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Mystery Foes - The First Alekhine's Gun Fan Mission
12-26-2017, 01:16 PM
Post: #11
RE: Mystery Foes - The First Alekhine's Gun Fan Mission
(12-26-2017 11:24 AM)ComradeReptiloid Wrote:  Hey, I don't understand how BodyClincis Anchors work myself. I reactivated them on Omerta, then I tried to implement them into Ghost of the Past the same way and nothing works. I mean you need perfect condition for this logic to even activate in the first place: there are success checks, the NPC must have enough space to execute animation, anchor distance limitations work too, large global tactical groups make them bug out too much even after I lowered the number of investigating NPC's in my mod.

Can you describe what do you tried to make it work?

Added BodyClinic anchors where you suggested I should put them, checked AI_CanMoveBody on an NPC, NPC got stuck doing the CPR animation, and an error comes up in the console. Tried to replicate things in Omerta's LUA file, and nothing happened.
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12-26-2017, 05:49 PM (This post was last modified: 12-26-2017 05:49 PM by ComradeReptiloid.)
Post: #12
RE: Mystery Foes - The First Alekhine's Gun Fan Mission
(12-26-2017 01:16 PM)Liz Shaw Wrote:  Added BodyClinic anchors where you suggested I should put them, checked AI_CanMoveBody on an NPC, NPC got stuck doing the CPR animation, and an error comes up in the console. Tried to replicate things in Omerta's LUA file, and nothing happened.

I tried to test it on Red Dragon long time ago and the same thing happened. Devs didn't placed any BodyClinic functions in scripts, but glitched constantly repeating animation was there anyway. I guess it has something to do with wrong params setup. Too bad that Haggard Games team and DtS series playerbase are dead now, you can't find anything related to these games for the last 5-6 months, so I don't see any point to continue working on.
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12-27-2017, 04:25 AM
Post: #13
RE: Mystery Foes - The First Alekhine's Gun Fan Mission
(12-26-2017 05:49 PM)ComradeReptiloid Wrote:  Too bad that Haggard Games team and DtS series playerbase are dead now, you can't find anything related to these games for the last 5-6 months, so I don't see any point to continue working on.

Maybe in the long run, the DtS series has gone the way of Mass Effect: Andromeda, but I hold out some degree of hope. I am still working on MoTmod Addon v14.0 and DtS3 Addon v0.045, and I started work on my next Fan Mission, codenamed "Project Grossman" last month.

BTW, there's another problem I noticed. When I cut the wire in front of someone, this message pops up multiple times on the console:

Error stack info: E:\Projects\Smersh 2\Src\AI\AI_Manager.cpp : 569
*** ERROR ****************************************************:
Assertion failed! (fMax > fMin) -> File ( e:\projects\smersh 2\src\client\..\ai\AI_Utility.h ), Line ( 1363 )
Error stack info: E:\Projects\Smersh 2\Src\AI\AI_Manager.cpp : 569
*** ERROR ****************************************************:
Assertion failed! (fReaction >= 0.0f) -> File ( E:\Projects\Smersh 2\Src\AI\AI_CamouflageAnalyzer.cpp ), Line ( 274 )
Error stack info: E:\Projects\Smersh 2\Src\AI\AI_Manager.cpp : 569

It's because of this:

AI.StartDecamouflage(200.0, 120.0, 1.0, true);
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03-01-2018, 06:37 AM
Post: #14
RE: Mystery Foes - The First Alekhine's Gun Fan Mission
Version 1.4 has been released, and the OP has been updated. This version contains some slightly modified versions of the vanilla SWDs for A Mole Among Us and Omerta, to adapt to changes made to the Actors.shadvs file for the Enhancement Addon v0.05. So if you have Addon v0.05 installed first, DO NOT overwrite the following files:

Levels\Hotel\Hotel.SWD
Levels\Level02\Level02.SWD
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07-09-2018, 04:45 AM
Post: #15
RE: Mystery Foes - The First Alekhine's Gun Fan Mission
Version 1.5 has been released, and the OP has been updated. This will be the last update to Version 1, and I've already started work on Version 2. However, it will be a while before Version 2 will be done, as I have other projects to work on (MoTmod Addon v14.0 and Project Grossman).

Speaking of Project Grossman, here's two screenshots from it. It's the titular Dr. Grossman's office, which is 100% complete. I'm currently working on the main building.

BTW, ComradeReptiloid, there are no changes made between the official 1.5 release and the beta I gave you. Feel free to post a Saboteur playthrough of 1.5, now that I've added those block vision helpers under the huts.


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