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

Jason 02-14-2009 03:33 PM

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

AHO 02-14-2009 06:44 PM

Quote:

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

But that would not be historical correct ;)

Liz Shaw 02-15-2009 02:04 AM

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

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

PS:

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

wear_scientist.SMF
wear_aofficer.SMF

Maybe you can make files like:

wear_professor.SMF
wear_colonel.SMF
wear_scientist2.SMF

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

AHO 02-15-2009 06:55 PM

Quote:

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

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

PS:

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

wear_scientist.SMF
wear_aofficer.SMF

Maybe you can make files like:

wear_professor.SMF
wear_colonel.SMF
wear_scientist2.SMF

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

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

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

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

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

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

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

Thanks anyway for thinking about this ;)

Sincerely
AHO

Liz Shaw 02-18-2009 09:14 AM

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

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

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

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

AHO 02-18-2009 09:38 AM

Quote:

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

Great ;)

Quote:

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

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


Quote:

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

...this also...

Quote:

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

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

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

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

The script commands are:

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


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

Liz Shaw 02-18-2009 01:23 PM

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

AHO 02-18-2009 01:27 PM

Quote:

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

I did this already long ago ;)

Quote:

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

Funny :):) :)

AHO 02-18-2009 01:37 PM

Beta3 is online, also
english and hungarian
language packs!

Liz Shaw 02-18-2009 01:37 PM

Quote:

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

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

Liz Shaw 02-18-2009 01:40 PM

Quote:

Originally Posted by AHO (Post 67292)
Beta3 is online, also
english and hungarian
language packs!

That was quick!!!

AHO 02-18-2009 01:47 PM

Quote:

Originally Posted by Liz Shaw (Post 67294)
That was quick!!!

No not really how many weeks are gone since Beta2?

Liz Shaw 02-18-2009 03:30 PM

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.

AHO 02-18-2009 08:11 PM

Quote:

Originally Posted by Liz Shaw (Post 67298)
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.

I know, but I couldn't fix that... :(

Liz Shaw 02-19-2009 03:45 AM

Quote:

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

Hang on, you removed the doctor's pistol long ago? I checked "Removal" to see if he no longer has a gun, and he still has one...:( It's just stupid having a civilian medical staffer carrying a pistol, even in the most notorious of concentration camps.:(

AHO 02-19-2009 09:21 AM

Quote:

Originally Posted by Liz Shaw (Post 67338)
Hang on, you removed the doctor's pistol long ago? I checked "Removal" to see if he no longer has a gun, and he still has one...:( It's just stupid having a civilian medical staffer carrying a pistol, even in the most notorious of concentration camps.:(

Oh you're right. I just remembered it falsely, because first I removed it,
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

forlik 02-19-2009 09:23 AM

Quote:

Originally Posted by AHO (Post 67292)
Beta3 is online, also
english and hungarian
language packs!

Congratulations! I'll try to download tonight.

Liz Shaw 02-19-2009 09:57 AM

Quote:

Originally Posted by AHO (Post 67358)
Oh you're right. I just remembered it falsely, because first I removed it,
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

The Doctor of Death himself was an SS officer?

Liz Shaw 02-19-2009 10:03 AM

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?

AHO 02-19-2009 12:03 PM

Quote:

Originally Posted by Liz Shaw (Post 67363)
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.

I know, but I could not fix that. :(

Quote:

Originally Posted by Liz Shaw (Post 67363)
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?.

No he is not marked. It should be more challenging to find him...
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?

Liz Shaw 02-19-2009 12:23 PM

Quote:

Originally Posted by AHO (Post 67373)
Something other:
I still want to spawn clothes, items, weapons to some places in various missions... Do you have a suggestion?

I don't know what to think, but...

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".

AHO 02-19-2009 06:51 PM

Quote:

Originally Posted by Liz Shaw (Post 67376)
I don't know what to think, but...

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".

Hmm, the wardens uniform idea is good...


Quote:

Originally Posted by Liz Shaw (Post 67376)
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".

Start a new game and select "Removal" mission, then in the inventory
selections screen select these weapons and look at the rotating
picture of these rifles, then you see the difference.

Code:


M1 Garand            M1 Carabine
Weight: 4.42 Kg      2.56 Kb
Bullets: 8            15
Charge type: Bullets  Magazine

You see they are a different kind of weapon. I'm no expert but I think
the carabine is a more recent version of the M1 rifle...

Liz Shaw 02-20-2009 02:47 AM

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...

