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

Liz Shaw 01-29-2010 02:21 PM

UPDATE:

British newspapers in German missions have been replaced with German ones. The German newspaper comes from AHO's DtS mod!

Pizzadvl 01-29-2010 03:15 PM

There isn't a sound for the truck? I can only hear the handling, not the driving sound?

+ I dont know what to do about the mouse problem :(.

Pizzadvl 01-29-2010 03:35 PM

Its terrible, the screen spins etc and I saw the front of the player instead of the back :S
I dont have this in other games, nor on the menu, I only have this in the game itself..

I lowered all video settings and still it's there...

forlik 01-29-2010 03:44 PM

Pizzadvl, have you played MoT on your computer before?
If no - try to play MoT missions without MoTmod.
If yes - I can suggest to reinstall the MoTmod. Follow these instructions step by step.

To uninstall MoTmod just delete all folders (Levels, Models, Players, Scripts, Shaders, Sounds, Textures, UI) from your MoT game folder and restore 8 vfs files (levels.vfs, models.vfs, players.vfs, scripts.vfs, shaders.vfs, sounds.vfs, textures.vfs, ui.vfs).

Pizzadvl 01-29-2010 03:51 PM

I just installed a clean MoT and it is still there.
Yes I played MoT before this and hadn't any problems at all :l.

forlik 01-29-2010 03:55 PM

Quote:

Originally Posted by Pizzadvl (Post 140355)
I just installed a clean MoT and it is still there.
Yes I played MoT before this and hadn't any problems at all :l.

Bugs on clean MoT?
Have you any folders in your MoT game folder?

Pizzadvl 01-29-2010 03:56 PM

Quote:

Originally Posted by forlik (Post 140356)
Bugs on clean MoT?
Have you any folders in your MoT game folder?

Nope, I will try the first DtS now and will see..

Pizzadvl 01-29-2010 03:59 PM

Oh, i'm using a crack btw.

Pizzadvl 01-29-2010 04:01 PM

It did work first though, and nevermind, I also have it on the first DtS :( And Medal of Honor airborne :S.

forlik 01-29-2010 04:14 PM

Quote:

Originally Posted by Pizzadvl (Post 140360)
It did work first though, and nevermind, I also have it on the first DtS :( And Medal of Honor airborne :S.

If you have this bug with all games on your computer - no ideas, sorry.

P. S. Please use 'Edit' button to add new info to your last post.

Pizzadvl 01-29-2010 04:56 PM

Fixed :) it was my mouse.

But what about the truck sound?
And I can't climb a ladder because then the game crashes ( i'm playing cannibal ).

Also, why doesnt the AI do something? they dont notice me and see me.

forlik 01-30-2010 06:27 AM

Quote:

Originally Posted by Pizzadvl (Post 140388)
But what about the truck sound?
And I can't climb a ladder because then the game crashes ( i'm playing cannibal ). Also, why doesnt the AI do something? they dont notice me and see me.

Can you start all DtS missions?
(use openlevels cheat for test)

Pizzadvl 01-30-2010 12:36 PM

Quote:

Originally Posted by forlik (Post 140510)
Can you start all DtS missions?
(use openlevels cheat for test)

Okay, this is ridiculous..

http://i156.photobucket.com/albums/t...-33-58_000.jpg

http://i156.photobucket.com/albums/t...-34-16_001.jpg

Time for skiing?

Liz Shaw 01-30-2010 01:32 PM

LOL at the above picture - the OSS agents somehow have their skins changed to one of the Embassy civilians (the agents are actually new skins for the Embassy civilians, which is why you're classed as a civilian if you take their clothes).

Weird, I never had any problems with MoTMod, and those that I had were actually caused by extracting files from AHO's DtS mod rather than the unmodded DtS.

Have you tried starting a new profile? See if that makes a difference...

Pizzadvl 01-30-2010 02:23 PM

Nope.. still. :(

Hey.. look! It's Mr Wings...


http://i156.photobucket.com/albums/t...-20-15_000.jpg

http://i156.photobucket.com/albums/t...-16-47_001.jpg

http://i156.photobucket.com/albums/t...-16-43_000.jpg

AHO 01-30-2010 08:02 PM

Quote:

Originally Posted by Pizzadvl (Post 140551)
Okay, this is ridiculous..

I know this when I tried to use models from MoT in DtS. They are not fully compatible.

It seems, you did not set up MoTmod correctly...

forlik 01-30-2010 09:37 PM

Pizzadvl, incorrect MoTmod installation.

Pizzadvl 01-31-2010 12:57 PM

How can that be? I just replaced & installed the files?

In that case, can you explain howto and also upload to megaupload? I dont got the files anymore, thanks.

AHO 01-31-2010 09:44 PM

Quote:

Originally Posted by Pizzadvl (Post 140711)
How can that be? I just replaced & installed the files?

