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Yovaneth

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  1. It was a toss up between posting here and posting on the IESDP forum, but I think you already know the answer. Installing items with the Conversible flag set is very hit-and-miss; sometimes it works, sometimes it doesn't. When it doesn't, checking with DLTCEP shows that the Conversation Label has been reset to -1 (normally it would be 24141 - Use Item). The IEDSP itm description does not have the offset to the Conversation Label string listed, so I can't WeiFU the Conversation Label string on installation. So... two questions: 1. What is the offset in the .itm file? 2. If you know it, can you get the IESDP updated with the info? Thanks! -Y-
  2. Found the answer to a problem I discussed with Avenger a long time ago. New section under the 'Doors' topic - 'Non-rectangular Doors'.
  3. Skip to 7.6e. I've not had any problems with that. http://sourceforge.net/projects/gemrb/files/Utilities/DLTCEP 7.6e/dltcep76.zip/download -Y-
  4. I've just been checking Alternatives for reported possible incompatibilities with Fishing For Trouble (couldn't find any!) but I did notice that v10 is not dropping b!shar.are into the override. No hits for it in the tp2 file. -Y-
  5. I can if you really want -Y-
  6. It sounds like you needed the 'So Now You want to Add a Night Area' subtopic. Or did I mis-read your problem? -Y-
  7. Why not? The only problem I can think of would be caused if you had different overlays (different number, different shape) between day and night. Otherwise, a different .tis file (say one for day water and one for night water) isn't a problem because you can just update the .tis filename in NI. Unless I have a varying number of overlays or differing shapes between day and night, I never create a night wed file in DLTCEP. -Y-
  8. You're almost right and no, you're not going loopy. I don't think any of us fullly understand how the IE figures out what to do with wallgroups because what works (apparently) correctly in one area can then go on to do something completely different in another. Adding overlapping wallgroups (which you'll find is a necessity) can also change the action of an existing wallgroup. The wallgroup flag description table in the DLTCEP area making tutorial can be considered as what will happen for a standalone wallgroup 95% of the time; the other 5% of the time you're at the mercy of the Infinity Engine. One of the most irritating problems is the standalone rectangular wallgroup that simply doesn't work. There's no apparent reason for the failure but it refuses to dither any part of any sprite that is inside the baseline. The only solution to this one is to throw away the wallgroup and in its place, create a set of smaller wallgroups to cover the same area - and test each one as you create it. If you look at any of the large canon areas you'll find a lot of this. The red dot is simply the currently-selected vertex. -Y-
  9. DLTCEP has displayed it like that for a long time. The 'floodfill' feature only works while you're laying out the polygon; once you've created the overlay the in-DLTCEP display only shows the boundaries. Now you draw my attention to it, it's been like that for a while. There was a time when the overlay interior did show a single overlay tile (the first one?). -Y-
  10. You might want to add a note into the IESDP under EscapeArea() to the effect that any action in a script that comes after EscapeArea() will not be run e.g. DO ~EscapeArea() AddexperienceParty(3000) SetGlobal("ys_FoundKalun","GLOBAL",1)~ EXIT results in the NPC leaving the area but the experience is not given and the global variable is not set. However, this does work as expected: DO ~AddexperienceParty(3000) SetGlobal("ys_FoundKalun","GLOBAL",1) EscapeArea()~ EXIT -Y-
  11. New version up. As promised, this includes making Wallgroups a separate sub-topic off Area Basics, complete with a full troubleshooting section. -Y-
  12. Depending on your mouse (mine is a Microsoft X5); I have one key assigned to the magnifier and one DPI button assigned to dog-slow. It makes creating wallgroups a lot easier. Sam: do your lightmaps in a paint program. It's a lot easier and gets far better results than using DLTCEP. -Y-
  13. Wallgroups are a complete PITA, so much so that I'm working on a large sub-topic devoted just to wallgroups and their problems. I see from the picture that you've very carefully lined up the edges of the polygons; you don't need to be so accurate as they'll still work if you have everything overlapping. Where your 'hovering' wall is set makes it effectively a normal wall, which is why it is working correctly, because the baseline is outside the cre-accessible area but any cres that move will walk into its sphere of influence. A really dirty trick to get a hovering wall such as an arch is to simply not to add any flags at all. Any part of a cre that crosses a polygon boundary will be dithered, regardless of where its feet are. @Avenger: hovering wall comments noted. I've only ever tested one and it worked, so I've never hit the assertion problem. -Y-
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