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Posted: Thu Nov 04, 2004 10:15 pm
by requiem_for_a_starfury
The Editor Readme wrote: Res:
The resolution of the "snap-to" grid that new tiles will snap to when placed.
Entering a value of 99 allows the user to drag out a region to be filled with
randomly spaced tiles.
Posted: Wed Nov 10, 2004 11:38 pm
by Stevie D
OnTheBounce wrote:Stevie D wrote:- Is it possible to rig a critter so that only a head-shot can kill it?
Nope. The most you could do would be to assign DT/DR values to the critter that would force the player to go for called shots to raise his/her chance of scoring an armor bypassing critical, but that's not quite the same thing. Besides, a high luck character and/or one w/high skill or the proper perks will score those type critical hits quite often even w/o making Targeted Shots.
I've had a thought, continuing this theme. I can't remember if armour can be set up so that it defends one part of the body more than others. Say, like a bullet-proof vest, which would protect against shots to the torso. If it is, would it be possible to make a set of armour that gave the wearer ridiculously high protection in every area except the head? Again, if so, I could then make an invisible, non-collectable armour that a beastie could wear in order that called head-shots would be the only way to down it.
What say you?
Posted: Wed Nov 10, 2004 11:45 pm
by OnTheBounce
Stevie D wrote:I can't remember if armour can be set up so that it defends one part of the body more than others.
It can't.
Armo(u)r is assigned DT/DR ratings that apply to any and all locations. The game mechanics simply allow for Called Shots to certain locations to have a greater chance of bypassing any/all armo(u)r, but that's it.
Stevie D wrote:What say you?
I say, "Great idea, but you need to learn to code your own game if you want it to work."
OTB
Posted: Wed Nov 10, 2004 11:52 pm
by Stevie D
OnTheBounce wrote:Armo(u)r is assigned DT/DR ratings that apply to any and all locations. The game mechanics simply allow for Called Shots to certain locations to have a greater chance of bypassing any/all armo(u)r, but that's it.
OK, thanks.
Stevie D wrote:What say you?
I say, "Great idea, but you need to learn to code your own game if you want it to work."
*belch*
Posted: Thu Nov 11, 2004 1:41 am
by requiem_for_a_starfury
OnTheBounce wrote:PS Regarding "Withdrawl" I noticed that drugs could be set to put an actor into it, but I saw no effect to it. I think this is something that wasn't ever completely implemented, but I wouldn't swear to it. I'll do some more checking one of these nights and let you know.
As far as I can tell this is purely cosmetic, I think it's meant to be used for your secondary (or final) effect, the one that makes the negative changes to the player. For example with afterburner, if you put 1 in withdrawal in the chems section of the secondary effect, then when a player has taken a drug and the primary effect wears off you'll get the withdrawal (or withdrawl as the Stat.txt has it) warning box and message.
Which in my mind is better than just having your stats change with no explanation (well at least for those who haven't played the RPGs anyway). I guess they did it this way so that you could choose which of the effects this message will pop up on.
Posted: Fri Nov 12, 2004 3:21 pm
by Stevie D
I could have sworn I'd seen a pool table tile before, amongst the basic tileset. But I can't find it for the life of me. Any pointers?
Posted: Fri Nov 12, 2004 3:46 pm
by requiem_for_a_starfury
I don't remember one in FOT, are you sure you're not getting confused with the RPGs which had pool tables. Otherwise if you're thinking of the poker, blackjack and craps tables, which are under mission specific\mission 17\casino games.
Posted: Fri Nov 12, 2004 3:57 pm
by Stevie D
requiem_for_a_starfury wrote:I don't remember one in FOT, are you sure you're not getting confused with the RPGs which had pool tables. Otherwise if you're thinking of the poker, blackjack and craps tables, which are under mission specific\mission 17\casino games.
Ah yeah, you could be right. Although I'm positive that I remember flicking through a tileset and seeing a whole selection of pool tables, some with balls on and some not. Oh well, the old brain finally giving way, I guess.
I'm half wondering if I could get away with asking you to make a tile from the RPG table, but really, I'd rather not push my luck and would rather save your good will for more important tiles...
Posted: Fri Nov 12, 2004 7:04 pm
by requiem_for_a_starfury
Stevie D wrote:Ah yeah, you could be right. Although I'm positive that I remember flicking through a tileset and seeing a whole selection of pool tables, some with balls on and some not. Oh well, the old brain finally giving way, I guess.
Well you were probably looking at the FO2 Mapper because that describes the pool tables there, unless you're into modding JA2 as well.
Stevie D wrote:I'm half wondering if I could get away with asking you to make a tile from the RPG table, but really, I'd rather not push my luck and would rather save your good will for more important tiles...