MoTmod uses MoT as a base engine. It seems, that you used DtS as the
base, so surely it will not work properly...

forlik 01-31-2010 11:14 PM

Quote:

Originally Posted by Pizzadvl (Post 140711)
How can that be? I just replaced & installed the files?

It seems you overwrite MoT files with DtS on the step#2. "Without file replacing" means "copy only new files".

Quote:

Originally Posted by Pizzadvl (Post 140711)
In that case, can you explain howto and also upload to megaupload? I dont got the files anymore, thanks.

MoTmod 1.02 english version:
http://www.megaupload.com/?d=DCQ9SSDO

Installation steps:
1. Unpack the resources of both games (DtS and MoT) using vfsTool.exe
2. Copy unpacked DtS resources to MoT folder without file replacing
3. Unpack MoTmod.EN.1.02.7z to MoT folder with file replacing
5. Delete (moving to another folder is recomended) packed MoT resources (8 vfs-files)
6. Run the game and create a new profile

Pizzadvl 02-01-2010 11:02 AM

Thanks, do I need version 1.0?

forlik 02-01-2010 12:58 PM

Quote:

Originally Posted by Pizzadvl (Post 140863)
Thanks, do I need version 1.0?

No.

Pizzadvl 02-02-2010 04:29 PM

I did what you said and now it gives me a 'Dont send' error when loading a level :S.

Edit: now it wouldnt even start without the dont send error.

forlik 02-02-2010 04:50 PM

Quote:

Originally Posted by Pizzadvl (Post 141200)
I did what you said and now it gives me a 'Dont send' error when loading a level :S.

I need 3 files from your installation:
1. \Games\MoT\Levels\DemoDay\zones.shadvs
2. \Games\MoT\Scripts\ai.shadvs
3. \Games\MoT\Scripts\startup.shad

Send to motmod@tut.by

Pizzadvl 02-02-2010 04:55 PM

Quote:

Originally Posted by forlik (Post 141214)
I need 3 files from your installation:
1. \Games\MoT\Levels\DemoDay\zones.shadvs
2. \Games\MoT\Scripts\ai.shadvs
3. \Games\MoT\Scripts\startup.shad

Send to motmod@tut.by

Sent.

Liz Shaw 02-04-2010 04:21 AM

I'm going to release the next version of my addon for MoTMod soon.

Here are the list of changes:
  • New files are in the MALE\\GER and MALE\\ENG folder.
  • Created a new folder, MALE\\FRA, complete with some all-new recordings for the French workers in White Head. They are registered in the basesoundsfx.shadvs file, so they are hearable in-game.
  • Created a new voice template, "male_rus_prisoner".
  • Modified the "female_ger" voice template so it uses some unused recordings.
  • All of the LUA files have quieter Attention and Action music.
  • Colonel Hudson no longer uses American voice files (Dora).
  • Ivan Melnik carries a silenced Nagant instead of a silenced Luger (White Head). The gun he places on his desk is also a silenced Nagant.
  • Made some changes to the Winter Cold and Eight Snipers LUA files - the objectives say you have to kill the courier's guards and the snipers, respectively, but stunning them is also acceptable.
  • All newspapers found throughout the game are copies of "The Times", a British newspaper. The newspapers in German missions have been replaced with copies of "Der Stürmer". The texture comes from AHO's DtS mod.

I will upload it on megaupload this time. I'm hoping to have these things done in the next release:
  • I need to figure out how to replace the radio operators in Lightning and King's Riddle with those from Polish Surprise (actor reference "GermanYellow", with the skin texture "german_yellow03.dds" and no SA-style képi mesh).
  • My French is a little rusty, but later I will make the informer in White Head speak French instead of Russian.
  • Not all armed civilians in MoT have silenced weapons. I'm trying to add them to all armed mechanics in Lightning, but it crashes when I try to make these changes in Lightning's LUA file. There's also an armed scientist in Dora who's ID I can't find outside the SWD file.

Pizzadvl 02-04-2010 08:36 AM

Doesn't someone really knows what he problem is with the mouse?

First I never had issues with it, now I have :( ( mouse moves automatically in the game )

Liz Shaw 02-04-2010 11:04 AM

Version 3.0 is up:

http://www.megaupload.com/?d=YCH73XT0

forlik 02-04-2010 12:36 PM

Quote:

Originally Posted by Liz Shaw (Post 141567)
I need to figure out how to replace the radio operators in Lightning and King's Riddle with those from Polish Surprise (actor reference "GermanYellow", with the skin texture "german_yellow03.dds" and no SA-style képi mesh).

It can be done like Actors\Tetk1 from "Hotel" (create a new entity based on GermanYellow and replace radio operator entity to the created one).

Quote:

Originally Posted by Pizzadvl (Post 141580)
Doesn't someone really knows what he problem is with the mouse?

:confused:
BTW, why you can't buy a new mouse for $5?

