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Post by anno1404 on Apr 2, 2011 13:33:17 GMT -5
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Post by anno1404 on Apr 8, 2011 20:40:16 GMT -5
minor improvements. Still working on spawning zombies. Attached is the gutted missions.txt file. Dead Rising 2: Off the RecordUnannounced mode: maybe infinity mode is back in Off the record?
After a small 3 day hiatus in which I found a new mercenary which has never been used in the game, I am working on this mode again. I often don't really see the point of posting, because I am the only one who is actively working on these problems anyway. I have run into two minor problems which I have tried to solve, both of these problems and findings I have posted elsewhere: CLOTHINGfirst, there is a stupid clothing animation at the beginning of infinity mode which I cannot solve. This means the player must wait for about 15 seconds for the animation to end and the hostile people to begin their attack. ONLY CERTAIN ZOMBIES IN CERTAIN AREASsecond, it appears like each area can only have certain zombies. If you try to place zombies in these areas, they do not appear, but if they are spawned to hold items, these items appear on the ground. This means the first level introduction will only have female skinny, male fat and male skinny zombies. After days of working on both problems. I have put them to the side. Any suggestions, please post on those topics I now have a new waypoint/spawnpoint for Chuck if he goes through 2 of the 3 most obvious doors. It is into an area which up until I found it, no one had ever walked around in outside of Capcom. I created a door out of this area, which is far away from the door in. I want to set it up to be difficult to reach, armed with the brand new mercenaries that until yesterday, no one outside of Capcom has seen. I also notice this morning that you can possibly warp into the TiR game areas. Also I'm a little confused as to why the correct door spits you out in one of the casinos? would it make more sense to be spit out in the arena lobby? Sure we could do that. Newest version, added one more door, created new spawn point into new area never before seen in game. www.megaupload.com/?d=BDF8C1EB
Update: Made all doors in arena go to the bike shop repair room. Made exiting door leave bike shop repair room and go to top stairs of arena. (problem fixing camera angle)Created mission in bikeroom with 3 gary's shooting six shooters and 50 zombies down corridor where exit is. Problem is the only way to directly get to this mission is from the lush-lady mission on debug mod, traveling there from arena doors and nothing shows up Made the doors from the arena south plaza exit go to the bikeroom. (problem fixing camera angle, problem the mission in the bike room (now lush-ious lady) still does not show up.)Will attempt later to create some day1 zombie mission and these may show up then. Update: www.megaupload.com/?d=357TSCHD
Can't figure out how to teleport from one area to another in the arena. I am able to get the "examine" action icon. But nothing else.
cMissionDefinition Tutorial1 //INFINITY MODE START LOCATION { Duration = "3600" ExplicitStart = "true" LevelToStartAtIfDebuggingMission = "BIKETUTORIAL" ShowInDebugMenu = "true" cMissionLevelReady deadlyfriends { LevelName = "LEVEL_BIKETUTORIAL" //required line for survivor to spawn cMissionSpawnZombie ZOMIBEstacey // stacey side { NumberOfZombies = "5" Rotation = "1.243" SpawnPoint = "10.7,-13.7,-57.7" SpawnWithItem = "BobsToy" ZombieType = "zombie_skinny" } cMissionSpawnZombie leftSIDEUND // under bikes { NumberOfZombies = "30" Rotation = "1.243" SpawnPoint = "0.7,-6.9,-41.3" SpawnWithItem = "BowieKnife" ZombieType = "zombie_skinny" } cMissionSpawnZombie ZOMBIEkatey // Katey side { NumberOfZombies = "30" Rotation = "1.243" SpawnPoint = "-10.7,-13.7,-56.7" SpawnWithItem = "BowieKnife" ZombieType = "zombie_skinny" } cMissionSpawnZombie arena // ARENA { NumberOfZombies = "30" SpawnPoint = "0.2,-1, 33.8" SpawnWithItem = "BowieKnife" ZombieType = "zombie_skinny" } cMissionSpawnNPC SpawnKatey { NPCName = "cast_katey" Rotation = "1.554" SpawnPoint = "-6.3, 5.1, -54.6" WithProp = "BowieKnife" } cMissionSpawnNPC Stacey { NPCName = "cast_stacey" Rotation = "-2.0" SpawnPoint = "8.6, 5.1, -57.6" WithProp = "BobsToy" }
cMissionSpawnNPC Sullivan { NPCName = "cast_sullivan" Rotation = "-1.5" SpawnPoint = "6.2, 5.1, -54.7" WithProp = "LaserLightSword" } } cMissionOnTrigger SouthGateTrigger2 { //Cooperative = "true" DisplayName = "50455" //Examine InnerRadius = "3" InteractButton = "true" Location = "0.2,-1,41.8" Radius = "30" RenderSphere = "true" ZombieRotation = "0,0,0,1" cMissionCinematic x760 { CinematicName = "025a_opening_the_gate" NoTeleportAfterIsOK = "true" cMissionTeleportPlayer movechucktoexit { SpawnPoint = "Start" TeleportAllPlayers = "true" }
cMissionLoadLevel x761 { Level = "LEVEL_BIKETUTORIAL" LevelSpawnPoint = "Start" }
}
} }
DOWNLOAD: www.megaupload.com/?d=WG07UCIBThanks to tab's help in creating hostile survivors with rewards, I have created 5 hostile survivors. Two that drop 5 items just like Infinity mode dead rising 1, except without rotating cardboard boxes. ( we don't know how to have the cardboard boxes drop multiple items when opened) The starting location has changed to the bike shop. You start at level 1. I am debating whether to raise this. The attached dynamicprops folder goes inside the data folder. It is to spawn the intestines which are food. All the food is poisonous, and the only food is intestines which is retrieved when killing survivors or using vending machines. Fix before final versionNote there are no zombies in this version. Those ten sections will be returned in a final version. Zombie repulse sections (common in missions.txt) need to be added so that the hostile survivors will focus on chuck, not the zombies.
