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Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] Topic: Some questions  (Read 5139 times)

Offline Barabbah

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Some questions
« on: December 07, 2021, 04:28:45 pm »
I wanted to add a couple of easter eggs on my mods.
- I tried to add the Fat Larry theme as music coming from his truck's stereo (like the pier's boombox). While it works, I want to know if there's some way to lower the volume of the Downtown theme when I'm in the range of the Fat Larry tune....
- I also tried add a dialogue to a Ocean House picture

Code: [Select]
{
"classname" "prop_dynamic"
"skin" "0"
"disableshadows" "0"
"model" "models/scenery/furniture/Oldphotos/Oldphoto04.mdl"
"angles" "-6 90 -8"
"solid" "6"
"StartHidden" "0"
"collideable_gibs" "0"
"health" "0"
"demo_sequence" "idle"
"crossfade_skin_time" "2.0"
"npc_transparent" "1"
"RandomAnimation" "0"
"MinAnimTime" "5"
"MaxAnimTime" "10"
"LoopSequence" "idle"
"dialogname" "dlg/santa monica/ocean_house.dlg"
"origin" "-511.73 455.04 195.307"
}


But ingame it doesn't show the dialog option. What else should I do?
« Last Edit: December 13, 2021, 09:38:06 am by Barabbah »
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline Malkav

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Re: A couple of questions
« Reply #1 on: December 07, 2021, 06:11:01 pm »
For the music you have to make a new soundscheme with lower volume for the levelmusic (and maybe combat music, too).
For triggering the change, there are several options. The easiest would be to do it only while talking to Larry.

Or you could recompile the map and create one large "trigger_multiple" that is large enough to cover the part of the alley where the truck is standing. Then "OnStartTouch" you fade to Larry's scheme and "OnEndTouch" fade to the normal soundscheme. (It's done this way for the sewer soundscheme. look at "targetname" "Scheme Sewer Trigger")

You might be able to do something similar without recompiling if you find an existing trigger that fits across the alley but is not very wide. Then you can copy this trigger four times, paste two copies across the alley in front of the truck and two behind the truck. Then use the ones closer to Larry to switch to the Larry scheme "OnStartTouch", and the others to switch back to the normal city theme.

For the talking picture, you have to change the entity from "prop_dynamic" to some npc_V class.
Co Author of Camarilla Edition Mod

Offline Wesp5

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Re: A couple of questions
« Reply #2 on: December 07, 2021, 06:20:02 pm »
But ingame it doesn't show the dialog option. What else should I do?
I don't know about the music, but I can write something about this. You need to have a NPC to create dialog! In case of Heather's corpse I did a living clone of her in the ground, in case of Gimble's door there is a dialogue NPC hidden somewhere for that as well.

Offline Barabbah

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Re: A couple of questions
« Reply #3 on: December 07, 2021, 07:25:06 pm »
Ah damn, I was hoping for adding a shortcut for the Ocean House. Don't get me wrong, that's one of the finest levels in the game, but it's too linear for repeability.


How can I do that?
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline Barabbah

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Re: A couple of questions
« Reply #4 on: December 07, 2021, 07:37:25 pm »
Nevermind, I managed to make it work:


Code: [Select]
{
"classname" "npc_VPedestrian"
"targetname" "Intercom"
"default_disposition" "Neutral"
"default_camera" "DialogDefault"
"skin" "0"
"disableshadows" "0"
"model" "models/scenery/furniture/Oldphotos/Oldphoto04.mdl"
"angles" "-6 90 -8"
"solid" "6"
"StartHidden" "0"
"collideable_gibs" "0"
"health" "0"
"demo_sequence" "idle"
"crossfade_skin_time" "2.0"
"npc_transparent" "1"
"RandomAnimation" "0"
"MinAnimTime" "5"
"MaxAnimTime" "10"
"LoopSequence" "idle"
"stattemplate" "NPCGeneric"
"dialogname" "dlg/santa monica/ocean_house.dlg"
"origin" "-511.73 455.04 195.307"
}


Now I need to polish that dlg and it will be perfect. Well, except the photo rotates whenever I talk to it.... Oh whatever works!! :smile:
« Last Edit: December 07, 2021, 07:55:17 pm by Barabbah »
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline Barabbah

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Re: Some questions
« Reply #5 on: December 13, 2021, 09:50:10 am »
I'll reuse this topic for some more questions.


The first is a big one: how do I add an ending?  :cheesy:  I know, mayyyybe this is over my capabilities (and sheer luck) but if I don't test my limits what else can I do?