Divebomb 02-25-2009 04:36 PM

This looks really nice, AHO!

Liz Shaw 03-02-2009 08:00 AM

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?

AHO 03-02-2009 09:57 AM

1 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 68439)
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?

I checked it and everything is OK!

Update:// I marked the position on the map. See attachment!

Liz Shaw 03-02-2009 11:11 AM

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.

forlik 03-02-2009 11:57 AM

Quote:

Originally Posted by Liz Shaw (Post 68467)
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).

As for me, I'm planning to use hotel manager model (mission#4) for him because of the new model for Volkov's bodyguard:

http://img45.imagevenue.com/loc1164/...122_1164lo.jpg

This man isn't looks like a pianist :)

AHO 03-02-2009 07:18 PM

1 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 68467)
I still can't find it, even in the position you specified...:(

I can't understand why :o


Quote:

Originally Posted by Liz Shaw (Post 68467)
2. Change his character model to another employee.

I think this is the best solution. I'm going to make it like forlik wrote...



Update://

Quote:

Did you post another unfinished or corrupted file?
Unfortunately yes. I did not add the new "Object" to english version of "equipment.shadvs".
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\

AHO 03-02-2009 08:18 PM

1 Attachment(s)
Better Pianist in Embassy

Replaced the pianist in embassy with a man in tuxedo (Hote Manager NPC),
because he was a generic british agent.

Liz Shaw 03-02-2009 11:02 PM

Quote:

Originally Posted by AHO (Post 68542)

Update://


Unfortunately yes. I did not add the new "Object" to english version of "equipment.shadvs".
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\

I'm still not getting anything, and those trees make it very difficult to find...

AHO 03-03-2009 09:25 AM

1 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 68574)
I'm still not getting anything, and those trees make it very difficult to find...


OK, we try another way: ;)

Do you have activated the console?

If not, then do the following steps:
If yes then start with #4
  1. Right click the desktop icon of DtS
  2. Select "Properties"
  3. Add the parameter -console to the end of the EXE file name
    e.g. "C:\Games\DEATH_TO_SPIES\Death to Spies.exe" -console
  4. Copy the content of the attached zip file to the game folder
    (beside the exe file)
  5. Start the level Winter Cold new! Do not load a savegame!!!
  6. Open the console with button left of "1" (I dunno which one
    on english/american keyboards)
  7. Type the command PL_RESTOREPOS and push enter key
  8. et voilà you're spawned to the that place ...

Liz Shaw 03-03-2009 09:33 AM

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?

Liz Shaw 03-03-2009 09:36 AM

Quote:

Originally Posted by AHO (Post 68616)
OK, we try another way: ;)

Do you have activated the console?

If not, then do the following steps:
If yes then start with #4
  1. Right click the desktop icon of DtS
  2. Select "Properties"
  3. Add the parameter -console to the end of the EXE file name
    e.g. "C:\Games\DEATH_TO_SPIES\Death to Spies.exe" -console
  4. Copy the content of the attached zip file to the game folder
    (beside the exe file)
  5. Start the level Winter Cold new! Do not load a savegame!!!
  6. Open the console with button left of "1" (I dunno which one
    on english/american keyboards)
  7. Type the command PL_RESTOREPOS and push enter key
  8. et voilà you're spawned to the that place ...

I did what you asked with success, but unfortunately, the sniper wasn't there...:(

AHO 03-03-2009 09:55 AM

1 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 68619)
I did what you asked with success, but unfortunately, the sniper wasn't there...:(


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.

Liz Shaw 03-03-2009 10:15 AM

Quote:

Originally Posted by AHO (Post 68620)
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.

Okay, now I got him! Thanks a lot!:grin:

AHO 03-03-2009 11:26 AM

Quote:

Originally Posted by Liz Shaw (Post 68627)
Okay, now I got him! Thanks a lot!:grin:

No I thank you for debugging my mod ;)

Liz Shaw 03-04-2009 05:13 AM

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?

AHO 03-04-2009 09:38 AM

1 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 68717)
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?

Sure :)

The funny thing is internally, inside the shadvs script the key names
were correct but the localization not ;)

Code:

"objcomplete" = 0 "Objective completed";
"miscomplete" = 0 "MISSION ACCOMPLISHED";

OK take the updated file from the attachement as usual and put into
folder: "\UI\"

Have fun ;)

Liz Shaw 03-05-2009 09:25 AM

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?

AHO 03-05-2009 01:14 PM

Quote:

Originally Posted by Liz Shaw (Post 68891)
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?

