there a changelog?

I created a readme file so you know what I've done...:)

Liz Shaw 12-21-2009 08:14 AM

I've come up with a breakthrough!!!:grin:

I made new voice files hearable in-game by modifying the basesoundsfx.shadvs file. I'm still having problems getting the Soviet peasants to speak. Attempting to expand the ai.shadvs file causes the game to crash, even when using hykao's shadvs2txt program.

forlik 12-21-2009 03:52 PM

Quote:

Originally Posted by Liz Shaw (Post 130305)
I'm still having problems getting the Soviet peasants to speak.

Where did you find russian voice files? Do you know what these files contains? :)

Liz Shaw 12-22-2009 01:21 AM

Quote:

Originally Posted by forlik (Post 130419)
Where did you find russian voice files? Do you know what these files contains? :)

There's an unused folder in the MALE\\RUS folder called "panic_ded". The files are actually slowed recordings of what's in the standard panic folder, but although it looks like the folder's used for the peasants, it's not used. I made what's in the folder register in the basesoundsfx.shadvs file, but even after this, expanding the ai.shadvs file causes the game to crash.

forlik 12-22-2009 10:37 AM

1 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 130545)
Attempting to expand the ai.shadvs file causes the game to crash, even when using hykao's shadvs2txt program.

It's unpacked ai.shadvs:

Liz Shaw 12-22-2009 11:11 AM

You didn't have to post the unpacked file for me. I'm saying that every time I expand the ai.shadvs file using the ai.txt file and then converting the ai.txt file back into shadvs format, the game still crashes.

forlik 12-22-2009 11:20 AM

Quote:

Originally Posted by Liz Shaw (Post 130609)
You didn't have to post the unpacked file for me. I'm saying that every time I expand the ai.shadvs file using the ai.txt file and then converting the ai.txt file back into shadvs format, the game still crashes.

Ahh, sorry :)
Try to change the first two lines from
Code:

101
3 00000588 00000E07 00000E93
{"root" ""

to
Code:

100
0
{"root" ""

before packing.

Liz Shaw 12-22-2009 02:17 PM

It works! Male Soviet peasants now have dialogue without causing the game to crash. A big thanks to forlik!:grin:

EDIT 1: What do "chto_vy", "ne_nado", "ne_prichem" and "ne_trogaite" mean?

EDIT 2: I'm trying to add voices for the "male_rus_spy" voice template. Unfortunately, they don't seem to be working...

EDIT 3: I tried to add some silenced weapons to armed mechanics in "Lightning", but the game crashes when I load the level.

What could be wrong here:

Level.OnFinishLoad();

-- All mechanics who have a gun now carry silenced Lugers and ammo, instead of Walther P38s. -- Liz Shaw
local actor = Level.FindActor('GM07');

Actor.ClearInventory(actor , true );
local gun = Level.CreateItem("LugerSilencer","Weapon");
Actor.PutWeapon( actor, Actor.WEAPON_SLOT_PISTOL, gun );
Actor.PutWeaponAmmo( actor, "Luger");
--

local actor = Level.FindActor('GM09');

Actor.ClearInventory(actor , true );
local gun = Level.CreateItem("LugerSilencer","Weapon");
Actor.PutWeapon( actor, Actor.WEAPON_SLOT_PISTOL, gun );
Actor.PutWeaponAmmo( actor, "Luger");
--

local actor = Level.FindActor('GM17');

Actor.ClearInventory(actor , true );
local gun = Level.CreateItem("LugerSilencer","Weapon");
Actor.PutWeapon( actor, Actor.WEAPON_SLOT_PISTOL, gun );
Actor.PutWeaponAmmo( actor, "Luger");
--

local actor = Level.FindActor('GM19');

Actor.ClearInventory(actor , true );
local gun = Level.CreateItem("LugerSilencer","Weapon");
Actor.PutWeapon( actor, Actor.WEAPON_SLOT_PISTOL, gun );
Actor.PutWeaponAmmo( actor, "Luger");
--

local actor = Level.FindActor('GM20');

