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You can always change the date of the mission...
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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...:grin: PS: The files for the clothes are probably those examples listed here: wear_scientist.SMF wear_aofficer.SMF Maybe you can make files like: wear_professor.SMF wear_colonel.SMF wear_scientist2.SMF And hopefully they'll solve the problem with the new clothes... |
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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 |
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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The ambient musics are added to the levels a different way. Sound FX etc. are defined in the SWD map file. It's a binary file with almost unknown structure. The ambient musics are defined in the LUA script file of every level. It's very simple to add, edit or remove them. The script commands are: Level.AddMusic( Level.MUSIC_MOOD_ATTENTION,"sounds\\music\\danger. ogg"); Level.AddMusic( Level.MUSIC_MOOD_ACTION, "sounds\\music\\action_3.ogg" ); Level.AddMusic( Level.MUSIC_MOOD_DEFAULT, "#0.50#sounds\\music\\loud_speaker.ogg" ); Arguments are:
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By the way, I think you should also remove the doctor's pistol in "Removal" and reset his AI, as well, while you're at it. Just seems ridiculous, either that or give the two nurses guns too...
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Beta3 is online, also
english and hungarian language packs! |
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Okay, the updates are great, but the archives chief still has the AI of an armed guard, even though he no longer carries a weapon.
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thenI added it again. But his AI is not hostile anymore. Well, many of the cc doctors were not civilians, but SS officers, like the internationally well known "Angel of Death" Dr. Josef Mengele. He was a SS officer, so it is probable, that he beared a gun. Update: // Look here http://en.wikipedia.org/wiki/Josef_Mengele |
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Okay, I've got a couple more questions about the Beta 3 modifications:
The new American uniform: You've replaced the rank of the black soldier's uniform, but when Strogov puts one of those on, the rank changes back into the original as if he just stole a white soldier's outfit. Maybe you should make a file showing Strogov wearing the new PFC outfit. The dead Russian sniper: How am I supposed to find him? Is he marked on the map as a black dot just like any other body? |
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He is in the south-west by the trees near the walls... ----------- Something other: I still want to spawn clothes, items, weapons to some places in various missions... Do you have a suggestion? |
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Clothes: In "Stronghold", maybe you could place a warden's uniform in the bedroom near the conference room (a secretary is sitting next to the door). Items: You could place more glasses and breakable mugs throughout various offices in "Project Y" and "Embassy". Weapons: No ideas about placing new weapons, but what's the difference between an M1 Garand and an M1 Carbine? Aren't they the same weapon? Some American soldiers carry an "M1 Garand", while others carry an "M1 Carbine". |
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selections screen select these weapons and look at the rotating picture of these rifles, then you see the difference. Code:
the carabine is a more recent version of the M1 rifle... |
I've got some more ideas:
Items: In "Project Y", maybe you could add chloroform bottles in the room with the marked scientist, the smokestation room's cubicle, the laboratory and in the classroom. You could also add a first aid kit on the teacher's desk as well... Weapons: Besides the cooks in "Hotel", there are also two cooks in "Die, Spies!", and one in "Embassy". In "Hotel", you added a knife in each cook's inventory, maybe you should do the same with the cooks in the other two levels. And speaking of knives, I think you should add one on top of the sink in the embassy's kitchen, next to the two stacked plates... |
This looks really nice, AHO!
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I couldn't find the decaying sniper in "Winter Cold". You said he is found behind the trees near the walls, but I checked and couldn't find him. Did you post another unfinished or corrupted file?
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Update:// I marked the position on the map. See attachment! |
I still can't find it, even in the position you specified...:(
Also, I found another oddity, not related to the Beta3 modifications: In "Embassy" the man who distracts most of the people in the staff lounge by playing the piano is one of Volkov's bodyguards, but he does not carry a gun and has civilian AI (ie. cowers at the first sign of trouble). I've got two solutions to this: 1. Set the pianist's AI to that of an armed guard and give him a Colt 1911 with ammo. 2. Change his character model to another employee. |
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http://img45.imagevenue.com/loc1164/...122_1164lo.jpg This man isn't looks like a pianist :) |
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I was confused (like often) because I'm editing the german version, then I had to update the english and hungarian language files... I will fix it now. Update 2:// Take the updated file from attachement an put into folder: \scripts\templates\ |
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Better Pianist in Embassy
Replaced the pianist in embassy with a man in tuxedo (Hote Manager NPC), because he was a generic british agent. |
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OK, we try another way: ;) Do you have activated the console? If not, then do the following steps: If yes then start with #4
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While you're still online, I came up with an idea...