The bad thing is that I need the script ID of an NPC. These are defined
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 :(

forlik 03-05-2009 03:19 PM

Quote:

Originally Posted by AHO (Post 68921)
These are defined in the SWD map file. I don't know where and how. It's seems that they are encrypted or something like that...

IDs are not encrypted and you can find them using search command in any hex-editor. But they stored as numbers, not as strings. So, to find them you should reverse your request. You can modify these IDs or create your own (DWORD with offset 0x3D after NPC's name).

Example for D. Meltzer (YAZK):
http://img204.imagevenue.com/loc537/..._122_537lo.JPG

AHO 03-06-2009 09:01 AM

Quote:

Originally Posted by forlik (Post 68931)
IDs are not encrypted and you can find them using search command in any hex-editor. But they stored as numbers, not as strings. So, to find them you should reverse your request. You can modify these IDs or create your own (DWORD with offset 0x3D after NPC's name).

Example for D. Meltzer (YAZK):
http://img204.imagevenue.com/loc537/..._122_537lo.JPG

Interesting:
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)?

forlik 03-06-2009 09:27 AM

Quote:

Originally Posted by AHO (Post 68995)
But it is not a stored as a number? It's just a reverted string :o

I mean reverse form, like for numbers (little endian byte order).

Quote:

Originally Posted by AHO (Post 68995)
If a NPC does not have an ID, can I give him a new one? Is the space inside the swd empty?

Yes, as I say before, you can create new IDs.

Quote:

Originally Posted by AHO (Post 68995)
How long have the ID to be? I think four bytes (chars)?

DWORD (4 bytes).

AHO 03-06-2009 11:22 AM

Quote:

Originally Posted by forlik (Post 68997)
I mean reverse form, like for numbers (little endian byte order).

I see...


Quote:

Originally Posted by forlik (Post 68997)
Yes, as I say before, you can create new IDs.

Great, this opens up new possibilities :)


Quote:

Originally Posted by forlik (Post 68997)
DWORD (4 bytes).

OK

Liz Shaw 03-11-2009 06:18 AM

By the way, where did you get the German voice clips? Some of them came from Commandos and Call of Duty...

AHO 03-11-2009 09:19 AM

Quote:

Originally Posted by Liz Shaw (Post 69459)
By the way, where did you get the German voice clips? Some of them came from Commandos and Call of Duty...

He he yep, I took them from every WW2 game and Mod I could find...

Liz Shaw 03-11-2009 11:08 AM

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.

AHO 03-12-2009 09:20 AM

Quote:

Originally Posted by Liz Shaw (Post 69482)
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".

Quote:

Originally Posted by Mission objective
The diplomat should not find out that the safe has been opened, or that a stranger has been in the room. Any danger may cause the diplomat to take the documents out of the..."

Quote:

Originally Posted by Liz Shaw (Post 69482)
2. The game crashes when you attack the diplomat while the meeting is going on.

I will check that...

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 :(

Liz Shaw 03-12-2009 11:06 AM

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"...

AHO 03-12-2009 05:21 PM

Quote:

Originally Posted by Liz Shaw (Post 69564)
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"...

OK :)

Back to the crash thing: Was it there before you installed my mod?

Liz Shaw 03-13-2009 01:38 AM

Quote:

Originally Posted by AHO (Post 69573)
OK :)

Back to the crash thing: Was it there before you installed my mod?

I didn't check before then, it was only now that I've discovered the problem. I don't think it's related to your mod...

AHO 03-13-2009 08:56 AM

Quote:

Originally Posted by Liz Shaw (Post 69603)
I didn't check before then, it was only now that I've discovered the problem. I don't think it's related to your mod...

OK good to know :)

Liz Shaw 03-17-2009 09:34 AM

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...;)

AHO 03-18-2009 08:00 AM

Quote:

Originally Posted by Liz Shaw (Post 70073)
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?

Yes, you're right, I thought about it before. I will analyse the scripts,
because the behaviour-scripts of NPCs are a little bit tricky...

Quote:

Originally Posted by Liz Shaw (Post 70073)
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...;)

:grin:

Liz Shaw 03-23-2009 01:02 PM

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:

AHO 03-23-2009 03:48 PM

Quote:

Originally Posted by Liz Shaw (Post 70597)
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:

Yes they should, but the female germans do not speak due to an
unknown bug....

I dunno, I tried, but I could not figure out why...

