OK, from the top I guess
I don 't suppose you could get hold of a 'known FO:T bugs' list for us???
No can do on that one. Most of our Tactics stuff is on backup these days, we need the server space for other projects. Can we get a sticky thread on here? Or jus use the one in the FOT forum.
Is there any way to rig up a drug to knock a target out? (This would be very handy in kidnapping cases.
Can't apply a drug using triggers, but you might be able to rig a trap that does stun damage (I can't remember the effects of stun off-hand, but I _think_ it knocks people out.
I'm very curious about the Car vehicle type. Is there any chance that the sprite for it will be released? I noticed that the hit locations are listed in the combat.txt, but it doesn't show up as a race in the entity editor. Was it implemented?
The car from memory was an old taxi cab circa 1950s. It was never implemented, but was on the cards for Tactics 2.
Is there any way to change the date in the game, or is it hard-coded?
I've asked around, and no-one seems to know for sure, but if I were a betting man, I'd have my money on it being hard-coded.
Just wondering if we can get ahold of any unused sprites that may be available from Tactics or Tactics 2? Or maybe tiles?
I'd like to release them or at least show some off, but IIRC they belong to Interplay officially, and 14 degrees east is no more, so I don't know who I'd need to ask.
*coughTileEditorandSpriteEditorcough*
Another no can do. As I've said before, I'd love to see them released, but the engine is being used for another game, so we can't release them. :/
And a fixed version of the male Reaver Huge sprite.
This is a possibility, but I make no promises.
And a patch to fix all the bugs in the game (or just the AI -> Human -> AI bug and the Make Picture bug in the editor).
You already know the answer to that one.
We have a "Known FOT Bugs" thread on the FOT forum, so if you would be so kind as to have a looksie at it...
I'll have a look through it, but I can't really go through and make bug fixes.
Do you have any idea on how shadows are added to a sprite definition? With Domin's Sprite editor, we can create scenery sprites but they are not able to cast shadows. I understand there is a separate alpha channel required but am not sure how to create that in Photoshop.
Shadows are rendered as part of the sprite, and use alpha mapping. If you want to add an alpha channel in photoshop, go to Channels and add a new one. You should then have RGB channels and an alpha channel. Paint in your shadows with a darkish grey.
Also if you could find out how to make certain areas of the world map impasseable by using channels in the original graphics, that would be very useful. For example you could not cross directly over Lake Michigan in the original world map.
I'll have a talk to Lakin who (from memory) did the world map. I'm not sure how it works myself.
Could you share some info on the process of creating character sprites ?Meaning the dimensions before creating the sprite(I don't suppose the relevant dimensions of the Scorpion compared to the humans are random-do you have some kind of math model to form this?) and if you can use it without it being hardcoded?
Bounding Boxes were done after the characters were built, and most of our scale is done through 3DSMAX. We have a bunch of scale guides for tiles and characters, but we could change bounding boxes at will in the sprite editor. None of them are hardcoded.
I too would like to know if there is any effective way to switch an actor from a player controlled player index to a computer controlled player index which will not result in the actor in question becoming immobile/unresponsive/buggy.
As far as I know, there isn't a workaround, and if there is it's definitely not an easy one.
I would also like to know if there is any functional usage for the script condition "Skill Use Occurred," or for the script action "Player Move State - Follow." I have never been able to make these script triggers work. If they are broken, it would be a relief just to "officially" know that they are in fact broken so I won't spend any more time attempting to try new variations on them.
Skill Use Occured was used in our original tutorial missions, and it worked then, but I can't guarantee it hasn't been broken in the meantime. As far as Player Move State - Follow, I can't remember anywhere we used it and I have a strong feeling it's unsupported.
I think everyone would also benefit if you could elaborate on whether or not there are any classes of actors (apart from switches and doors of course) to which the "object script state" triggers may be successfully applied.
There's a few.
* Traps
* Containers
* Lights
* Anything preceded with "State" (ie state breakable, state scenery)
I would also be interested in hearing whether the checkable/uncheckable "Broken" modifier field which is present for all types of entities in the Entity Editor has any application outside of the known uses we have found for it in weapon and vehicle entities.
I never used the broken field, so I don't really know much about it. You guys have probably got more of an idea.
Most of those answers are short and sweet, so if you want me to expound an anything, let me know.