Actor.ClearInventory(actor , true );
local gun = Level.CreateItem("LugerSilencer","Weapon");
Actor.PutWeapon( actor, Actor.WEAPON_SLOT_PISTOL, gun );
Actor.PutWeaponAmmo( actor, "Luger");
--
end;

AI.DoFile( "scripts:Levels\\Common.lua", false );

Liz Shaw 12-23-2009 10:36 PM

2 Attachment(s)
Quick bugfix: When I removed the EnableHitFace command for Polyakov (level "Stronghold"), I accidentally removed a command that made it impossible to bring him out of the castle. Sorry for any inconvenience this may have caused.

EDIT: Made the same error with the informant in "Removal" too.

forlik 12-24-2009 06:58 AM

Quote:

Originally Posted by Liz Shaw (Post 130653)
What do "chto_vy", "ne_nado", "ne_prichem" and "ne_trogaite" mean?

chto_vy*.wav means "What are you doing?!"
ne_nado*.wav means "No!", "Do not do this!"
ne_prichem*.wav means "I'm not guilty!", "It's not my fault!"
ne_trogaite*.wav means "Do not touch me!", "Do not beat me!"

Quote:

Originally Posted by Liz Shaw (Post 131051)
When I removed the EnableHitFace command for Polyakov (level "Stronghold"), I accidentally removed a command that made it impossible to bring him out of the castle.

Why you operate with EnableHitFace command? It's a part of MoT engine and it works for all persons. AFAIK :)

Liz Shaw 12-24-2009 07:06 AM

Quote:

Originally Posted by forlik (Post 131113)
Why you operate with EnableHitFace command? It's a part of MoT engine and it works for all persons. AFAIK :)

The LUA files for some DtS missions allow you to stun certain people frontally via the action menu. For MoT, this is totally unnecessary, since Strogov can bash people up from the front (albeit with four or two blows, depending on what weapon he's holding) without being prompted.

Liz Shaw 01-05-2010 07:00 AM

Update on my addon for MoTMod:

Some of the Russian voice files have been replaced with ones from Hitman: Contracts (soldiers from The Bjarkhov Bomb). I'm not sure if these will be out of context or not, since I haven't started learning Russian yet. However, one set certainly wouldn't be...

The Russians don't have any "on_mertv" dialogue, so I used the appropriate Contracts files, made them register on the basesoundsfx.shadvs file and expanded the ai.shadvs file.

Is there any difference between "vot_tebe" and "ya_tebe"?

forlik 01-05-2010 08:57 AM

Quote:

Originally Posted by Liz Shaw (Post 133464)
Is there any difference between "vot_tebe" and "ya_tebe"?

ya_tebe - before hit
vot_tebe - during hit

Liz Shaw 01-05-2010 10:28 AM

There could be some stuff that'll need improving before or in time for the release of Jagdpanther.

What did Haggard Games do to allow you to convert American and German winter soldiers into MoT form? There are other models that could be converted to MoT form then, right? There are some that still have their DtS skeletons:
  • Soviet winter peasants (Winter Cold)
  • The courier (Winter Cold)
  • Female US scientists (Project Y)
  • Wardens (Removal)
  • Some female civilians in Embassy

Although Dietrich Meltzer (Cannibal) and the targets in Paycheck also have DtS skeletons, they'll eventually be given a new look before that could happen, right? I know that Meltzer is being revamped right now...

Other things worth pointing out are that the cleaning lady model (Actor reference "MadamCleaner") sweeps the floor with an invisible broom unlike in DtS, you cannot take the hotel manager's clothes unlike in DtS (is this because the model of Strogov in the manager's suit uses his old head?), British diplomats and cooks don't speak (though this is corrected in my addon), and I also think the prisoners in Removal should speak Russian.

forlik 01-05-2010 08:33 PM

Quote:

Originally Posted by Liz Shaw (Post 133505)
What did Haggard Games do to allow you to convert American and German winter soldiers into MoT form?