Liz Shaw 02-04-2010 01:48 PM

I've created the new entity, but when I try to replace the two radio operators in King's Riddle with it, they disappear. Also, actor reference "GermanYellow" uses a different mesh than "GermanSoldier". All I wanted was to make the radio operators in King's Riddle completely different from the drivers.:(

forlik 02-04-2010 04:07 PM

Quote:

Originally Posted by Liz Shaw (Post 141625)
Also, actor reference "GermanYellow" uses a different mesh than "GermanSoldier".

That's not relevant. Just try to do what I posted before (post#429):
http://img25.imagevenue.com/loc572/t..._122_572lo.jpg

Pizzadvl 02-04-2010 05:18 PM

Why buy a new mouse? I never had problems before with this mouse. Nor do I have this problem with other games.

forlik 02-04-2010 06:30 PM

Quote:

Originally Posted by Pizzadvl (Post 140360)
It did work first though, and nevermind, I also have it on the first DtS :( And Medal of Honor airborne :S.

Quote:

Originally Posted by Pizzadvl (Post 141675)
Why buy a new mouse? I never had problems before with this mouse. Nor do I have this problem with other games.

:confused:

Liz Shaw 02-04-2010 11:05 PM

3 Attachment(s)
So far so good! I fixed the problem with creating the new entity. Radio operators in King's Riddle are now those from Polish Surprise (instructors in Die Spies! without the swastika armband). But there's one little problem...

How do I get rid of the képis?

EDIT: forlik, can I also get an ID on those two soldiers in the air traffic control tower (Lightning)?

forlik 02-05-2010 08:05 AM

Quote:

Originally Posted by Liz Shaw (Post 141764)
How do I get rid of the képis?

Something like this:
Code:

Actor.EnableMesh(AI.FindNPC("ID99"), "grm_cap", false);
Quote:

Originally Posted by Liz Shaw (Post 141764)
forlik, can I also get an ID on those two soldiers in the air traffic control tower (Lightning)?

First try to find in AirBase.lua.
Not every actor has the ID. It's possible to create your own ID for him, but it's not easy to find needed entity. If you can't find ID in lua - let me know and I'll post the instructions here.

Liz Shaw 02-05-2010 08:31 AM

Quote:

Originally Posted by forlik (Post 141808)
Something like this:
Code:

Actor.EnableMesh(AI.FindNPC("ID99"), "grm_cap", false);

Where in the LUA file does it go?

Pizzadvl 02-05-2010 08:52 AM

It's the crack doing strangely in MoH Airborne, it skips things etc. Forgot to mention it, Not the mouse.

I want to play this.. :(

Does DtS support Dual Core?

forlik 02-05-2010 09:07 AM

Quote:

Originally Posted by Liz Shaw (Post 141814)
Where in the LUA file does it go?

Try to Level.OnLoaded() or Level.OnFinishLoad().

Quote:

Originally Posted by Pizzadvl (Post 141815)
It's the crack doing strangely in MoH Airborne, it skips things etc. Forgot to mention it, Not the mouse.
I want to play this.. :(

See your inbox.

Liz Shaw 02-05-2010 09:26 AM

Quote:

Originally Posted by forlik (Post 141820)
Try to Level.OnLoaded() or Level.OnFinishLoad()

I don't think you've given me the full code. The game crashes when I load up the level.

forlik 02-05-2010 10:34 AM

Quote:

Originally Posted by Liz Shaw (Post 141821)
I don't think you've given me the full code. The game crashes when I load up the level.

Of course it's not the full code. It's only "something like this". First of all you should change ID99 to needed ID.

We already talked about meshes here:
http://forum.1cpublishing.eu/showpos...6&postcount=27

Liz Shaw 02-05-2010 11:11 AM

Further attempts at doing this have resulted in a syntax error. What have I done wrong here?

Code:

function Level.FindActor
    local radist = Level.FindActor('ZS29);
    if ( radist != nil ) then     
      Actor.EnableMesh( radist, "grm_cap" , false );
    end;
  end

  function Level.FindActor
    local radist = Level.FindActor('ZS30);
    if ( radist != nil ) then     
      Actor.EnableMesh( radist, "grm_cap" , false );
    end;
  end


forlik 02-05-2010 12:50 PM

Quote:

Originally Posted by Liz Shaw (Post 141840)
Further attempts at doing this have resulted in a syntax error. What have I done wrong here?

Code:

function Level.FindActor
    local radist = Level.FindActor('ZS29');
    if ( radist != nil ) then     
      Actor.EnableMesh( radist, "grm_cap" , false );
    end;
  end

  function Level.FindActor2
    local radist = Level.FindActor('ZS30');
    if ( radist != nil ) then     
      Actor.EnableMesh( radist, "grm_cap" , false );
    end;
  end

1. ID should be surrounded with ''
2. Each function should have unique name

Liz Shaw 02-05-2010 01:44 PM

1 Attachment(s)
I can't do this at all! I'm sending you what I'm trying to do. Seems you have more of a knowledge of this than me...

forlik 02-05-2010 02:09 PM

1 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 141875)
I can't do this at all! I'm sending you what I'm trying to do. Seems you have more of a knowledge of this than me...