In "Project Y", when you fiddle with the smokestation, the nearby female scientist rushes off to inform her male counterpart in the cubicle about the "faulty" machine. You added texted dialogue between characters before, maybe you can add texted dialogue between those two NPCs. After all, doesn't MoT have this feature? |
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I'm so sorry, I get confused when I have to edit multiple files at the same time... It's hard.... I just have forgotten to update the english version of: \Levels\Posilka\Posilka.lua Please take the updated version from the attachement. |
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Are you still thinking about changing the mission names?
By the way, another thing is bothering me... Every time an objective has been completed, the game says "the mission has been accomplished:...". It makes it sound like the mission's over already! Can you change the text to "objective completed:..." instead, please? |
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The funny thing is internally, inside the shadvs script the key names were correct but the localization not ;) Code:
"objcomplete" = 0 "Objective completed"; folder: "\UI\" Have fun ;) |
Remember the snipers you have to kill in "Eight Snipers"? How you added a magazine for each one's sniper rifle in their inventory? There are snipers in "Die Spies" and "Removal" as well. Maybe you could add a magazine to their inventory too?
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in the SWD map file. I don't know where and how. It's seems that they are encrypted or something like that... Short: There are some IDs in the scripts and I can only modify them unfortunately :( |
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Example for D. Meltzer (YAZK): http://img204.imagevenue.com/loc537/..._122_537lo.JPG |
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I found his ID at adres 0x00EF68FC as a reverse string (KZAY). But it is not a stored as a number? It's just a reverted string :o Update:// If a NPC does not have an ID, can I give him a new one? Is the space inside the swd empty? How long have the ID to be? I think four bytes (chars)? |
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By the way, where did you get the German voice clips? Some of them came from Commandos and Call of Duty...
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Diplomat Oddities
Here are some oddities in "Hotel":
1. Taking out the diplomat by non-lethal means (ie. chloroform, punching him or throwing a glass at him) is classed as killing him and instantly results in mission failure. Maybe you should make the game recognize that knocking out the diplomat isn't classed as killing him. You did a similar thing with the courier in "Winter Cold". 2. The game crashes when you attack the diplomat while the meeting is going on. |
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Edit:// On my system the game only crashes when I attack the traitor, not the diplomat :o It seems to be a scripting error, but I cannot find it :( |
One of the two anyway! The point is, the text says "Diplomat has been killed" even when you merely knock him out. Alternatively, you could change the text to "Diplomat has been attacked"...
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Back to the crash thing: Was it there before you installed my mod? |
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Something's been bugging me lately...
Toilets in Embassy: The bathroom where you get to nick the "out of order" sign appears to be the women's toilets, since only female staffers go in and out of that room. For some reason, they don't seem to mind Strogov paying a visit. For realism concerns, I think you should make everyone on the first floor turn hostile as soon as Strogov enters the ladies toilets, since in real life, people won't take too kindly to this and will call security. You've only discovered how you can replace NPCs with ones with new IDs, didn't you? However, I don't think it would be a good idea for Strogov to dress up as the cleaning lady who frequently visits both bathrooms...;) |
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because the behaviour-scripts of NPCs are a little bit tricky... Quote:
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Another thing has been bugging me:
There are a couple of female voice clips in the German dialogue folder. Are they actually used ingame?:confused: |
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unknown bug.... I dunno, I tried, but I could not figure out why... |
So... How are the Beta4 modifications coming along?
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Are you thinking of adding these features in:
1. Texted dialogue between NPCs 2. Extra objectives in some missions |
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areas, who help the player. But programming their behaviour and AI is a little tricky, but possible. The problem is how to spawn new NPCs. Quote:
I also asked the community for ideas, but nobody replied... Do you have an idea? |
Well, now that you've created a new outfit for the Professor ("Project Y"), maybe a custom objective could be to lure the Colonel into his own office by telling the soldier guarding the door that the Professor wants to speak to the Colonel urgently (Strogov has to be disguised as the Professor for this to work), similarly to how in "Die Spies", an optional objective involves Strogov stealing Colonel Jürgen Resch's uniform and telling the soldier on the third floor that Resch wants to speak with the Sturmbannführer Adolf Steinglitz.
