A few questions...

#1
Alright, lets get started then:

1. I liked the grass texture Todd had and was wondering if I could simply copy the txr file (yko01, correct me if I'm wrong) and place it in the v1.2 of SoM. It sounds easy and that why I'm asking this, because things never seem to be that easy.

EDIT: This has beed solved and answered, I downloaded most of the addons from HwitVlf's website and found out the house set replaces the grass texture.

2. I think I've found a new SoM bug. I was testing the length of the status effects to see how long they last before they are "auto cured" and I saw slow seemed to never go away. I dropped the timer after it reached 5 mins. So, is the slow status effect broke? (It can still be cured by items/magic.)

3. Can the damage or length of the poision status effect be changed? It seems poision is only deadly at early levels of the game, and can be ignored when you have much more health.

4. Is there a way to convert items/objects back into a format meta can open?

5. Any way to stop the dark status effect from flashing? It seems almost useless because you can still see quite clearly. I miss the KF dark status effect cause I could never see anything until it was too late. I always hated it, but I still miss it.

6. Could new screen effect be added or be able to change one? (For events)

That seems to all for now, I'm sure most of these I already know the answer to but it never hurts to ask. Razz
Yeah, I'm still around. I haven't much to say anymore however I do lurk around here. Ninja
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#2
I'm glad you're working on your game again Smile

2. Slow doesn't seem to go away on it's own, but you can still use it by making an AlwaysOn event that cures Slow every 30 seconds or so.

3. Poison isn't very deadly, but you can set up an AlwaysOn event in areas with poisonous creatures to boost/extend it's effects. Since Poison is just about the only thing that does 1 damage. The event would record the player's HP in a counter, then monitor current HP- comparing it to the stored value. If HP goes down by 1, the event would trigger and add extra damage/re-apply the Poison status etc.

4. I don't know of a way to convert MDO (non-animated) Items/Objects into an editable format. ‎  But Mick made a tool to convert animated Object models (MDL) into an editable format. Anything you want to edit in particular?

5. I was disappointed with Dark too. I think it's pretty useless.

6. SoM isn't setup to easily alter the event screen effects. You could use a series of Display BMP commands to quickly flash a series of graphics, thus making something similar to a new screen effect.
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#3
Very clever solutions, thanks. As for the converting theres nothing in particular I wanted, I was just wondering if there was anything that could be done. Heres another one:

Any way to add new spells? or are we stuck with what we have?
Yeah, I'm still around. I haven't much to say anymore however I do lurk around here. Ninja
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#4
There is a way to add new spells, it may be documented somewhere, if no one pops the answer on here ill review my old stuff this week and see if I can concoct a how to.

And for your first question, yes you can just use that texture (I didnt make it though) and pop it into the new files.

Im curious about the dark effect...I tried this out last night and my screen stayed dark until it wore off....could this be a graphics driver related thing?
- Todd DuFore (DMPDesign)
Site Founder
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#5
New player-spell models can be made in Metasequoia just like any other model. Then you can swap out the new model for an existing spell, thus making a new spell graphic. The spell's basic behavior won't change (seeking projectile/area attack etc), but you can make some nice new effects.

Enemy spells are more flexible in that they are built from multiple effects (FX) that are chained together. So you can assemble a new spell by linking together existing sounds and FX into a something that looks new. Or you can make a completely new 3d model and make a new FX (same as for player spells). ‎  The PRF Editor lets you 'assemble' enemy spells.

One limitation is that x2mdl (which converts Metasequoia models to SoM spell format) can't make semi-transparent models so if you make a new spell model, it will look solid. That works well for rock-projectiles etc, but it doesn't look too good for 'light darts' etc. ‎ 

Now that you mention it Todd, I remember that Tom had his skeleton's inflict dark when you got close and I don't remember it flashing. But I tried DoM now and it does flash- I even loaded it on VirtualPC with an emulated video card and Dark flashes- weird? Maybe Microsoft changed something in DX.
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#6
So I tried the dark stuff - on windows 7, its vmware of xp and on my vista machine it all flashes. ‎  on my old xp laptop it does not, or at least doesnt seem to, i look very close and it might be flashing a little but its super slow, like im talking 10 times slower. ‎  Weird.
- Todd DuFore (DMPDesign)
Site Founder
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#7
Ok, time for a followup to question 3. How would I set up events to do this? I've already got an always on event puting the players HP into a counter, but after that I'm lost.
Yeah, I'm still around. I haven't much to say anymore however I do lurk around here. Ninja
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#8
Wheres John when you need him ‎  Sadani
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#9
(2012-02-23, 03:15 AM)scott link Wrote: Ok, time for a followup to question 3. How would I set up events to do this? I've already got an always on event puting the players HP into a counter, but after that I'm lost.

Im sorry Scott, how would you set up an event to do what exactly? ‎  Make a poison status?

I can probably help you I just need to understand what youre after.
- Todd DuFore (DMPDesign)
Site Founder
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#10

Basicly, each time the players HP goes down by 1 (such as damage from poision) an event would add an extra 1 or 2 damage to make poision more deadly. Sounds simple but I can't figure it out yet.
Yeah, I'm still around. I haven't much to say anymore however I do lurk around here. Ninja
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