Beleg Cúthalion on 14/11/2013 at 13:05
IIRC all of these things are tracked by the game, the "loose" footprints appear and vanish just like the arrows (?) and the circled footprints. In the current Gold version of the map I have simply moved all this stuff outside the map in order not to delete anything or crash the game with orphaned links (which shouldn't happen but just in case). The messages could be transferred to a different format, but to have a wall of text on the screen which only slowly fades isn't an alternative I guess. Basing everything on the chosen difficulty level could get rid of it, too, without breaking the game for newbies (which would be important to me: I don't want to force newbies to play the vanilla version first if I can have both).
Well, looks like more work. Again. :p
Blastfrog on 15/11/2013 at 15:01
Wow, this is a really cool project! Thanks for doing all the hard work to fix T3's flaws.
Beleg Cúthalion on 21/12/2013 at 17:22
Just a little news report for those interested: For some reason objective data doesn't get transported from the Castle map to the SQ maps which follow. I don't know yet where the problem is, apparently it doesn't work for both original and tweaked SQ maps which narrows it down to the Castle. The Castle itself still needs a few tweaks. I've fixed the broken (?) patrol of the Lady Elizabeth tower guard who until now walks to the top, goes down and walks to the top again where he remains still and doesn't enter the smaller patrol which is prepared upstairs. I've linked him to the latter since I think that was the original intention. Now I'll fix the three volumes which trigger the uniform sewing convo between the two servants. The former transition zone between the maps might need a little decoration as well.
Edit: The patrol issue was probably caused by messy brushwork which didn't allow the AI to enter the inner part of the tower. Instead of fixing the brushes, they probably decided to change the patrol route. The convo volumes work, I'll have a look at the decoration now. A greater matter now would be to adjust the torch extinguishing script so that it still works after the Castle was entered. I mean, it doesn't make sense that the cook would suddenly not open the upper door anymore once Garrett has entered the castle via the main entrance or the side window. Rather I think it should be tied to the cooks health and/or alert state. What do you think?
chopin42 on 21/12/2013 at 20:51
Hy Beleg: my soultion to the castle bug (objectives wont show after you'll complete it)
Edit the exit castle (or wahtever) script, add a new action: set {sta gameday} to {1}
It should fix the issue.
Quote Posted by Beleg Cúthalion
Just a little news report for those interested: For some reason objective data doesn't get transported from the Castle map to the SQ maps which follow. I don't know yet where the problem is, apparently it doesn't work for both original and tweaked SQ maps which narrows it down to the Castle. The Castle itself still needs a few tweaks. I've fixed the broken (?) patrol of the Lady Elizabeth tower guard who until now walks to the top, goes down and walks to the top again where he remains still and doesn't enter the smaller patrol which is prepared upstairs. I've linked him to the latter since I think that was the original intention. Now I'll fix the three volumes which trigger the uniform sewing convo between the two servants. The former transition zone between the maps might need a little decoration as well.
Edit: The patrol issue was probably caused by messy brushwork which didn't allow the AI to enter the inner part of the tower. Instead of fixing the brushes, they probably decided to change the patrol route. The convo volumes work, I'll have a look at the decoration now. A greater matter now would be to adjust the torch extinguishing script so that it still works after the Castle was entered. I mean, it doesn't make sense that the cook would suddenly not open the upper door anymore once Garrett has entered the castle via the main entrance or the side window. Rather I think it should be tied to the cooks health and/or alert state. What do you think?
chopin42 on 21/12/2013 at 23:32
I haven't figured where the game handle the gameday changer system, but i think its hardcoded to the engine.The script itself will be int the original missions/castle group below the script manager. The game initalises the global variables after you load the first map (inn), and then handles them automatically. Note: actually the bug caused by the game badly recognize the current gameday after castle complete (it will be day 2). Unfortunate, when it happens, all the next days will be bugged, because the engine always raise the current number (when it was 2 it will be raise 3 etc...). The main problem is:the city section objectives and many other scripts linked to the gameday globalint counter (for example: CONDITION:when player starts a map AND query if sta_gameday is equal to 1 ACTION: garrett will kill himself :joke:) .As I remember this bug will happens in the pagan/hammerintro AND the dungeon /seaside maps. Must be also corrected by a manual "sta_gameday" changer script.
Im currently thinking about to remove all fog from the game (excerpt moria's and some from cradle ), especially the blue ones. It will looks much better I think, so Beleg, i think you should remove the blue fogs from game.
I hope you will understand my english :D
gnartsch on 22/12/2013 at 00:05
Just adding my 2 cents.
What bothers me most about the fog is not exactly its existance, but the fact that it looks like a solid wall, which gives you the impression that you have no idea at all what is waiting for you behind it. :eek:
Hey,... I am not stepping through the Stargate to another planet. Am I ? :confused:
Also it is visible from far away, which I find quite annyoing as well.
But I see the benefit of it as well: you can't run into it without knowing
... and receiving out of nothing a nagging question whether or not you want to proceed. :p
Optimum solution in my opinion would be a fairly weak fog, or rather something like a plane of falling dust-particles,
which can be spotted more or less from close distance only and which still allows you to see what is behind.
New Horizon on 22/12/2013 at 00:57
I really love the no-fog pics.
Beleg Cúthalion on 22/12/2013 at 07:49
Thanks for your replies! Concerning the fog, I think I'd let it start much further away from the camera, so that it becomes a distance colour grading (or whatever you call the transition of colours into something blueish when you look towards the horizon) instead of actual fog. As great as it looks without fog, the distant objects appear a bit artificial. I wouldn't want to go too far away from the original appearance, after all a lot of lights and GFX emitters work with the same dark blue.
@Chopin42: What I don't understand is that we change only the maps themselves, so everything around them that could be a hard-coded game day modifier would remain untouched. :erg: So what you suggest is to include a script at the end of the first five maps which modifies the sta_gameday integer by 1...? I'll try this out and see what happens.
Meanwhile, original fog distance tweaked to start at 800 (vanilla: 100), 1200 and 1600 (probably Unreal Unites), end at 4000 (vanilla: 3,100):
(
http://s14.directupload.net/file/d/3479/k4llopuo_png.htm)
Inline Image:
http://s14.directupload.net/images/131222/temp/k4llopuo.png (
http://s1.directupload.net/file/d/3479/bvvc6eou_png.htm)
Inline Image:
http://s1.directupload.net/images/131222/temp/bvvc6eou.png (
http://s1.directupload.net/file/d/3479/5dbzxfri_png.htm)
Inline Image:
http://s1.directupload.net/images/131222/temp/5dbzxfri.pngI think the last one is pretty good already, still, note the blue/violet ambient lights on the towers.
snobel on 22/12/2013 at 08:15
I never did mind the blue fog - I like fog, blue or not - but those tweaks look like OK compromises. I prefer the first one, but I'm not vehemently opposed to the last one. :)
When it's basically indoors, like in that corridor, removing it is fine of course.