Additional errors:
1. You create function in function. It's not allowed.
2. There are no actor with ID 'ZS29'

Try this lua: Attachment 1908

I can't test it in game just now, but it should work.

Liz Shaw 02-05-2010 02:25 PM

It works! One of them has his képi removed, but it also means that the other one has an unknown ID. He is registered in the SWD as "GermanSoldierZ29", so I thought it was obvious that his ID was "ZS29".

In other news, Strogov now wears the doctor's clothes in Renegades - Haggard Games already gave the doctor his nude texture and pass zone restrictions, but for some reason Strogov can't take his clothes until now. It was easy to do, since the Soviet doctor's clothes are a fourth scientist skin.

Liz Shaw 02-06-2010 05:20 AM

1 Attachment(s)
Is there a similar way to change an actor's skin?

forlik 02-06-2010 07:58 AM

Quote:

Originally Posted by Liz Shaw (Post 141885)
He is registered in the SWD as "GermanSoldierZ29", so I thought it was obvious that his ID was "ZS29".

No, his ID "GZ29".

Quote:

Originally Posted by Liz Shaw (Post 142057)
Is there a similar way to change an actor's skin?

Something like this: Actor.SetSkin(actor, skin)
Try to search "SetSkin" in lua files.

Liz Shaw 02-06-2010 10:24 AM

2 Attachment(s)
Once again, it works! As a cherry on top, whenever Strogov puts on the spare submariner's uniform in King's Riddle, he automatically has the second sailor skin. I did the same thing with the spare doctor's suit in Dora.

Liz Shaw 02-07-2010 01:44 AM

1 Attachment(s)
UPDATE:

All radio operators in Lightning have their models changed to those from Polish Surprise.

forlik, how can you tell an NPC's ID outside the LUA file? This guy's registered in the SWD as "GermanSoldier173".

forlik 02-07-2010 09:32 AM

1 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 142178)
forlik, how can you tell an NPC's ID outside the LUA file? This guy's registered in the SWD as "GermanSoldier173".

GermanSoldier173 has empty ID (black area). ID is stored in SWD after 0x3D bytes (yellow area) after the entity name (green area).
You can create ID yourself. Just fill black area with 4-bytes ID in reverse form.
For example, 'S173' should be saved as '371S'. After that you can use this ID in lua: Level.FindActor('S173').
ID should be unique.

Liz Shaw 02-07-2010 11:00 AM

1 Attachment(s)
A big thanks to forlik once again! As another cherry on top, there was an armed scientist in Dora who didn't have an ID until now. "Scientist05" now has a High Standard HDM instead of a Colt M1911A1.

UPDATE:

All armed mechanics in Lightning now have IDs. Unfortunately, attempting to replace their Walthers with silenced Lugers has resulted in a syntax error... What have I done wrong?

forlik 02-08-2010 07:46 AM

Quote:

Originally Posted by Liz Shaw (Post 142221)
Unfortunately, attempting to replace their Walthers with silenced Lugers has resulted in a syntax error... What have I done wrong?

Try to comment or delete line#785 (unnecessary 'end;').

UPD: Why you try to change weapon for 5 mechanics at once? Try to do it for one. If it's not work - try to separate your task into several smaller tasks. For example: try to clear inventory only and start the game. Perhaps 'Actor.ClearInventory()' works only for player, not for NPCs. If 'Actor.ClearInventory()' works for mechanic - try to create pistol, etc.

Liz Shaw 02-08-2010 10:02 AM

I finally managed to solve a problem that has been a thorn in my side for quite a while - all armed mechanics in Lightning have silenced Lugers.:grin:

forlik 02-08-2010 01:01 PM

Quote:

Originally Posted by Liz Shaw (Post 142401)
all armed mechanics in Lightning have silenced Lugers.

I can't see any sense in this feature, nevertheless - my congratulations!

Liz Shaw 02-09-2010 09:13 AM

Quote:

Originally Posted by forlik (Post 142447)
I can't see any sense in this feature, nevertheless - my congratulations!

And I don't see any sense in them having weapons at all!:)

I think I've done enough now to release v4.0.

http://www.megaupload.com/?d=OLLMQUQ0

What's new in this version:
  • Radio operators in Lightning and King's Riddle are now those from Polish Surprise. This is to make them different from other soldiers.
  • All armed civilians now carry silenced weapons.
  • Strogov can now wear the doctor's clothes in Renegades (actor reference "SovietDoctor" already has a nude skin and pass zone restrictions). There are no problems with Strogov in the doctor's clothes at all, because they are actually a fourth scientist skin.
  • New clothes tips for all MoT missions.
  • Expanded the strings.shadvs file to give descriptions to all clothes types encountered in MoT missions (eg. camouflaged German soldiers have "Waffen SS uniform", normal German soldiers have "Wiking Division uniform").