Incorrect question :)
HG re-converts 3dmax models to smf format using the new skeleton. I was unable to do this by myself since HG won't publish any tools for DtS/MoT modding.

Quote:

Originally Posted by Liz Shaw (Post 133505)
There are other models that could be converted to MoT form then, right?

Yes, you are right. But these models are not so important, Strogov in peasant's and warden's uniform uses MoT skeleton. Of course it will be better if all models were converted, but ... :)

Quote:

Originally Posted by Liz Shaw (Post 133505)
Although Dietrich Meltzer (Cannibal) and the targets in Paycheck also have DtS skeletons, they'll eventually be given a new look before that could happen, right? I know that Meltzer is being revamped right now...

Yes. Colonel D. Meltzer will have another face.
http://img162.imagevenue.com/loc1153...122_1153lo.jpg

Quote:

Originally Posted by Liz Shaw (Post 133505)
Other things worth pointing out are that the cleaning lady model (Actor reference "MadamCleaner") sweeps the floor with an invisible broom unlike in DtS

Yes, like soldiers smokes invisible cigarettes :)
http://img213.imagevenue.com/loc646/..._122_646lo.jpg

Quote:

Originally Posted by Liz Shaw (Post 133505)
you cannot take the hotel manager's clothes unlike in DtS (is this because the model of Strogov in the manager's suit uses his old head?)

There are no smf model of Strogov in manager's suit. For DtS too.

Quote:

Originally Posted by Liz Shaw (Post 133505)
British diplomats and cooks don't speak (though this is corrected in my addon), and I also think the prisoners in Removal should speak Russian.

I'm not focused on sounds in MoTmod. At least for today.
UPD: You can add new sounds for prisoners in your addon ;)

Liz Shaw 01-06-2010 01:25 AM

Quote:

Originally Posted by forlik (Post 133702)
Incorrect question :)
HG re-converts 3dmax models to smf format using the new skeleton. I was unable to do this by myself since HG won't publish any tools for DtS/MoT modding.

So how did you manage to convert the models?

Quote:

Originally Posted by forlik (Post 133702)
There are no smf model of Strogov in manager's suit. For DtS too.

Yet another difference between the Russian and localized versions of DtS, then. My version of DtS has an SMF model of Strogov in the manager's suit, and neither me nor AHO had anything to do with it...

forlik 01-06-2010 09:15 AM

Quote:

Originally Posted by Liz Shaw (Post 133759)
So how did you manage to convert the models?

Did you read my previous post? :)
I can't convert the models!

Quote:

Originally Posted by Liz Shaw (Post 133759)
Yet another difference between the Russian and localized versions of DtS, then. My version of DtS has an SMF model of Strogov in the manager's suit, and neither me nor AHO had anything to do with it...

Sorry, my mistake. I found SemenManager.SMF.
So, one more unconverted model :(

Liz Shaw 01-06-2010 10:30 AM

Quote:

Originally Posted by forlik (Post 133835)
Did you read my previous post? :)
I can't convert the models!

Secret only known to HG, eh?:grin:

Also, I've been trying to give silenced Lugers to some armed mechanics in Lightning, however trying to do this via the LUA file causes the game to crash when I load up the level.

Liz Shaw 01-09-2010 01:08 PM

After Jagdpanther, what kinds of new characters could we expect to see in future modifications? Since Wehrmacht units will appear in Jagdpanther, I've come up with some ideas about who to put in after Jagdpanther is released:
  • Fallschirmjäger in "Lightning"
  • British Home Guard in "Dora"
  • AHO once thought of using the FBI agent models as the basis for Gestapo agents in "Stronghold"
  • In "King's Riddle", there are at least two female secretaries. I have an idea of making them Naval Auxilaries (they appear to be SS helpers, or helferinnen).