By the way, by texted dialogue between NPCs, I meant in events like in "Project Y" when Strogov has to fake a failure with the smokestation. |
Maybe you can 'Optimize' the game more? so a little older PC's can get Higher Graphics without slow/lag ?
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can only be done by modifying the engine and I'm not skilled to do this.. |
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Since it is currently impossible to provide voices to the two scientists, let alone the Americans, I was thinking you could write dialogue for these two scientists and display the text on-screen, since it's ridiculous seeing only gestures... |
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And also a Idea: Maybe add a 'Hold Breath' option for the sniper rifles? Because it's almost impossible to shoot someone with the sniper rifles. And what about a FPS view? Like Hitman ( Third Person and First Person view. ) |
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AHO, I kept checking up the console while playing through "Project Y" and I think I've discovered why the Professor's and Colonel's clothes don't reflect light very well...
Have you made any of the following files: professor_body.ddn.bmp colonel_body.ddn.bmp or concerning the new male peasant in "Paycheck", de2_body_ddn.bmp If so, they have to be in the correct folders, and they weren't uploaded in any of your Beta modifications. |
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It is explained in the training mission, when zoomed in, hold down the right mouse button to hold your breath.
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I did not created them, because I took the ones from the original NPC. But I will check that. I gonna create new Bumps and see if it's solving the problem. --- Concerning the dialogs. I think this is a good Idea and I will implement that... --- Edit:// I created only the BumpMaps of the faces, because the rest of the body is identical to the original ones. |
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For "Die Spies", maybe you could enhance Objective #2 (where you have to find the files on German agents), by placing more files around the school for Strogov to find.
The reason is, the opening cutscene says that the files can be found in the principal Hans Himmel's safe, but in the actual level, you can't interact with that safe and the files are located in two separate locations. Can you make the various safes around the school unlockable? |
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Release date?:rolleyes:
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till now. Wait and see ;) |
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direct link: http://death-to-spies.com/aho/changelog.html |
Nice.
Some enemies are still hostile when you have a Higher rank uniform, can you disable that? |
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become too easy then... |
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Also, maybe you can put the engine from Moment of Truth into DtS. ( better graphics etc ).
And maybe make it so that not the whole level is alerted when you shoot? ( with a pistol ) |
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And by the way: MoT is not published here in Germany... Quote:
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He adds the DtS levels to MoT I read.
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I am having some problems with the mod. I extracted the files as said in the changelog, then I put everything in the directory and did the backup thing. But when I load the game, a new window pops up with the picture of the spy aiming his gun at an officer. Then the game crashes for no reason. Have I done something wrong in the installation process?
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Great mod, at last I can see proper swastikas during the game. It helps a lot for realism's sake. Death to Spies has the most historically accurate German uniforms. Could you mod the Allgemeine-SS Officer Uniforms, because they only had one shoulder patch like in this picture. Sorry, the picture is quite big.
http://www.diggerhistory.info/images...gemeine-SS.jpg |
The mod isn't even out yet?
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@Pizzadyl: Current state is Beta-3 and I think there will no other Beta ;) |
Actually, I've got something odd for you:
German crates in Training mission |
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Where can you download it then ? :). |
Hey, I just realised:
None of the Germans have backpacks! What's the point of having backpacks in the game if the only one who uses them is Strogov? Maybe you could then give some of them wire-cutters in their inventory or something... |
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backpack of a german soldier... |
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Another oddity is that there are German crates in the Training mission, yet it takes place in a Soviet training camp. |
Hey, I think I've come up with an idea for a new mission objective!
Hotel: You still remember the kissing couple, right? An optional objective here could be stealing a spare key to the diplomat's safe from the guard in that room. I was thinking you could call this guard the head of security and change his character model to one of Volkov's bodyguards from "Embassy". |
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Thanks anyway. -------- Something other: You all know the traiter "Konstantin Volkov" from the last mission. I found some interesting infos about him: http://books.google.de/books?id=nI15...FT-lKqPk&hl=de |
How did you place subtitles onto the cutscenes? I wanted to change them to English. In fact, where are the cutscene video located at?
I do say a very nice mod! :) Edit: OK I found them. It was right in front of me. I used the English Addon mod to change it to English. Very nice. Now I can understand what they are mumbling about in the cutscenes :) |
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