You know Magnum always used to twitch his eyebrows when he was hinting at something, I suppose that makes me Higgins?
Posted: Sat Nov 13, 2004 12:20 pm
by Stevie D
requiem_for_a_starfury wrote:You know Magnum always used to twitch his eyebrows when he was hinting at something, I suppose that makes me Higgins?
Who?
Posted: Sat Nov 13, 2004 12:42 pm
by requiem_for_a_starfury
Philistine!
Posted: Sat Nov 13, 2004 6:59 pm
by Stevie D
Rough ball-park figures: how many entities - and by that I mean 'actors', really - can you put into a map before a standard computer starts to really struggle?
Mine's going to be a pretty large map, with the .mis prolly weighing in at over 1.4 MBs. It's also going to be fairly heavily populated with foes. Could that be a problem? Also, are there any tips y'all can give on increasing efficiency when including many entities?
Posted: Sat Nov 13, 2004 7:16 pm
by requiem_for_a_starfury
I have no idea, it's not something I've really tried, I guess the most heavily populated map I did was shoot out at the tripple H, some people have complained of slow down when the cattle stampede. I've a rather old and pathetic computer and the only times I've had slow down troubles are from sound effects and multiple levels, other people have problems with flickering lights etc.
I guess it really depends on the layout of your map, lots of different levels etc you might want to go light with the entities. It's also probably a good idea to have any actors not being interacted with on a deactived PI and deactivate any dead within a few minutes of their demise.
Posted: Sat Dec 11, 2004 9:32 pm
by Stevie D
Peculiar. This evening, I've been working on the edge of my map. You know, the sort of flavour area 10-ish tiles wide outside of the yellow bounding box. Because I don't like the play area of a map to suddenly terminate without a logical reason, this particular edge of the map is a river, which itself is at the bottom of a short cliff-face. The cliff-face runs exactly along the yellow bounding box, if you can picture that.
All well and good. In fact, it looks even better than what I had in mind, which is not something you usually end up with. However, when I switch all the graphical effects on, (shading, anti-aliasing, lighting, etc.) although a barricaded bridge at the common height level of '0', which is there for added flavour and which passes over the river, fades to black on the outside of the map, the river below it does not.
Any thoughts? I can post a screen-shot if that would make matters easier.
Posted: Sat Dec 11, 2004 10:01 pm
by requiem_for_a_starfury
Hmm I never play around with the effects (shading, anti-aliasing, lighting, etc) what level were you on when you set the top and bottom of your camera boundry? It might not be extended as far as you think. Though I'd of though it being the other way round, the bridge not fading out. Multiple levels can look a little odd when at the edge of the map. I know in one map I've done I've set the tile fade out at 13 tiles as per the editor readme, but on higher levels it just doesn't seem to be that much of a boundary.
What does the fade out look like when you render the map or open it in the game proper?
Yeah post a screenshot you've got me curious.
Posted: Sat Dec 11, 2004 11:00 pm
by Stevie D
requiem_for_a_starfury wrote:Hmm I never play around with the effects (shading, anti-aliasing, lighting, etc) what level were you on when you set the top and bottom of your camera boundry? It might not be extended as far as you think. Though I'd of though it being the other way round, the bridge not fading out. Multiple levels can look a little odd when at the edge of the map. I know in one map I've done I've set the tile fade out at 13 tiles as per the editor readme, but on higher levels it just doesn't seem to be that much of a boundary.
What does the fade out look like when you render the map or open it in the game proper?
Yeah post a screenshot you've got me curious.
Now that I simply do not get. I fired up the editor so I could take a decent screenshot and tagged all the graphical effects on again - lo and behold there was no problem - uniform fade to black on all levels.
Looks like I was wasting your time, Req. Sorry, bud. Can't think if it was me being a retard or a glitch in the editor.
Posted: Sun Dec 12, 2004 1:00 am
by requiem_for_a_starfury
LOL it was probably just that the engine doesn't automatically update the fall off especially on large maps. When you adjust the camera boundary sometimes you have to refresh your view before the changes will show up.
Posted: Tue Dec 14, 2004 12:52 am
by Stevie D
Pink tiles - they're for extending the 'popping range' of rooves, aren't they? I've got a building with its only door in the back, so a player wouldn't be able to see the door unless he moved one of his blokes up to the building. With pink tiles at the level of the ground floor's ceiling, I can have the roof 'pop' earlier, and reveal the door from the inside. Is that right?
Posted: Tue Dec 14, 2004 3:19 am
by requiem_for_a_starfury
Yeah, that's about the size of it.