In both games, all German soldiers appear to be part of the SS judging by the collar insignia. As well, all American and British soldiers appear to be part of the Airborne Division and the Parachute Regiment respectively, judging by the insignia on the left sleeve. In "Dora", the British soldiers are paratroopers, while the officers are SAS personnel, which is rather funny.:)

Also, are new Soviet uniforms going to be introduced eventually?

bcz 01-09-2010 04:55 PM

Most of the German soldiers are SS in MOT. There are few soldiers that are Wehrmacht. The Wehrmacht insignia is kind of rectangular, like the one in the picture (on the collar).

http://www.272nd.org/equipment_imgs/insignia.JPG

I think that having different soldiers in each map helps to increase variety. It would be very interesting if you have Fallschirmjager.

forlik 01-10-2010 06:02 PM

Quote:

Originally Posted by Liz Shaw (Post 134873)
After Jagdpanther, what kinds of new characters could we expect to see in future modifications?

Can't answer your questions right now, because mok disappeared. Last letter from him was 10.11.2009, and I don't know where is he and what happened :(

Quote:

Originally Posted by bcz (Post 134923)
The Wehrmacht insignia is kind of rectangular, like the one in the picture (on the collar).

Yes, like ngerman_soldier05.dds and ngerman_officer03.dds.

UPD: If somebody can help to find any info about mok - please PM me. I know name, surname, city and e-mail.

Liz Shaw 01-11-2010 01:47 AM

Quote:

Originally Posted by forlik (Post 135133)
UPD: If somebody can help to find any info about mok - please PM me. I know name, surname, city and e-mail.

Did he say that he was taking a break? Might be on a long holiday...

By the way, I recommend you don't release SemenManager.SMF for MoTMod until after Jagdpanther is finished. That thing I pointed out earlier is very minor.

forlik 01-11-2010 08:47 AM

Quote:

Originally Posted by Liz Shaw (Post 135208)
Did he say that he was taking a break? Might be on a long holiday...

No, it was very suddenly. And he always noticed me about his plans before.

Quote:

Originally Posted by Liz Shaw (Post 135208)
By the way, I recommend you don't release SemenManager.SMF for MoTMod until after Jagdpanther is finished. That thing I pointed out earlier is very minor.

Again, I can't release SemenManager.SMF without help of HG.

Liz Shaw 01-11-2010 12:01 PM

Quote:

Originally Posted by forlik (Post 135248)
No, it was very suddenly. And he always noticed me about his plans before.

Have you tried e-mailing him?

Anyway, to help recover from the shocking news that mok is AWOL, I'll release my next version of MoTMod Addon in a few hours.

What's new in my next version:
  • I modified the basesoundsfx.shadvs file so that it registers new voice files. New files have been added to the MALE\\USA folder.
  • Expanded AHO's alternate German dialogue a little bit, while some files have been replaced with ones from Hitman: Contracts (Fuchs bodyguards from The Bjarkhov Bomb and Traditions of the Trade).
  • Soviet peasants can speak now!
  • A few Russian voice files have been replaced with ones from Hitman: Contracts (soldiers from The Bjarkhov Bomb).
  • Almost all armed civilians have silenced weapons.
  • Corrected some objective texts in Winter Cold and Eight Snipers - stunning the courier's guards and the snipers, respectively, is acceptable, whereas the text tells you to kill them.
  • Prisoners in Removal now speak Russian.
  • Russian characters now say something after checking a body.

The only notable thing I'm planning to do for the next release is new dialogue for the French workers in White Head.

forlik 01-11-2010 12:45 PM

Quote:

Originally Posted by Liz Shaw (Post 135279)
Have you tried e-mailing him?

Of course.

Quote:

Originally Posted by Liz Shaw (Post 135279)
Anyway, to help recover from the shocking news that mok is AWOL, I'll release my next version of MoTMod Addon in a few hours.

Very good! I can add the link to your addon on the site (if you don't mind).

