ProjectX on 8/8/2005 at 09:29
my competition entry's 80% done, including objectives, briefings, loot. My level architecture is at 95% and AI at 50%. Triggerscripts are at 75%
Crispy on 8/8/2005 at 09:42
So you've managed to get it all working? Good stuff, guys! :thumb:
ProjectX - Uh-oh. I should get a serious move on; all I've done is block out a basic BSP structure and observe how much the lighting I've done so far lags my computer. :cheeky: I really need a new computer... and some more time would be good too *glares at homework*.
Ziemanskye on 8/8/2005 at 10:47
Okay, well we have a missing smesh that seems to be all that's needed and a new loading screen (which I'll probably put in because I like the picture).
A 'get back to the start' objective shouldn't be too hard to add. I hope. :erm:
The ambient brightness can be turned down - I'm not sure how my game/monitor is setup on that regard, though Schism was meant to be bright, and Townhouse was meant to be grey enough to see in after you turn the lights off. I could easily have got the balance wrong (I think I'm on ambient hue 0, sat 0, lum 24-32, where the original levels had the blue hue/sat, but a lower lum), since it looks good for me, but hasn't really been tested elsewhere.
The forges can probably be set to hurt people. (That's just Stim properties right?)
Only question that really remains then is which version to tweak?
v1 is the standard mission without the outside area.
v2 is the standard mission again with the outside area (hence why I tend to think of it as v1)
v3 is the slightly smaller mission with less NPC variation and the outside area, with the arrows removed as mentioned above.
v4 is a WiP, but I removed a couple more rooms (the generator and the corridor between the towers) and re-arranges some more (the acolyte's dorm is smaller and moved to where the generator used to be, and the forge is moved further out from the level so the guy inside can walk out into the rest of the level, though the corridor out side it is less detailed now)
my vote is to tweak v2, since it's more like what I wanted the place to be, and while it may not be necessary, I like the outside area.
ProjectX on 8/8/2005 at 12:55
I vote v2 too. Maybe with som more creative methods of entry other than through the front door, i.e. a side window, sewer access, etc.
one other thing, every time I killed a Hammerite it said "objective failed", if you used a flag you could make that happen only when the first Hammerite is killed.
Ziemanskye on 8/8/2005 at 13:18
Well, I quite like the front door, but that's probably as much for the lighting effect as any actual level-related thing. And it means you have 3 options of where to go right then and there, but really the main thing about adding other entrys is either changing/removing the exterior level, and it'll make a mess of exit mission glyph.
Mostly this is because all of my attempts at using custom flags or int or whatever have failed dismally (that's why I've hijacked the SpecialLoot counter for the diaries).
The repeated objective cancelled when killing people...
I think I can twiddle that in the script that cancels the objective (extra condition - is the goal still pending? - ought to work).
ProjectX - did you make any progress with the AutoMap? If I'm going to release yet another version of this anyway it might be a good early test for it, but I have no idea how it works.
And everyone else - are there any other bugs those of you who've managed to get it to run have noticed?
ProjectX on 8/8/2005 at 13:35
I haven't found any way to set it up. I've tried console commands, levelentry properties, everything. Still, I'm hopeful we'll find it someday, until Krypt tell us it was actually a method of ordering pizza or something.
I did find something in the level properties, someting where you could set names to different maps with different floor filters. If this system was indeed abolished, it got very far before they killed it. f yu look at the level properties for Castle1.unr you'll see that they've set it up for the two different floors. I just wish I knew how to work it. Anyone up for kidnapping a developer?
Ziemanskye on 8/8/2005 at 13:52
Could still be useful for the hand drawn maps.
I suck at drawing such things, though the means to tell which floor you are on could presumably be used to control which HD to display when you first bring up the map.
And I still don't understand how the unmarked maps get designation text on them. :confused:
ProjectX on 8/8/2005 at 13:56
that could be in the automap too...
there is the property "room name", which is only filled on a few zones in the OMs.
There's also maprooms.sch, this not only contains names for levels, but the rooms that appear on the maps too, e.g. "peony suite" for the tutorial mission.
Ziemanskye on 8/8/2005 at 14:01
I suppose it could actually work, but it doesn't have a drawing thingy - kind of like it keeps track of floors and rooms in relation to each other, but needs the hand-drawn maps because we don't have the ability to add things to the map like in Thief/2, so it genuinely can't draw maps for us.
Again the lack of programming knowledge is a hinderance here - I've never messed with the HUD in any unreal engine/game.
Ziemanskye on 8/8/2005 at 16:44
Just had another dig around with the auto-map.
It would (tentatively) appear that the LevelInfo is used to setup general areas and give them names, such as in the Inn, there are three areas:
eAMIDF_0 = basement
eAMIDF_1 = street level
eAMIDF_2 = second floor.
then the ZoneInfo links back to that when it uses the AutoMapFilter property to declare to which area it belongs to, but also now uses the filter ID, which as far as I can tell now determines matching areas. The room the dude was staying in was seperarated into two zones, both with ID 14. I think these ID numbers are also unique to each floor, so it can tell eAMIDF_0 ID 1 from eAMIDF_1 ID 1, so you don't have to have ever increasing numbers.
None of the AutoMap properties in the Inn had filter>names, and none of them attached to zones had Names (they were only used for the LevelInfo declarations)
None of that seems to help though.
The mission name is seperate, somehow, and only shows up before the mission. The map name doesn't show up on the pause menu, and the Inn map doesn't seem to connect the AutoMap properties to the text on the hand-drawn map.