Trestkon wrote:Perhaps we need to find some way to slow down the infolinks? I fancy myself a fairly fast reader, but I'm having a bit of trouble keeping up with some of the longer ones.
Have no fear, infolink messages in Deus Ex time themselves to the voice acting. Because there is currently no voice acting, they scroll by real fast, but once we put Phasmatis' voice in there, each message will stay on-screen until its corresponding sound file ends
Add the ATM info to the goals/notes?
Actually I'm going to add everything to the goals/notes, I just didn't get around to it. Thanks for reminding me though, I'd have probably forgotten otherwise
In the camera room, can they actually start as disabled? ie: Not emitting light, and then the old camera can start rotating when it gets turned on?
Good idea, I'll look into that.
In the room where Phas is looking in from the window, he seems to have barks, and occasionally says things that make no sense in training.
Yeah, I've noticed this too, but I don't know what to do about it. Problem is, if he has a bindname, he will use barks, even if his barkbindname isn't set! If he has no bindname, his name won't show on the targetting aug window. I've even disabled ALL his reactions, which should turn off his barks in theory, but that doesn't seem to help...
Ooh! I just had an idea!
![Idea :idea:](./images/smilies/icon_idea.gif)
I'll set his bindname to "Phas", then the game should think he has no barks because all his barks use "Phasmatis" as bindname! Mwahahah, I bet that'll work.
In this same room, there seems to be some kind of really annoying beeping, I couldn't pinpoint a source. I also heard it in the last room (with the holos). Maybe my DX was just freaking.
You won't believe this, but that's actually coming from Phasmatis. I have no idea why he beeps... he doesn't seem to do that in the apartment map. I think I need Shane to look into this for me, as I haven't the faintest idea why it happens
I'm not sure if there's much we can do about this, but in the last room, if you continue walking around the room while the first discriptive infolink is playing, they all queue up and play one after another. Is there a way to make them so that you can't trigger more than one at once?
Well yeah, I can set some flag triggers if you think this is a problem. But is it okay with you if all I do is prevent any of the descriptions from playing before the first PM from Phas is done? Because if I have to set them up so the descriptions themselves won't stack in case the player runs from hologram to hologram, things could get pretty confusing.
Secret door doesn't appear to have any keyframes.
Eh? What do you mean, exactly? It opens fine for me...?