chopin42 on 22/12/2013 at 11:07
Quote Posted by Beleg Cúthalion
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.
Yeah, I suggest you to edit the original script or create a new for castle, which will be sets the correct integer for the first gameday, so objectives will be correcctly activates themselfs. Anyway I'm suspicious about that the false integer changing happens with maps that originally the second halves of the mas then connected to them the original first part, then rename it to map1 (castle2+castle1 results: combined castle2 the rename it to 1, for example)
And the script changing more problematic, because the hammer/pagan intro, and seaside/dungeon are changable
My scripts
CONDITIONS
Logic AND->Logic OR
When CS_IspaganSanctuaryCompleted is set to true ORWhen CS_IspaganHammerintroCompleted is set to true
ACTIONS
Set [sta_gameday] to [2]
the dungeon /seaside needs more testing, the script for them is sightly different.
If this wont works, try to change the conditions to query CS_IspaganSanctuaryCompleted is set to true ORquery CS_IspaganhammerintroCompleted is set to true AND when player starts a map, arriving from a different map, and place it to the southquarter 3 map, because i have put the scripts to garret in the gamesys so it needs to change and save it...
gnartsch on 22/12/2013 at 12:08
Not sure why the fog in the game would be considered to be worth changing.
And from the few screenshots seen here, I would not like them to be changed too much.
It never bothered me, except for the fog at the portals/transition zones.
Beleg Cúthalion on 22/12/2013 at 15:50
Usually you find the blueish fog to be considered one of the major drawbacks of TDS. What strikes me is that you can actually leave it out/push it further away without destroying the general visual aspect of TDS, otherwise I wouldn't tweak it at all.
@chopin: Thanks for the clarification. I'd probably use the "modify [certain integer] by [xy]" action, which simply allows to add 1 to the day counter after each mission, so I don't have to use a complicated CONDITION but can simply add it somewhere in the final script. I have a feeling, though, that this is something where snobel might find the place where the original game does exactly that, so I'll keep track of what I change in case we can do it in a more clean way.
Edit: The script tweak with the modified game day integer didn't work. It's day three after completing the Castle mission (shouldn't it be day two?) and the objectives are not ported. Bummer.
Edit2: Turns out that the original game takes place on day one after the Castle mission, so apparently my Castle map was set to day two (so I should have taken the modifier -1 instead of 1 with chopin's advice) and this might be the reason for the objective porting problem. The Child of Karras will be testing the coming missions for other problems but if there are none, I'll provide a Castle map with the workaround script to see if it works. If yes, we can go beta...hopefully this time. Oh, and Merry Christmas everyone!
Edit3: Yay, this did the trick! It's even weirder that the game would skip one day too much but who knows. I'll just "fix" the fog in the remaining missions and if the Child of Karras doesn't report any game day issues after the Hammerite/Pagan intros, we can go beta.
Beleg Cúthalion on 18/1/2014 at 20:42
Another update for those interested: Until day three, that is after the Hammerite and Pagan Intro missions, everything runs smoothly. There are minor quirks in both maps, but they work. Unfortunately the game catapults you from day two to day four when doing the second of these missions (or at least when doing the Pagan mission second...in my test). This might have something to do with the fix I made for the Castle mission but the system behind the in-game day progression remains unclear.
On a more artistic level, I've stumbled across unused conversations, one with a noble tax collector in the streets (apparently just a guy standing there shouting for taxes with a couple of different responses from civilians) and the other with two guys talking about rat races. As we know, there are also barks by the fences depending on how silently Garrett did the Hammerite and Pagan Intro missions. I would very much like to bring some of this stuff back into the game. Hauknor of the City Watch speaking down to a barmaid about his alcohol deal is another one.
bikerdude on 21/1/2014 at 18:16
Quote Posted by Beleg Cúthalion
* This might have something to do with the fix I made for the Castle mission but the system behind the in-game day progression remains unclear.
* On a more artistic level, I've stumbled across unused conversations, I would very much like to bring some of this stuff back into the game. Hauknor of the City Watch speaking down to a barmaid about his alcohol deal is another one.
* Hopefully you can fix this.
* Ah yes this would be most welcome, there are even conversation in TDP and TMA that were never used.
bikerdude on 8/2/2014 at 00:59
Hey Beleg, how goes it..?
snobel on 8/2/2014 at 14:05
Beleg is on vacation, but last I heard the game day bug had been found and fixed, so that's good news...
bikerdude on 9/2/2014 at 00:54
Thanks for the update Snobel.
Beleg Cúthalion on 13/2/2014 at 22:32
Yep, the game day transition works well now. Let's see if there are any major issues in the following maps.
bikerdude on 14/2/2014 at 04:10
Sweet, I eagerly look forward to playing this updated version of T3 in due course.