What to expect in the next release:
  • A slight revamping of Lightning's passzone restrictions.
  • Expanding White Head's zones.shadvs file to separate the uniform types for non-SS soldiers.
  • The informer in White Head speaking French instead of Russian.
  • Slight revamp of American voice recordings in Dora's Sounds folder.

Liz Shaw 02-16-2010 11:00 PM

1 Attachment(s)
Here's a screenshot of the slightly revamped Lightning. It's still a WIP...

I already gave these workers Walther P38s, but how do I get rid of their rifles?

forlik 02-18-2010 08:15 AM

Quote:

Originally Posted by Liz Shaw (Post 144053)
I already gave these workers Walther P38s, but how do I get rid of their rifles?

Try to use Actor.ClearInventory() or Actor.DropCurrentWeapon(). Can't say exactly.

P. S. Worker with Kar98k looks more historically accurate than worker with Walther P38 :)

Liz Shaw 02-18-2010 08:37 AM

Quote:

Originally Posted by forlik (Post 144395)
P. S. Worker with Kar98k looks more historically accurate than worker with Walther P38 :)

Really? In MoT, workers either had a P38 or nothing at all.

The rifle weapon slot seems to be immune to the Actor.ClearInventory command.

What am I doing wrong here?

Code:

local worker = Level.FindActor('GS06');
if (worker != nil ) then
  Actor.EnableMesh( worker, "grm_cap", true );
  Actor.ClearInventory(worker, true );
  local gun  = Level.CreateItem("Walter","Weapon");
  Actor.PutWeapon( worker, Actor.WEAPON_SLOT_PISTOL, gun );
  Actor.PutWeaponAmmo( worker, "Walter");
  Actor.DropCurrentWeapon( worker, Actor.WEAPON_SLOT_RIFLE, "K98");
end;


forlik 02-18-2010 10:27 AM

Quote:

Originally Posted by Liz Shaw (Post 144398)
Actor.DropCurrentWeapon( worker, Actor.WEAPON_SLOT_RIFLE, "K98");

Where did you found Actor.WEAPON_SLOT_RIFLE?

Liz Shaw 02-18-2010 10:32 AM

Quote:

Originally Posted by forlik (Post 144419)
Where did you found Actor.WEAPON_SLOT_RIFLE?

Uh... I guessed! That's not the right command isn't it?

EDIT: Got it wrong! It should have been WEAPON_SLOT_MACHINEGUN! But still, the rifle isn't removed!

forlik 02-18-2010 11:02 AM

Quote:

Originally Posted by Liz Shaw (Post 144421)
Uh... I guessed!

:mrgreen:

Quote:

Originally Posted by Liz Shaw (Post 144421)
It should have been WEAPON_SLOT_MACHINEGUN! But still, the rifle isn't removed!

Yes. The rifle slot is Actor.WEAPON_SLOT_MACHINEGUN.
I'm not sure that you using Actor.DropCurrentWeapon() correctly.
I can found examples with Level.GetPlayer(), not with another actors.
Perhaps this method can work with player only :confused:

Liz Shaw 02-18-2010 12:43 PM

1 Attachment(s)
See if you can have a go at this! The only thing I could think of now is some kind of alternate SWD editor, one that HG doesn't use...:(

PS. By the way, does the extra insignia on the new German uniforms affect the disguise (eg. field medic ranks "Sanitätssoldat" and "Sanitätsfeldwebel")?

forlik 02-18-2010 01:28 PM

Quote:

Originally Posted by Liz Shaw (Post 144439)
See if you can have a go at this! The only thing I could think of now is some kind of alternate SWD editor, one that HG doesn't use...:(

What do you mean? An alternate SWD editor? If you'll create it - your name will be in history forever :)

Quote:

Originally Posted by Liz Shaw (Post 144439)
PS. By the way, does the extra insignia on the new German uniforms affect the disguise (eg. field medic ranks "Sanitätssoldat" and "Sanitätsfeldwebel")?

It works via zones.shadvs. You can create your own rule where, for example "Sanitätssoldat" will be ignored by field police officer and "Sanitätsfeldwebel" will be decamouflaged by field police officer.

Liz Shaw 02-18-2010 01:35 PM

Quote:

Originally Posted by forlik (Post 144449)
It works via zones.shadvs. You can create your own rule where, for example "Sanitätssoldat" will be ignored by field police officer and "Sanitätsfeldwebel" will be decamouflaged by field police officer.

Yeah, I have modified the zones.shadvs files for MoT missions. I'm currently making new passzone restrictions in Lightning for workers and tower sentries.

