2009-07-16, 10:12 PM
(2009-07-16, 04:19 AM)MaskedGamer link Wrote:I hadn't thought about using a counter to seal it and blanking the sealed message.? I did notice the lack of a top on bars though.? If you could rotate around the x or z axis it wouldn't be a problem but you can't.? Even so, there are a few sealed doors and chests I was thinking about so blanking out the message would make this slightly confusing because I want the player to know that the seal is there.
My copy cost 12,400 yen from Yahoo Auctions and came with everything, including the receipt when purchased by the original owner.? Apparently, you can still order SoM by telephoning From Software's sales department for a slightly lower price but that could just be out of date information.
I think none of this has been covered yet... but the "sealed" message is different from "locked" ...sealed is something you would probably use less often, and could probably afford to use an event when necessary. I choose to not use any of the default messages other than for level ups indicators, because a normal message pauses the game, so it's just not natural to have two classes of messages, one that pauses, and one that doesn't, under the same circumstances. SoM is full of this sort of completely half-assed crap. If it wasn't a license to make KF games, I'd ridicule it to no end
For flipping, there is a way to officially do this for objects, but it doesn't work with 90% of object files, including doors. John said once he knew the byte in the profile file that changed this (for any object presumably) but he never gave us the details at the time (just saying he posted it elsewhere) ...I'd like to know myself, but haven't felt like cracking into the files, and probably won't anytime soon. There is another trick you can use to flip things like doors upside down... though it's a bit counter-intuitive. If you enter the piece assembly menu in the map editor, and set the objects model to one with xyz freedom, then change x or z, then change back to the original model, the xz will be remembered. You can't tell in the editor (other than the xz numbers are there) but it will be apparent inside the game. So if you know where an objects axis is you can position it this way without modifying the files. For doors, you want to set the Y to the height of the door, then set the x or z axis to 180 (depending on the rotation of the door) ...that will flip it upside down with the top on the ground (in the game -- but in the editor you kinda have to use your imagination... I actually end up doing this really quite often to good effect)
PS: About the price tag / order form on the From corporate site. I asked about it once, and someone brought up a story about someone they knew trying to do that and getting an apology letter about that shop no longer being in service (and the information bad) ...but most often supposedly you will not get a reply from that email address.
Edited: The locked message is a little different from the "dead" message I guess, so it's probably worth leaving in. But you can actually make things very convenient for the player by setting up your own lock events, like saving them from having to do trial and error with every key, which I personally think is just an indignity. Even if you know what key it is, stumbling thru your inventory is a pain in the ass for most games.