.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > The Honorably Discharged > Dungeon Odyssey

Reply
 
Thread Tools Display Modes
  #11  
Old February 27th, 2004, 08:07 PM

ace joh ace joh is offline
Corporal
 
Join Date: Aug 2002
Location: belgium
Posts: 93
Thanks: 0
Thanked 0 Times in 0 Posts
ace joh is on a distinguished road
Default Re: EditPad Pro

I think I tried adding new pics in the 'effects' folder, but, come to think of it, I think I put them in the Syspics folder of the mod, not the base one. Worth a try .
__________________
http://www.projectxenocide.com
Reply With Quote
  #12  
Old February 28th, 2004, 11:27 AM

ace joh ace joh is offline
Corporal
 
Join Date: Aug 2002
Location: belgium
Posts: 93
Thanks: 0
Thanked 0 Times in 0 Posts
ace joh is on a distinguished road
Default Re: EditPad Pro

Well, that didn't work either. If I replaced the 'effect1' bitmap with 'weapons.bmp', it just kept on using 'SpellFXMissiles'. And when I added an extra effect (effect7), it wouldn't work (when I fired, it didn't show anything). But I CAN add extra frames to the original SpellFXMissiles, so that's how I'll have to do it then.

well, now that's fixed (somewhat ) I can move on to the next little problem I'm having now.
You see, I tried adding a new sound to the 'health potion' (in this case a wrench ). But somehow it just won't use it, in fact, it STILL uses the old sound. I just don't get it, I fear it's some typo, but I can't find it . Same goes for the 'food' (fuel).

[ February 28, 2004, 09:36: Message edited by: ace joh ]
__________________
http://www.projectxenocide.com
Reply With Quote
  #13  
Old February 28th, 2004, 01:57 PM
henk brouwer's Avatar

henk brouwer henk brouwer is offline
Sergeant
 
Join Date: Nov 2000
Location: netherlands
Posts: 369
Thanks: 0
Thanked 0 Times in 0 Posts
henk brouwer is on a distinguished road
Default Re: EditPad Pro

Adding sounds should work, I added some extra sounds (just a few) to my own mod. (the sheep and wolf sounds). Did you put the sounds in the correct directory of your module?
__________________
Dungeon odyssey modules:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
Reply With Quote
  #14  
Old February 28th, 2004, 01:57 PM
henk brouwer's Avatar

henk brouwer henk brouwer is offline
Sergeant
 
Join Date: Nov 2000
Location: netherlands
Posts: 369
Thanks: 0
Thanked 0 Times in 0 Posts
henk brouwer is on a distinguished road
Default Re: EditPad Pro

Oops double post...

[ February 28, 2004, 11:58: Message edited by: henk brouwer ]
__________________
Dungeon odyssey modules:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
Reply With Quote
  #15  
Old February 28th, 2004, 04:38 PM

ace joh ace joh is offline
Corporal
 
Join Date: Aug 2002
Location: belgium
Posts: 93
Thanks: 0
Thanked 0 Times in 0 Posts
ace joh is on a distinguished road
Default Re: EditPad Pro

Hmm, the sound works fine when I add it as a monster sound like in your mod. but it just won't work with items? Well, I still don't understand how it can still play the original sound when there's no mention of it anymore...
__________________
http://www.projectxenocide.com
Reply With Quote
  #16  
Old February 28th, 2004, 05:35 PM
henk brouwer's Avatar

henk brouwer henk brouwer is offline
Sergeant
 
Join Date: Nov 2000
Location: netherlands
Posts: 369
Thanks: 0
Thanked 0 Times in 0 Posts
henk brouwer is on a distinguished road
Default Re: EditPad Pro

Hmm.. there seem to be two files related to items that both refer to sound files, probably one of them overrides the other one... which one did you change?

There's Main_ItemClasses.txt in the DO\modules\modulename\tiles folder, and Classes_ItemClasses.txt in the DO\Data folder.
__________________
Dungeon odyssey modules:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
Reply With Quote
  #17  
Old February 28th, 2004, 09:32 PM

ace joh ace joh is offline
Corporal
 
Join Date: Aug 2002
Location: belgium
Posts: 93
Thanks: 0
Thanked 0 Times in 0 Posts
ace joh is on a distinguished road
Default Re: EditPad Pro

I changed them both. I tested both items too, the ones I got in the beginning and the ones I picked up, but they both didn't work...
__________________
http://www.projectxenocide.com
Reply With Quote
  #18  
Old March 2nd, 2004, 09:46 AM
henk brouwer's Avatar

henk brouwer henk brouwer is offline
Sergeant
 
Join Date: Nov 2000
Location: netherlands
Posts: 369
Thanks: 0
Thanked 0 Times in 0 Posts
henk brouwer is on a distinguished road
Default Re: EditPad Pro

Weird, but there might be another less elegant way. You could copy the wrench sound inside the "sounds" directory of your own module and rename it to whatever the healtpotion sound is in the standard Version. The game should check for the soundfile in the mod folder before it checks the base folder.

I hope that works, I'm out of ideas :-(
__________________
Dungeon odyssey modules:

Christmas module v1.05 (attached to first post)

Xerathul's Revenge v0.5
Reply With Quote
  #19  
Old March 3rd, 2004, 01:10 PM

ace joh ace joh is offline
Corporal
 
Join Date: Aug 2002
Location: belgium
Posts: 93
Thanks: 0
Thanked 0 Times in 0 Posts
ace joh is on a distinguished road
Default Re: EditPad Pro

Great! It works now, Thanks a lot!
Weird thing is, the fuel sound still won't work, even though it never used a different sound (I gave it the drink.wav, not correct, but it was a start ). It still uses the eat.wav. Boggles the mind... I'd think food automatically uses eat.wav, but then there's wine and ale...
__________________
http://www.projectxenocide.com
Reply With Quote
  #20  
Old April 5th, 2004, 04:49 PM

ace joh ace joh is offline
Corporal
 
Join Date: Aug 2002
Location: belgium
Posts: 93
Thanks: 0
Thanked 0 Times in 0 Posts
ace joh is on a distinguished road
Default Re: EditPad Pro

Been a while, decided to get back at modding and already have some more problems (I can feel this project's gonna be long and painful )
Anyway :
*Is there a good way to prevent ammo from stacking (they are the same class, but have different effects, eg. AP, HE, HEAT, sabot, ...), or alternatively make a weapon able to use multiple ammo classes?
Right now, if I would have sabot ammo, and pick up AP, the AP would become sabot.

*can the ammo class itself change the maximum range? I tried this, but so far only the range of the 'bow' was used.

those are the ones that spring to mind right now. Thanks.
__________________
http://www.projectxenocide.com
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 05:39 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.