EDIT: Is the example you just gave me really going to be applied to Jagdpanther?

forlik 02-18-2010 03:12 PM

Quote:

Originally Posted by Liz Shaw (Post 144450)
Is the example you just gave me really going to be applied to Jagdpanther?

It's only example. There are no medics in Jagdpanther. But the idea is the same.

Liz Shaw 02-19-2010 12:36 AM

Quote:

Originally Posted by forlik (Post 144449)
What do you mean? An alternate SWD editor? If you'll create it - your name will be in history forever :)

Wait, have you ever done a Google search for "SWD Editor"? Or is it completely different to the files used by HG?

EDIT: And what do you mean "no medics in Jagdpanther"? You showed us a screenshot of them, so where are they supposed to go?

forlik 02-19-2010 12:03 PM

Quote:

Originally Posted by Liz Shaw (Post 144564)
Wait, have you ever done a Google search for "SWD Editor"? Or is it completely different to the files used by HG?

SWD isn't open file format and it's used in DtS/MoT only. Only HG knows the SWD structure.

Quote:

Originally Posted by Liz Shaw (Post 144564)
EDIT: And what do you mean "no medics in Jagdpanther"? You showed us a screenshot of them, so where are they supposed to go?

mok created a several skins for almost every Heer arm and for the field police. But I'm not planning to use all of them in the Jagdpanther. At least for now :)

Liz Shaw 02-19-2010 01:19 PM

UPDATE:

All orange-camouflage soldiers in Lightning have been replaced with workers (the only German MoT mission that doesn't have them) to avoid confusion with forest soldiers (all of them have the AI type "Soldier", yet they look like they're "ForestSoldier" types). The orange-camouflage skin will instead be applied to the tower guards.

I was unfortunately not able to get rid of workers' K98s and MP40s. The machine gun weapon slot seems to be immune to the Actor.ClearInventory command.

forlik 02-22-2010 09:35 AM

Jagdpanther (WIP)
 
http://img126.imagevenue.com/loc106/..._122_106lo.jpghttp://img103.imagevenue.com/loc751/..._122_751lo.jpghttp://img229.imagevenue.com/loc371/..._122_371lo.jpghttp://img202.imagevenue.com/loc111/..._122_111lo.jpghttp://img185.imagevenue.com/loc225/..._122_225lo.jpghttp://img229.imagevenue.com/loc168/..._122_168lo.jpg

Liz Shaw 02-22-2010 09:51 AM

Seems you can't enter the bunker while dressed as a field policeman, even with an officer's rank. What are the soldiers saying in three of the screenshots?

forlik 02-22-2010 10:20 AM

Quote:

Originally Posted by Liz Shaw (Post 145485)
What are the soldiers saying in three of the screenshots?

Screen#3: Only the driver can use the truck!
Screen#5: Field police have nothing to do here!
Screen#6: Sorry, Herr Offizier, but you can't enter here!

Liz Shaw 02-22-2010 10:44 AM

So, have you coded the AI of Meltzer's secretary yet?

forlik 02-22-2010 12:41 PM

Quote:

Originally Posted by Liz Shaw (Post 145501)
So, have you coded the AI of Meltzer's secretary yet?

No, still without success :(

Liz Shaw 02-23-2010 01:22 PM

1 Attachment(s)
Have you implemented the officer giving orders to soldiers feature in Jagdpanther yet? Because now I want to disable this feature for one of the modified actors in Lightning...

forlik 02-23-2010 03:25 PM

Quote:

Originally Posted by Liz Shaw (Post 145786)
Have you implemented the officer giving orders to soldiers feature in Jagdpanther yet?

I'm not planning to add this feature to Jagdpanther.

Liz Shaw 02-24-2010 02:13 AM

Quote:

Originally Posted by forlik (Post 145833)
I'm not planning to add this feature to Jagdpanther.

But still, is it possible to add or remove an NPC's job to follow the player (while dressed as an officer) if ordered?

forlik 02-25-2010 07:50 AM

Quote:

Originally Posted by Liz Shaw (Post 145953)
But still, is it possible to add or remove an NPC's job to follow the player (while dressed as an officer) if ordered?

It's possible to remove via SWD. Tell me the soldier's ID or name.

Liz Shaw 02-25-2010 07:53 AM

Quote:

Originally Posted by forlik (Post 146126)
It's possible to remove via SWD. Tell me the soldier's ID or name.

Easily done! He's "GermanSoldier07", referred to in the LUA as "CarParkForeman". He was previously an orange camouflage soldier, until I replaced him with an officer.

forlik 02-25-2010 08:24 AM

1 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 146129)
Easily done! He's "GermanSoldier07", referred to in the LUA as "CarParkForeman". He was previously an orange camouflage soldier, until I replaced him with an officer.

Try to change byte with offset 0x148ECCD from 01 to 00.

