![]() |
UPDATE:
British newspapers in German missions have been replaced with German ones. The German newspaper comes from AHO's DtS mod! |
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 :(. |
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... |
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). |
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. |
Quote:
Have you any folders in your MoT game folder? |
Quote:
|
Oh, i'm using a crack btw.
|
It did work first though, and nevermind, I also have it on the first DtS :( And Medal of Honor airborne :S.
|
Quote:
P. S. Please use 'Edit' button to add new info to your last post. |
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. |
Quote:
(use openlevels cheat for test) |
Quote:
http://i156.photobucket.com/albums/t...-33-58_000.jpg http://i156.photobucket.com/albums/t...-34-16_001.jpg Time for skiing? |
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... |
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 |
Quote:
It seems, you did not set up MoTmod correctly... |
Pizzadvl, incorrect MoTmod installation.
|
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. |
Quote:
base, so surely it will not work properly... |
Quote:
Quote:
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 |
Thanks, do I need version 1.0?
|
Quote:
|
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. |
Quote:
1. \Games\MoT\Levels\DemoDay\zones.shadvs 2. \Games\MoT\Scripts\ai.shadvs 3. \Games\MoT\Scripts\startup.shad Send to motmod@tut.by |
Quote:
|
I'm going to release the next version of my addon for MoTMod soon.
Here are the list of changes:
I will upload it on megaupload this time. I'm hoping to have these things done in the next release:
|
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 ) |
|
Quote:
Quote:
BTW, why you can't buy a new mouse for $5? |
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.:(
|
Quote:
http://img25.imagevenue.com/loc572/t..._122_572lo.jpg |
Why buy a new mouse? I never had problems before with this mouse. Nor do I have this problem with other games.
|
Quote:
Quote:
|
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)? |
Quote:
Code:
Actor.EnableMesh(AI.FindNPC("ID99"), "grm_cap", false); Quote:
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. |
Quote:
|
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? |
Quote:
Quote:
|
Quote:
|
Quote:
We already talked about meshes here: http://forum.1cpublishing.eu/showpos...6&postcount=27 |
Further attempts at doing this have resulted in a syntax error. What have I done wrong here?
Code:
function Level.FindActor |
Quote:
Code:
function Level.FindActor 2. Each function should have unique name |
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...
|
1 Attachment(s)
Quote:
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. |
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. |
1 Attachment(s)
Is there a similar way to change an actor's skin?
|
Quote:
Quote:
Try to search "SetSkin" in lua files. |
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.
|
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". |
1 Attachment(s)
Quote:
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. |
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? |
Quote:
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. |
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:
|
Quote:
|
Quote:
I think I've done enough now to release v4.0. http://www.megaupload.com/?d=OLLMQUQ0 What's new in this version:
What to expect in the next release:
|
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? |
Quote:
P. S. Worker with Kar98k looks more historically accurate than worker with Walther P38 :) |
Quote:
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'); |
Quote:
|
Quote:
EDIT: Got it wrong! It should have been WEAPON_SLOT_MACHINEGUN! But still, the rifle isn't removed! |
Quote:
Quote:
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: |
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")? |
Quote:
Quote:
|
Quote:
EDIT: Is the example you just gave me really going to be applied to Jagdpanther? |
Quote:
|
Quote:
EDIT: And what do you mean "no medics in Jagdpanther"? You showed us a screenshot of them, so where are they supposed to go? |
Quote:
Quote:
|
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. |
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?
|
Quote:
Screen#5: Field police have nothing to do here! Screen#6: Sorry, Herr Offizier, but you can't enter here! |
So, have you coded the AI of Meltzer's secretary yet?
|
Quote:
|
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...
|
Quote:
|
Quote:
|
Quote:
|
Quote:
|
1 Attachment(s)
Quote:
It's a part of AirBase.swd from MoTmod 1.02: |
Success! The "come with me" function for "GermanSoldier07" has been disabled. Now there are two unsolved problems:
|
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 |
I decided to release v5.0 of my MoTMod Addon.
http://www.megaupload.com/?d=CSTIHVQJ What's new:
The next version is going to be mostly editing sound files. By the way, I'm curious about three things:
|
Quote:
Try to test in DtS game. Quote:
Quote:
|
Any news?
|
Quote:
|
Quote:
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? |
Quote:
;) Welcome in the club of sleepless nights ;) |
Quote:
Quote:
Quote:
Quote:
Quote:
|
Quote:
|
Quote:
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. |
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.
|
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? |
Quote:
Quote:
|
Quote:
|
1 Attachment(s)
Quote:
http://img257.imagevenue.com/loc477/..._122_477lo.jpg Quote:
2. Find 'SDVS' bytes 3. Select bytes from 'SDVS' to the end of file 4. Save selected bytes as test.shadvs Quote:
|
Quote:
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 |
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. |
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"? |
Quote:
|
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:
|
All times are GMT. The time now is 01:21 AM. |
Powered by vBulletin® Version 3.8.4
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 2007 Fulqrum Publishing. All rights reserved.