Quote:

Originally Posted by Liz Shaw (Post 135279)
Expanded AHO's alternate German dialogue a little bit.

Do you know Deutsch as good as AHO? ;)

Quote:

Originally Posted by Liz Shaw (Post 135279)
Almost all armed civilians have silenced weapons.

Can't see any sense in this feature.

Quote:

Originally Posted by Liz Shaw (Post 135279)
Prisoners in Removal now speak Russian.

Not only Russians were in the concentration camps.

Liz Shaw 01-12-2010 12:32 AM

Version 2.0 is up!!!

http://rapidshare.com/files/33391724...V.2.0.zip.html

AHO 01-12-2010 12:10 PM

Quote:

Originally Posted by Liz Shaw (Post 135440)

Congratulations :)
Please could you use another host than RapidShare (e.g. MegaUpload)?!. It's damned slow...

Liz Shaw 01-12-2010 12:32 PM

Quote:

Originally Posted by AHO (Post 135534)
Congratulations :)
Please could you use another host than RapidShare (e.g. MegaUpload)?!. It's damned slow...

I'll keep that in mind for future releases...

Pizzadvl 01-13-2010 07:30 AM

Shitshare :)

forlik 01-13-2010 11:16 AM

Quote:

Originally Posted by Liz Shaw (Post 135541)
* Corrected the Hotel SWD file - the kissing woman has her Actor reference changed from "Tetka" to "Tetk1" from MoTMod 1.01. This is because Actor reference "Tetka" uses American voice files.

Will be fixed in MoTmod 1.02. Your addon will be lighter for 100 Mb ;)

forlik 01-14-2010 06:15 AM

Update 1.02 is available for download.

Liz Shaw 01-14-2010 08:33 AM

Thanks for adding the localized SWD file for Paycheck. Can you tell us how progress is going with Jagdpanther?

forlik 01-14-2010 01:00 PM

Quote:

Originally Posted by Liz Shaw (Post 136097)
Thanks for adding the localized SWD file for Paycheck. Can you tell us how progress is going with Jagdpanther?

Jagdpanther is in progress. What exactly you want to know? :)

Liz Shaw 01-14-2010 01:21 PM

Quote:

Originally Posted by forlik (Post 136132)
Jagdpanther is in progress. What exactly you want to know? :)

I mean how much have you done? In my opinion, the objective about getting the driver's uniform should be removed from the list, because it's impossible to complete it on Saboteur difficulty. Also, on Saboteur difficulty, getting into the main building is a major problem without cheats.

forlik 01-14-2010 04:18 PM

Quote:

Originally Posted by Liz Shaw (Post 136134)
I mean how much have you done?

I think more than half of all planned features.
The problem is that I can't say when I'll complete them all. Two times I've made a rollback to previous version because of crashes after minor SWD changes. It's not easy to find the reason of the crash after several changes, especially when the last changes were correct.

Quote:

Originally Posted by Liz Shaw (Post 136134)
In my opinion, the objective about getting the driver's uniform should be removed from the list, because it's impossible to complete it on Saboteur difficulty.

I'm not agree. It's the optional task.

Quote:

Originally Posted by Liz Shaw (Post 136134)
Also, on Saboteur difficulty, getting into the main building is a major problem without cheats.

Yes, but as for me, I don't like saboteur diff. level because I like cloth changing feature :)

Liz Shaw 01-15-2010 06:26 AM

So, is it possible to expand the SWDs with some kind of program, like the shadvs2txt program, or are you just cloning past actor references in order to make eg. Luftwaffe mechanics in Lightning (are their Kriegsmarine counterparts in King's Riddle going to make an appearance in Jagdpanther too?) and workers show up, and coming up with an actor reference that fits the SWD, like "Tetk1" or "HotelWaite1"?

forlik 01-15-2010 10:24 AM

Quote:

Originally Posted by Liz Shaw (Post 136304)
So, is it possible to expand the SWDs with some kind of program, like the shadvs2txt program

This program called SWD Editor, but only HG has it.