It's a part of AirBase.swd from MoTmod 1.02:

Liz Shaw 02-25-2010 10:44 AM

Success! The "come with me" function for "GermanSoldier07" has been disabled. Now there are two unsolved problems:
  • I can't seem to do anything with the function "Actor.WEAPON_SLOT_MACHINEGUN".
  • Because I've been making corrections with different actor skins, there's a bug that turns some actors into pitch-black silhouettes (think of the Shalebridge Cradle staff from Thief III, that's exactly what they're like). But it's fine if you save your game and reload it.

AHO 03-09-2010 10:58 AM

US and Soviet Newspapers
 
3 Attachment(s)
Hi LizShaw,
I could not send you the files via email, because your email server seems to have some problems. I don't know what exactly, so I put the files here.
I hope they're OK.

Regards
-AHO

Liz Shaw 03-12-2010 06:41 AM

I decided to release v5.0 of my MoTMod Addon.

http://www.megaupload.com/?d=CSTIHVQJ

What's new:
  • Two new AI forms in Lightning - workers and snipers.
  • More proof-reading.
  • All of the Level LUAs have been modified so that Attention and Action music are at the same volume level as the Default music (0.50).
  • Russian and American newspapers have been added in their respective missions, thanks to AHO.

The next version is going to be mostly editing sound files.

By the way, I'm curious about three things:
  • The "objective completed" sound doesn't play in DtS missions. The only times it does are when you meet the babka in "Winter Cold" and when you read the registration book in "Die Spies!".
  • There's no camera sound when Strogov takes a photo (Project Y).
  • Did you add three bottles of chloroform in "Winter Cold", or was it just AHO's work?

forlik 03-12-2010 12:11 PM

Quote:

Originally Posted by Liz Shaw (Post 149311)
The "objective completed" sound doesn't play in DtS missions. The only times it does are when you meet the babka in "Winter Cold" and when you read the registration book in "Die Spies!".

As I see, works as designed :)
Try to test in DtS game.

Quote:

Originally Posted by Liz Shaw (Post 149311)
There's no camera sound when Strogov takes a photo (Project Y).

I confirm this bug. Thanks.

Quote:

Originally Posted by Liz Shaw (Post 149311)
Did you add three bottles of chloroform in "Winter Cold"

No.

AHO 03-23-2010 12:02 AM

Any news?

forlik 03-24-2010 06:37 PM

Quote:

Originally Posted by AHO (Post 151078)
Any news?

Yes! My child was born!! I'm a father now!!! http://kolobok.us/smiles/icq/yahoo.gif

Liz Shaw 03-25-2010 12:21 AM

Quote:

Originally Posted by forlik (Post 151343)
Yes! My child was born!! I'm a father now!!! http://kolobok.us/smiles/icq/yahoo.gif

WTF? Literally?:confused:

Anyway, a thought just occurred to me. Is it possible to create new ConfLogic files eg. ConfLogic files for Soviet peasants? All I have to do to register new voice files is to modify the basesoundsfx.shadvs file.

Of course, peasants might need to say different things than soldiers. What do "dialog_01-20" in the MALE//RUS/dialogs folder mean?

AHO 03-25-2010 09:19 AM

Quote:

Originally Posted by forlik (Post 151343)
Yes! My child was born!! I'm a father now!!! http://kolobok.us/smiles/icq/yahoo.gif

Congratulations, I hope you three are fine. What is it? Boy or Girl?

;) Welcome in the club of sleepless nights ;)

forlik 03-26-2010 06:10 AM

Quote:

Originally Posted by Liz Shaw (Post 151384)
Is it possible to create new ConfLogic files eg. ConfLogic files for Soviet peasants?

Maybe, I've never done this.

Quote:

Originally Posted by Liz Shaw (Post 151384)
What do "dialog_01-20" in the MALE//RUS/dialogs folder mean?

Can't find dialog_01-20. Do you mean dialog_20-01?

Quote:

Originally Posted by AHO (Post 151418)
Congratulations, I hope you three are fine.

Many thanks, AHO!

Quote:

Originally Posted by AHO (Post 151418)
What is it? Boy or Girl?

Girl.

Quote:

Originally Posted by AHO (Post 151418)
Welcome in the club of sleepless nights ;)

Yeah... http://kolobok.us/smiles/big_standart/morning2.gif

Liz Shaw 03-26-2010 06:53 AM

Quote:

Originally Posted by forlik (Post 151555)
Can't find dialog_01-20. Do you mean dialog_20-01?

I mean all of the files labelled "dialog" in that folder...

forlik 03-26-2010 09:29 AM

Quote:

Originally Posted by Liz Shaw (Post 151560)
I mean all of the files labelled "dialog" in that folder...

I can't translate them all, but you can use these files for the peasant's dialogs:

P1: dialog_12_02.wav
P2: dialog_13_01.wav or dialog_13_02.wav

P1: dialog_14_01.wav
P2: dialog_15_01.wav

All others linked to the army or women.