Liz Shaw 03-26-2009 02:34 AM

So... How are the Beta4 modifications coming along?

AHO 03-26-2009 11:49 AM

Quote:

Originally Posted by Liz Shaw (Post 70935)
So... How are the Beta4 modifications coming along?

:) I did nothing till yet, 'cause I was working all the time on my other mod. :)

Liz Shaw 03-27-2009 06:36 AM

Are you thinking of adding these features in:

1. Texted dialogue between NPCs
2. Extra objectives in some missions

AHO 03-27-2009 08:31 AM

Quote:

Originally Posted by Liz Shaw (Post 71046)
Are you thinking of adding these features in:

Yes ;)


Quote:

Originally Posted by Liz Shaw (Post 71046)
1. Texted dialogue between NPCs

This is real hard. I had the idea of resistance members in occupied
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:

Originally Posted by Liz Shaw (Post 71046)
2. Extra objectives in some missions

Yes,long ago I figured out how to implement this and It woked fine.
I also asked the community for ideas, but nobody replied...

Do you have an idea?

Liz Shaw 03-27-2009 08:49 AM

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.

Pizzadvl 03-27-2009 03:22 PM

Maybe you can 'Optimize' the game more? so a little older PC's can get Higher Graphics without slow/lag ?

AHO 03-27-2009 07:11 PM

Quote:

Originally Posted by Liz Shaw (Post 71056)
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.

Oh man, good Idea, but that's a little complicated :)


Quote:

Originally Posted by Liz Shaw (Post 71056)
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.

What do you mean exactly?

AHO 03-27-2009 07:12 PM

Quote:

Originally Posted by Pizzadvl (Post 71093)
Maybe you can 'Optimize' the game more? so a little older PC's can get Higher Graphics without slow/lag ?

Sorry but I dunno how to do that. These kind of technical modifications
can only be done by modifying the engine and I'm not skilled to do this..

Liz Shaw 03-27-2009 07:33 PM

Quote:

Originally Posted by AHO (Post 71116)
What do you mean exactly?

Conversations between two NPCs, like for example in "Project Y", the female scientist in the smokestation room rushes to inform her male counterpart in the nearby cubicle that the machine has apparently malfunctioned (after Strogov tampers with it).

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...

Pizzadvl 03-27-2009 08:29 PM

Quote:

Originally Posted by Liz Shaw (Post 71120)
Conversations between two NPCs, like for example in "Project Y", the female scientist in the smokestation room rushes to inform her male counterpart in the nearby cubicle that the machine has apparently malfunctioned (after Strogov tampers with it).

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...

Talking without sound :P. Strange I think, but its an Idea.

Quote:

Originally Posted by AHO (Post 71117)
Sorry but I dunno how to do that. These kind of technical modifications
can only be done by modifying the engine and I'm not skilled to do this..

Ok, maybe forlik can do it?

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. )

Liz Shaw 03-27-2009 09:42 PM

Quote:

Originally Posted by Pizzadvl (Post 71126)
Talking without sound :P. Strange I think, but its an Idea.



Ok, maybe forlik can do it?

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. )

A "Hold Breath" option for sniper rifles already exists...

Liz Shaw 03-28-2009 01:39 AM

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.

Pizzadvl 03-28-2009 07:12 AM

Quote:

Originally Posted by Liz Shaw (Post 71132)
A "Hold Breath" option for sniper rifles already exists...

No? How?

Liz Shaw 03-28-2009 09:25 AM

It is explained in the training mission, when zoomed in, hold down the right mouse button to hold your breath.

Pizzadvl 03-28-2009 10:46 AM

Quote:

Originally Posted by Liz Shaw (Post 71156)
It is explained in the training mission, when zoomed in, hold down the right mouse button to hold your breath.

I didn't played the Tutorial first I think.

AHO 03-28-2009 02:03 PM

Quote:

Originally Posted by Liz Shaw (Post 71143)
Have you made any of the following files:

professor_body.ddn.bmp
colonel_body.ddn.bmp

They are the so called BumpMaps or in this case NormalMaps.
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.

Jason 03-28-2009 02:57 PM

Quote:

Originally Posted by Pizzadvl (Post 71162)
I didn't played the Tutorial first I think.

That is where you learn how to do everything and there is a lot to learn :grin:

Pizzadvl 03-28-2009 04:23 PM

Quote:

Originally Posted by Jason (Post 71181)
That is where you learn how to do everything and there is a lot to learn :grin:

I know :P.

Liz Shaw 04-04-2009 07:02 AM

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?