Quote:

Originally Posted by Liz Shaw (Post 136304)
or are you just cloning past actor references in order to make eg. Luftwaffe mechanics in Lightning (are their Kriegsmarine counterparts in King's Riddle going to make an appearance in Jagdpanther too?) and workers show up, and coming up with an actor reference that fits the SWD, like "Tetk1" or "HotelWaite1"?

Something like that, cloning entities and creating corresponding actors.
BTW, it's not a Luftwaffe/Kriegsmarine mechanic. It's a Heer mechanic and senior mechanic.
http://img205.imagevenue.com/loc514/..._122_514lo.jpghttp://img242.imagevenue.com/loc125/..._122_125lo.jpg

Liz Shaw 01-15-2010 10:38 AM

Quote:

Originally Posted by forlik (Post 136345)
BTW, it's not a Luftwaffe/Kriegsmarine mechanic. It's a Heer mechanic and senior mechanic.
http://img205.imagevenue.com/loc514/..._122_514lo.jpghttp://img242.imagevenue.com/loc125/..._122_125lo.jpg

They're based on mechanics in Lightning, I was wondering if there will be mechanics based on those in King's Riddle.

Anyway, moving on, I want to have two issues sorted out for my next release of the addon:
  • How to prevent Colonel Hudson from using American voice clips without removing him from the delegation list (Dora).
  • How to remove Ivan Melnik's gun from his inventory when he places it on his desk, and how to reconstruct the gun when he picks it back up again (White Head).

forlik 01-15-2010 02:18 PM

Quote:

Originally Posted by Liz Shaw (Post 136350)
They're based on mechanics in Lightning, I was wondering if there will be mechanics based on those in King's Riddle.

No sense.

Quote:

Originally Posted by Liz Shaw (Post 136350)
Anyway, moving on, I want to have two issues sorted out for my next release of the addon

I've never done it, sorry.
Try to find similar actions in the scripts.
Maybe AHO knows?

Liz Shaw 01-18-2010 01:10 AM

How do you edit or make new SMF files? Whenever you take a German winter soldier's uniform, his head changes to that of the regular soldier.

forlik 01-18-2010 08:55 AM

Quote:

Originally Posted by Liz Shaw (Post 137065)
How do you edit or make new SMF files?

I can edit only shadvs-part of smf file using shadvs2txt and txt2shadvs tools.

Quote:

Originally Posted by Liz Shaw (Post 137065)
Whenever you take a German winter soldier's uniform, his head changes to that of the regular soldier.

What do you mean? It's a bug? Can you provide some screens?

Liz Shaw 01-18-2010 10:30 AM

4 Attachment(s)
Here's what I mean! Note that there's a different face when you remove the winter soldier's uniform.

forlik 01-18-2010 11:09 AM

Quote:

Originally Posted by Liz Shaw (Post 137156)
Here's what I mean! Note that there's a different face when you remove the winter soldier's uniform.

Thanks. Are you sure that is a MoTmod bug? Can you try to reproduce it in DtS?

Liz Shaw 01-18-2010 11:25 AM

4 Attachment(s)
It's the same with DtS!

forlik 01-18-2010 12:57 PM

Quote:

Originally Posted by Liz Shaw (Post 137182)
It's the same with DtS!

Yes, it's a DtS bug. It can't be fixed because winter soldier's head texture (sol_head02.dds) can't be used with the nude model (german_nude.smf):
http://img246.imagevenue.com/loc402/..._122_402lo.jpg

AHO 01-18-2010 10:59 PM

Quote:

Originally Posted by forlik (Post 136404)
Maybe AHO knows?

I'm sorry, but I never worked on the MoT engine except the essential files
for localization...

forlik 01-19-2010 07:57 AM

Quote:

Originally Posted by AHO (Post 137382)
I'm sorry, but I never worked on the MoT engine except the essential files for localization...