Liz Shaw 03-26-2010 01:04 PM

Yep, you can create new ConfLogic files, although I doubt you'll hear "male_rus_ded_conf.shadvs" being used in DtS missions due to the peasants' scripted routines... Creating a "female_rus_conf.shadvs" file, however, is going to be much more difficult. Haggard Games didn't bother giving babushkas much dialogue, instead using a few slowed recordings of German female grunts, sighs, coughs and screams.

Liz Shaw 05-07-2010 02:57 AM

How do I edit SMF files? For example, how did you add "embassycivilian_body04.dds" and "embassycivilian_head03.dds" to "agent02.SMF"?

Also, anything new on Jagdpanther?

forlik 05-07-2010 11:02 AM

Quote:

Originally Posted by Liz Shaw (Post 158026)
How do I edit SMF files? For example, how did you add "embassycivilian_body04.dds" and "embassycivilian_head03.dds" to "agent02.SMF"?

I can edit only part of SMF. Bytes from 'SDVS' id to the end of file have SHADVS structure and can be edited by shadvs2txt/txt2shadvs tools.

Quote:

Originally Posted by Liz Shaw (Post 158026)
Also, anything new on Jagdpanther?

A little bit. I'll post some new screenshots in a few days.

Liz Shaw 05-07-2010 04:01 PM

Quote:

Originally Posted by forlik (Post 158063)
I can edit only part of SMF. Bytes from 'SDVS' id to the end of file have SHADVS structure and can be edited by shadvs2txt/txt2shadvs tools.

Can you give me detailed steps on how to edit the shadvs part of the SMF? Attempting to convert the SMF to text with those programs doesn't work. I want to add "embassycivilian_body07.dds" and "mechanic_head2.dds" to "agent02.SMF".

forlik 05-07-2010 09:01 PM

1 Attachment(s)
Quote:

Originally Posted by Liz Shaw (Post 158133)
I want to add "embassycivilian_body07.dds" and "mechanic_head2.dds" to "agent02.SMF".

mechanic_head2.dds is for another SMF. Perhaps you'll get something like this:
http://img257.imagevenue.com/loc477/..._122_477lo.jpg

Quote:

Originally Posted by Liz Shaw (Post 158133)
Can you give me detailed steps on how to edit the shadvs part of the SMF?

1. Open any SMF
2. Find 'SDVS' bytes
3. Select bytes from 'SDVS' to the end of file
4. Save selected bytes as test.shadvs

Quote:

Originally Posted by Liz Shaw (Post 158133)
Attempting to convert the SMF to text with those programs doesn't work.

Yes, you should convert only part of SMF, not the whole file.

Liz Shaw 05-08-2010 03:29 AM

Quote:

Originally Posted by forlik (Post 158186)
Yes, you should convert only part of SMF, not the whole file.

What Hex editor do you use for selecting bytes? I use XVI32, and I can't seem to select multiple bytes at once...:(

By the way, mechanic_head2.dds is used for two NPCs in Dora. Ever wondered why there's a seventh EmbassyMan body texture, but no seventh head texture?:grin:

http://i845.photobucket.com/albums/a...-38-09_008.jpg

forlik 05-08-2010 08:27 AM

9 May 1945
 
I want to congratulate everybody on the Day of Great Victory!

Some new screenshots from MoTmod 1.10 "Jagdpanther":
Ditrich Meltzer can speak now!

http://img221.imagevenue.com/loc1174...122_1174lo.jpghttp://img251.imagevenue.com/loc558/..._122_558lo.jpghttp://img18.imagevenue.com/loc217/t..._122_217lo.jpghttp://img152.imagevenue.com/loc169/..._122_169lo.jpg
http://img173.imagevenue.com/loc147/..._122_147lo.jpghttp://img18.imagevenue.com/loc197/t..._122_197lo.jpghttp://img206.imagevenue.com/loc353/..._122_353lo.jpghttp://img198.imagevenue.com/loc351/..._122_351lo.jpg

Liz Shaw, see your PM.

P. S. Small hotfix for the mission#06 is added to the first post.

Liz Shaw 05-08-2010 08:48 AM

Analysis: NPCs now salute Meltzer, Meltzer now speaks to his chauffeur, and the watchtowers are a restricted area now...

Does Meltzer's interactions come with voice clips eg. "script_41_01_mih.wav"?

forlik 05-14-2010 08:22 AM

Quote:

Originally Posted by Liz Shaw (Post 158253)
Does Meltzer's interactions come with voice clips eg. "script_41_01_mih.wav"?

Yes.

Liz Shaw 05-14-2010 02:51 PM

Also, I noticed the guard on the tower has a sniper rifle. I've been attempting to give the tower guards in Lightning scoped Kar 98k rifles, but the machine gun weapon slot seems to be immune to the commands I type on the LUA file. How did you do it?:confused:


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