I don't know about the music, but I can write something about this.
Have you found a solution?  :smiley:
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline Wesp5

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Re: Some questions
« Reply #6 on: December 13, 2021, 11:57:28 am »
The first is a big one: how do I add an ending?  :cheesy:
You need to edit caine.dlg, santamonica.py and ending maps themselves, so this is a lot of work.

Quote
Have you found a solution?  :smiley:
As I wrote, for example to talk to dead Heather I placed a hidden Heather NPC beneath the floor...

Offline Malkav

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Re: Some questions
« Reply #7 on: December 13, 2021, 12:28:45 pm »
Just out of curiosity. What kind of ending do you have in mind?
Co Author of Camarilla Edition Mod

Offline Barabbah

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Re: Some questions
« Reply #8 on: December 13, 2021, 01:22:56 pm »

The first is a big one: how do I add an ending?  :cheesy: 
You need to edit caine.dlg, santamonica.py and ending maps themselves, so this is a lot of work.

Editing maps? Ahi.


EDIT (no pun): what kind of editing, in the maps themself or in the entities?

Quote
Quote
Quote
I don't know about the music, but I can write something about this.
Have you found a solution?  :smiley:
As I wrote, for example to talk to dead Heather I placed a hidden Heather NPC beneath the floor...


I thought you were referring to my music problem  :razz:  The NPC issue is already solved.

Just out of curiosity. What kind of ending do you have in mind?


I was thinking (again) about an Isaac ending. All the initial dialogue is on a phone call (the camera is far enough to not hear what they're saying, then the PC will make a quick recap when talking to the cabbie) or replaced by emails. Then when we have to confront Lacroix, Isaac makes his entrance. All theatrical, not speaking. Or one of these unused lines can be used:



Good to see you again.
Any reason you're still in my city?
Kindly remove yourself from MY office.
How about that?


Lacroix it's too inconscious to even talk and he's dragged out by some anarch NPC while you and Isaac go to the window admiring the view of your city. Cue the music and the credits.
« Last Edit: December 13, 2021, 01:43:23 pm by Barabbah »
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline Wesp5

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Re: Some questions
« Reply #9 on: December 13, 2021, 03:04:01 pm »
EDIT (no pun): what kind of editing, in the maps themself or in the entities?
That depends. If you intend to use the endsequence maps, editing entities should be enough.

Quote
I thought you were referring to my music problem  :razz:
Malkav already explained this in detail, but you need at least to look at the triggers in Hammer.

Quote
I was thinking (again) about an Isaac ending.
That could probably be achieved by mixing the Camarilla and Ming endings with a lot of editing!

Offline Wallit

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Re: Some questions
« Reply #10 on: December 14, 2021, 01:16:28 pm »
Hi,
for me it looks more like Strauss ending, changing some model in this ending and adding the lines should not be difficult. I remember that I was able to avoid going to the camarilla warehouse and go back to downtown with only editing the Strauss dialog, so it should be ok to just change that part of the ending. The scene might be the difficult one like walking and things like this but I really don't know how to do it as I never much look on scene editing so for this part, I am clueless.
« Last Edit: December 14, 2021, 03:39:18 pm by Wesp5 »

Offline Barabbah

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Re: Some questions
« Reply #11 on: December 15, 2021, 05:32:45 pm »
Maybe someday I'll manage to do it :) thanks for the suggestions. ✌️
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline SCO

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Re: Some questions
« Reply #12 on: December 15, 2021, 06:10:31 pm »
Ah damn, I was hoping for adding a shortcut for the Ocean House. Don't get me wrong, that's one of the finest levels in the game, but it's too linear for repeability.


How can I do that?
You already have what you want, but i find it funny that the game basically has something like that already if you 'jump good' and allows you to skip 1/3 of the level.

Offline Barabbah

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Re: Some questions
« Reply #13 on: December 15, 2021, 06:21:41 pm »
Well, my way skips completely the level  :tongue:
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

Offline Barabbah

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Re: Some questions
« Reply #14 on: February 18, 2022, 06:41:51 pm »
Sorry for resurrecting this topic, but I need some help. Again.  :shocked:


I played again the Ocean House and this time I wanted to try my shortcut. Everything works fine except the front door is locked. There's some way to open that door through dialog? Or change map, still through dialog, putting me out of the hotel?
"Some quotations," said Zellaby, "are greatly improved by lack of context."
― John Wyndham, The Midwich Cuckoos
"fuck the hole in the face"
― me

 

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