Liz Shaw's question isn't related to MoT engine. Perhaps you did something like this in DtS?

UPD: I mean question with Ivan Melnik's gun.

Liz Shaw 01-21-2010 04:13 AM

1 Attachment(s)
A couple of updates:
  • Ivan Melnik's gun is now a silenced Nagant rather than a silenced Luger.
  • Colonel Hudson no longer uses American voice files.

I'm currently modifying the "female_ger" voice template a little bit. There are some unused files in that set.

EDIT: Uh, forlik, I just noticed this little graphical problem...

forlik 01-22-2010 08:09 AM

Quote:

Originally Posted by Liz Shaw (Post 138071)
Uh, forlik, I just noticed this little graphical problem...

Hmmm, only one man has the red gun?

UPD: Please tell me, is it bug of original MoTmod or it appears after your modifications?

Liz Shaw 01-23-2010 06:42 AM

Quote:

Originally Posted by forlik (Post 138405)
UPD: Please tell me, is it bug of original MoTmod or it appears after your modifications?

I haven't modified any textures, only sound, SWD, LUA and shadvs files, as well as the loading screens for MoT missions.

I'm currently adding new voice files for the French workers in White Head - it seems silly for them to speak English with a British accent (or Russian in the case of the informer).

forlik 01-23-2010 08:02 AM

Quote:

Originally Posted by Liz Shaw (Post 138718)
I haven't modified any textures, only sound, SWD, LUA and shadvs files, as well as the loading screens for MoT missions.

This bug isn't related to textures and should be fixed via swd.

UPD: See your PM.

Liz Shaw 01-24-2010 03:07 AM

5 Attachment(s)
Everyone who brandishes a weapon has this bug, including Strogov. The bug can be reprouduced at these two locations in the screenshots. However, it only seems to affect the knife and the Colt M1911A1, not the silenced Nagant.

forlik 01-25-2010 08:33 AM

Quote:

Originally Posted by Liz Shaw (Post 138996)
Everyone who brandishes a weapon has this bug, including Strogov. The bug can be reprouduced at these two locations in the screenshots. However, it only seems to affect the knife and the Colt M1911A1, not the silenced Nagant.

I confirm this bug. Thanks for the reporting.

http://img195.imagevenue.com/loc677/..._122_677lo.jpg

Pizzadvl 01-26-2010 06:01 PM

Is this in English?

forlik 01-27-2010 08:15 AM

Quote:

Originally Posted by Pizzadvl (Post 139581)
Is this in English?

English version of MoTmod? Yes, russian and english versions can be downloaded from my site.

forlik 01-27-2010 08:21 AM

Jagdpanther
 
D. Meltzer's room and car:

http://img31.imagevenue.com/loc63/th...6_122_63lo.jpghttp://img28.imagevenue.com/loc580/t..._122_580lo.jpghttp://img144.imagevenue.com/loc108/..._122_108lo.jpg

Liz Shaw 01-27-2010 08:48 AM

Quote:

Originally Posted by forlik (Post 139717)
English version of MoTmod? Yes, russian and english versions can be downloaded from my site.

I think Pizzadvl means that screenshot with the name of the weapon in English and the alarm text in Russian.

Replacing the Kubel jeep outside the main building with a Mercedes was also in AHO's mod. What strikes me about the car is that I don't think I've seen a driver polishing that vehicle before. Does that mean you can give NPCs new routines?

But that's the least of my worries. I'm still trying to add silenced Lugers to all armed mechanics in Lightning via its LUA file, but so far when I load up the level, the game crashes.

forlik 01-27-2010 02:01 PM

Quote:

Originally Posted by Liz Shaw (Post 139728)
I think Pizzadvl means that screenshot with the name of the weapon in English and the alarm text in Russian.

My working version is russian.

Quote:

Originally Posted by Liz Shaw (Post 139728)
Replacing the Kubel jeep outside the main building with a Mercedes was also in AHO's mod.