AHO 04-24-2009 08:36 AM

Quote:

Originally Posted by Liz Shaw (Post 71654)
Can you make the various safes around the school unlockable?

Hmm, unfortunately I dunno how to this. But It's a good idea :)

Pizzadvl 04-26-2009 08:24 AM

Release date?:rolleyes:

AHO 04-27-2009 09:51 AM

Quote:

Originally Posted by Pizzadvl (Post 73826)
Release date?:rolleyes:

At the moment Beta-3 is the current version. I did not do anything new
till now.

Wait and see ;)

Pizzadvl 04-27-2009 10:08 AM

Quote:

Originally Posted by AHO (Post 73976)
At the moment Beta-3 is the current version. I did not do anything new
till now.

Wait and see ;)

Ok, so what are the full features now?:cool:

AHO 04-27-2009 06:41 PM

Quote:

Originally Posted by Pizzadvl (Post 73980)
Ok, so what are the full features now?:cool:

On my web site there is a full changelog
direct link: http://death-to-spies.com/aho/changelog.html

Pizzadvl 04-27-2009 07:35 PM

Nice.

Some enemies are still hostile when you have a Higher rank uniform, can you disable that?

AHO 04-29-2009 08:40 AM

Quote:

Originally Posted by Pizzadvl (Post 74055)
Nice.

Some enemies are still hostile when you have a Higher rank uniform, can you disable that?

Yes, but I won't 'cause that's the game concept and the game would
become too easy then...

Pizzadvl 04-29-2009 08:54 AM

Quote:

Originally Posted by AHO (Post 74219)
Yes, but I won't 'cause that's the game concept and the game would
become too easy then...

Yes I know.

Pizzadvl 04-29-2009 09:10 AM

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 )

AHO 04-29-2009 07:15 PM

Quote:

Originally Posted by Pizzadvl (Post 74225)
Also, maybe you can put the engine from Moment of Truth into DtS. ( better graphics etc ).

This is what forlik is doing exactly...
And by the way: MoT is not published here in Germany...


Quote:

Originally Posted by Pizzadvl (Post 74225)
And maybe make it so that not the whole level is alerted when you shoot? ( with a pistol )

I'm working on this issue...

Pizzadvl 04-30-2009 04:27 PM

He adds the DtS levels to MoT I read.

AHO 05-01-2009 04:28 PM

Quote:

Originally Posted by Pizzadvl (Post 74401)
He adds the DtS levels to MoT I read.

Yes with all new effects and enhanced graphix the new engine provides...

bcz 05-14-2009 04:30 PM

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?

bcz 05-16-2009 06:49 AM

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

Pizzadvl 05-16-2009 09:05 AM

The mod isn't even out yet?

AHO 05-17-2009 01:57 PM

Quote:

Originally Posted by bcz (Post 76331)
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?

This occurs on some machines because the logo and intro movie of my mod are encoded with DivX. Just delete the two video files (*.avi)

@Pizzadyl: Current state is Beta-3 and I think there will no other Beta ;)

Liz Shaw 05-21-2009 01:58 PM

Actually, I've got something odd for you:

German crates in Training mission

Pizzadvl 05-22-2009 06:13 AM

Quote:

Originally Posted by AHO (Post 76676)
This occurs on some machines because the logo and intro movie of my mod are encoded with DivX. Just delete the two video files (*.avi)

@Pizzadyl: Current state is Beta-3 and I think there will no other Beta ;)

Since when is my username 'Pizzadyl'? :P.

Where can you download it then ? :).

Liz Shaw 06-04-2009 08:51 AM

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...

AHO 06-12-2009 07:44 AM

Quote:

Originally Posted by Liz Shaw (Post 78745)
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...

I experimented with backpacks, but the game crashes if I put on the
backpack of a german soldier...

Liz Shaw 06-13-2009 01:27 AM

Quote:

Originally Posted by AHO (Post 79402)
I experimented with backpacks, but the game crashes if I put on the
backpack of a german soldier...

Oh dear, that's not very good! Maybe that problem will be sorted out someday...

Another oddity is that there are German crates in the Training mission, yet it takes place in a Soviet training camp.

Liz Shaw 06-27-2009 03:31 AM

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".

AHO 07-27-2009 03:53 PM

Quote:

Originally Posted by Liz Shaw (Post 80920)
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".

Interesting idea, but I do not plan to make such "big" changes anymore!"
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

Xerxes712 07-28-2009 01:26 AM

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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