2009-07-17, 02:11 AM
(2009-07-16, 09:13 PM)dmpdesign link Wrote:actually let me be a little more precise, since the question will likely arise.
doing the above will allow you to make 'usable' items but not equipment.
if you want to start making equipment let me know, i have that tutorial section just about done.
Yeah, I plan on using it as a quest item and/or "Tome of Identification." The manual wasn't too clear on how those items work so I'll figure that out later. Anyways, I have a copy of the book that fits in the inventory now and that's enough for the moment. Equipment is out of my league at the moment so I'll stick with the default weapons and equipment for now.
(2009-07-16, 09:22 PM)Holy Diver link Wrote:Speaking of which, two of us have a hard copy of SoM now I think? Are the chances of someone scanning the packaging/documentation any better now?
If I see any other copies online I can let everyone know but I lack a scanner. I can try to use one at work but that's iffy. I can probably get some good scans at the end of August though. That's no problem but I wont be able to scan anything soon.
(2009-07-16, 10:12 PM)Holy Diver link Wrote: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
I see your point here. I'll give the "sealed message" and event method a go when I get the chance. I'm still new at this so using an event to replicated sealed things hadn't occurred to me. KF uses them those system messages so I'm still thinking inside of that box.
(2009-07-16, 10:12 PM)Holy Diver link Wrote: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)
This sounds like a round-about way of doing it but if this is the only way to do it, so be it. I will keep that in mind as I build my maps. I saw the switch in the editor when fooling around with the book from earlier in this topic but I haven't messed with any of the default data. Not that I'd overwrite it if I did...
(2009-07-16, 10:12 PM)Holy Diver link Wrote: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.
I'll have to mail them and see There's a phone number listed too. You could call them up and ask, I suppose. It'd be better than a no-response email address. I wouldn't doubt the remaining SoM pages to be out of date.
Building, getting bored, building again, getting bored again, repeat.
[Current Project: Daeyln (working title)]
[Current Project: Daeyln (working title)]