Yes. Thanks to AHO for this idea.

Quote:

Originally Posted by Liz Shaw (Post 139728)
What strikes me about the car is that I don't think I've seen a driver polishing that vehicle before. Does that mean you can give NPCs new routines?

I can't say this globally, but it seems that it works for this NPC.
Now I'm trying to add Meltzer's secretary with new routine, but without success :(

Quote:

Originally Posted by Liz Shaw (Post 139728)
But that's the least of my worries. I'm still trying to add silenced Lugers to all armed mechanics in Lightning via its LUA file, but so far when I load up the level, the game crashes.

:confused:

Liz Shaw 01-27-2010 02:06 PM

Quote:

Originally Posted by forlik (Post 139759)
can't say this globally, but it seems that it works for this NPC.
Now I'm trying to add Meltzer's secretary with new routine, but without success :(

A secretary? Do you mean one of the new helferinnen, or the orderly who follows him throughout the base?:confused:

Pizzadvl 01-27-2010 05:23 PM

Quote:

Originally Posted by forlik (Post 139717)
English version of MoTmod? Yes, russian and english versions can be downloaded from my site.


That's what I meant, thanks.;)

Oh, and please upload to megaupload, and not to slowshare.

forlik 01-28-2010 07:49 AM

Quote:

Originally Posted by Liz Shaw (Post 139761)
A secretary? Do you mean one of the new helferinnen, or the orderly who follows him throughout the base?

Of course I mean Stabshelferin:
http://img267.imagevenue.com/loc534/..._122_534lo.jpg

Quote:

Originally Posted by Pizzadvl (Post 139827)
Oh, and please upload to megaupload, and not to slowshare.

Ok, I'll post link on megaupload tonight.

Liz Shaw 01-28-2010 08:40 AM

Quote:

Originally Posted by forlik (Post 139960)

In this case, if you get the secretary's new routine up and running, I've got an idea about removing the safe's key from Meltzer's inventory and adding it to his secretary's...

Pizzadvl 01-28-2010 11:51 AM

Nevermind, I already got it, thanks anyway!

Pizzadvl 01-28-2010 01:20 PM

I dont know if it is the game or the mod but my mouse is behaving strangely, it moves automaticly.. :S

forlik 01-28-2010 02:29 PM

Quote:

Originally Posted by Liz Shaw (Post 139970)
I've got an idea about removing the safe's key from Meltzer's inventory and adding it to his secretary's...

Why? My key is always in my pocket :)

Quote:

Originally Posted by Pizzadvl (Post 140002)
Nevermind, I already got it, thanks anyway!

Ok. If somebody can't download from rapidshare - please let me know.
I'll try to upload future releases on megaupload also.

Quote:

Originally Posted by Pizzadvl (Post 140014)
I dont know if it is the game or the mod but my mouse is behaving strangely, it moves automaticly.. :S

Never heard about problems with mouse :confused:
Can't you try to run MoT without MoTmod?

Pizzadvl 01-28-2010 06:10 PM

Quote:

Originally Posted by forlik (Post 140024)
Why? My key is always in my pocket :)


Ok. If somebody can't download from rapidshare - please let me know.
I'll try to upload future releases on megaupload also.


Never heard about problems with mouse :confused:
Can't you try to run MoT without MoTmod?

Nope, I've overwrote MoT with MoTmod, I will figure something out eventually.

Liz Shaw 01-29-2010 09:46 AM

How do you replace existing textures with something else eg. the tank picture in Meltzer's office replaces the poster?

forlik 01-29-2010 12:08 PM

Quote:

Originally Posted by Liz Shaw (Post 140222)
How do you replace existing textures with something else eg. the tank picture in Meltzer's office replaces the poster?

I replaced poster.smf on picture.smf in the jagdpanther.swd.
BTW, it's not a tank. It's a self-propelled antitank gun :)


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