Terminus Machina - A DX Mod
- SilverSpook
- MJ12
- Posts: 319
- Joined: Wed Feb 15, 2012 8:34 am
Re: Terminus Machina - A DX Mod
Hm, yeah that might work.
Also, it seems like when I give ammo in a conversation with transferobject (I'm giving shotgun ammo - ammoshell) it gives the player like 23 clips of ammo. It does that if I say to transfer 1 or 8 or whatever number of ammo, it always gives like the max ammo.
Also, it seems like when I give ammo in a conversation with transferobject (I'm giving shotgun ammo - ammoshell) it gives the player like 23 clips of ammo. It does that if I say to transfer 1 or 8 or whatever number of ammo, it always gives like the max ammo.
- SilverSpook
- MJ12
- Posts: 319
- Joined: Wed Feb 15, 2012 8:34 am
Re: Terminus Machina - A DX Mod
Looking for music for this mod. Especially something for the nightclub. Email or post here or IM.
- SilverSpook
- MJ12
- Posts: 319
- Joined: Wed Feb 15, 2012 8:34 am
Re: Terminus Machina - A DX Mod
For items there is PlayerViewOffset and PlayerViewScale, but is there something that can set the item's rotation while the player is holding it? Like a rotation offset? I'm modifying an item but all I can see is its back when I'm in player view. Once the item is dropped then its orientation looks ok.
Re: Terminus Machina - A DX Mod
When it's dropped presumably its rotation is irrelevant (if it's something like a medkit) or it's using a different mesh anyway (if it's something like a weapon).
Either way, import the mesh with yaw=128 in the import line and it'll be rotated 180 degrees (it's weird pseudo-binary rotation, so 256 = 360 degrees).
Either way, import the mesh with yaw=128 in the import line and it'll be rotated 180 degrees (it's weird pseudo-binary rotation, so 256 = 360 degrees).
- SilverSpook
- MJ12
- Posts: 319
- Joined: Wed Feb 15, 2012 8:34 am
Re: Terminus Machina - A DX Mod
Hm, thing is, it's the LAM mesh which I'm just retexturing. Is there a way to rotate it from within another package?
Re: Terminus Machina - A DX Mod
Erm....if it's just the LAM mesh, then it really shouldn't be reversed. How exactly are you doing this?
- SilverSpook
- MJ12
- Posts: 319
- Joined: Wed Feb 15, 2012 8:34 am
Re: Terminus Machina - A DX Mod
I'm actually taking the LAM mesh and retexturing it for something else - it's a bomb but a different kind. It's not thrown or stuck onto walls which is why I don't want to use the normal playerview. I'm using the pickup model of the LAM, the one with no hands, for the first person view.
- SilverSpook
- MJ12
- Posts: 319
- Joined: Wed Feb 15, 2012 8:34 am
Re: Terminus Machina - A DX Mod
It looks like I'm going to try to do a release by the end of this year seeing as how response has been pretty unanimous of putting out a playable demo even if it is rough and short. I'm going to try for the end of December but if not early next depending on how long it takes to work out the mission critical bugs and make install files that work etc.
As such I'm going to put in a request for ASAP help with these listed by priority:
Voice Acting - Many small parts male and female and a couple larger ones.
Textures - Level textures, character textures
2D art / Menus - still need lots of little menu art for all the new skills.
Models - IED, maglex car, bicycle, solar radio
Music - A rundown-future club track in particular for the gang's strip club
Message me or PM me on Moddb or email etc. The more help I can get the faster I can get Terminus Machina out there.
THANKS!
As such I'm going to put in a request for ASAP help with these listed by priority:
Voice Acting - Many small parts male and female and a couple larger ones.
Textures - Level textures, character textures
2D art / Menus - still need lots of little menu art for all the new skills.
Models - IED, maglex car, bicycle, solar radio
Music - A rundown-future club track in particular for the gang's strip club
Message me or PM me on Moddb or email etc. The more help I can get the faster I can get Terminus Machina out there.
THANKS!
- SilverSpook
- MJ12
- Posts: 319
- Joined: Wed Feb 15, 2012 8:34 am
Re: Terminus Machina - A DX Mod
Is it really only possible for any given conversation to trigger one event at the end? I'd like to have a conversation end two different ways triggering to separate events but it seems like the "trigger" conversation element only works if it is the very last thing in a conversation.
- SilverSpook
- MJ12
- Posts: 319
- Joined: Wed Feb 15, 2012 8:34 am
Re: Terminus Machina - A DX Mod
Does anyone know where the default skill levels are? Like I want to have the player not start with one level of training in pistols.
Re: Terminus Machina - A DX Mod
could you be more specific? dont understand what isnt workingSilverSpook wrote:Is it really only possible for any given conversation to trigger one event at the end? I'd like to have a conversation end two different ways triggering to separate events but it seems like the "trigger" conversation element only works if it is the very last thing in a conversation.
What I do in my other free time:
http://www.youtube.com/watch?v=e3FfPUKuGsQ
http://www.youtube.com/watch?v=e3FfPUKuGsQ
Re: Terminus Machina - A DX Mod
Pistols are the only skill with a non-zero skill level to start. In the original game, this was bugged (you could decrement your pistol skill down to Untrained and would still start off with it at Trained, but also get the free skill points), but in Deus Ex 2.0, Human Renovation, and Shifter that's fixed and is handled in PreBeginPlay() in SkillWeaponPistol.uc.SilverSpook wrote:Does anyone know where the default skill levels are? Like I want to have the player not start with one level of training in pistols.
- SilverSpook
- MJ12
- Posts: 319
- Joined: Wed Feb 15, 2012 8:34 am
Re: Terminus Machina - A DX Mod
Thanks Gflex.
choice A: blah blah
Trigger Event A
(END CONVERSATION)
choice B: bleh bleh
Trigger event B
In this case, only event B seems to get triggered because it happens at the very end of the conversation file. The event that comes after choice A doesn't happen because it happens in the middle of the conversation file.
Like if you have a conversation with two choices with two different triggered events depending on what you do:Neveos wrote:could you be more specific? dont understand what isnt workingSilverSpook wrote:Is it really only possible for any given conversation to trigger one event at the end? I'd like to have a conversation end two different ways triggering to separate events but it seems like the "trigger" conversation element only works if it is the very last thing in a conversation.
choice A: blah blah
Trigger Event A
(END CONVERSATION)
choice B: bleh bleh
Trigger event B
In this case, only event B seems to get triggered because it happens at the very end of the conversation file. The event that comes after choice A doesn't happen because it happens in the middle of the conversation file.
Re: Terminus Machina - A DX Mod
You can't have different conversation choices set different flags, even?
- SilverSpook
- MJ12
- Posts: 319
- Joined: Wed Feb 15, 2012 8:34 am
Re: Terminus Machina - A DX Mod
That's possible, but then how would I get the other event to trigger?
For example, one choice in the conversation triggers an alliance trigger to make the NPC turn hostile towards you.
The other choice triggers an orders trigger that makes them move out of the way (let you pass).
For example, one choice in the conversation triggers an alliance trigger to make the NPC turn hostile towards you.
The other choice triggers an orders trigger that makes them move out of the way (let you pass).