The Americana casino in this version is devoid of items. This will be fixed in the final version.
TO DO:The workbench doors are locked. This needs to be fixed also.
No PP points are given when you kill a hostile survivor, this needs to be updated.
Placing survivors is very time consuming, but I will continue to build this. We currently can only go up to noon on day 4. In the original dead rising infinity mode, the game had placed 52 of the 91 survivors within noon on day 4. That is my goal.
The clothing emote at the beginning of the game needs to also be changed again.
The cost of this food will be much higher in the final version. Currently the two survivors killed give Chuck $10,000 in dropped cash, this maybe adjusted also. We still need to figure out how to drop chuck's health with an .exe program. There have been two unsuccessful attempts at doing this. FIRST TRY Problem with first try according to Ole. Ole's second try .exe file.
Added protester in Atlantica casino -- 6 hostiles now. fixed the clothing emote. Created fire above spawned items after hostile survivor killed. Added another food item: beer can, which is only seen in the cutscenes. www.megaupload.com/?d=XY3ARMQ6
Spawning As expected I was unable to spawn sex deviant Randy correctly, he is like Katey, with his arm up over his head.
I spawned the mascot, Slappy okay, but he never moved.
Randy and the protester are unable to climb up out of the shallow mechanical dolphin pool.
the protester is unable to jump up on the casino tables. Maybe I should give him a gun? Bomber bombing fortune park, silver and platinum stripIn Dead Rising overtime mode there was the helicopter gunship. In infinity mode it was the convicts. After all of the survivors are placed, and after I place Tom's secret, weapons, starting on day 2, I want to set it up so that the bomber bombs nonstop outside. 
STILL LOOKING FOR A MODDER TO CREATE A TRAINER THAT SLOWLY DECREASES CHUCK's LIFEAnyone want to help me add hostile survivors? This datafile.big has three examples. I was thinking that someone could work on day two, someone on day three, and someone on day four. Moloko? My excel coordinate maps will help you immensely in placing survivors. I am going to finish and post the last 12 maps today. In items.txt add this to the end of a survivor to make him hostile: cHostileBehaviour TedAggressive { Condition = "1" }
cMeleeAttackBehaviour TedMelee { AttackChooser = "10" DelayBetweenAttacks = ".1" }
Missions.txt, placing the survivor and reward: cMissionDefinition protester_in_atlantica{ CantFailOnLevel = "ATLANTICA_CASINO" Color = "16422912" DebugSpawnPoint = "EntryFortunePark" DisplayName = "50279" // name above survivor Duration = "68400" // 19:00 day one LevelToStartAtIfDebuggingMission = "ATLANTICA_CASINO" MissionType = "8" ShowInDebugMenu = "true" StartTime = "0" cMissionObjective protester_in_atlantica_objective { cMissionObjectiveSurvivorLives protester_in_atlantica_die { KillSurvivor = "true" MissionWaypoint = "ATLANTICA_CASINO, 3, 1.758, 41" Name = "srv_protester" } } cMissionLevelReady protester_in_atlantica_flush { LevelName = "LEVEL_ATLANTICA_CASINO" cMissionSpawnNPC protester_in_atlantica_boss { NPCName = "srv_protester" Rotation = "3" SpawnPoint = "3, 1.758, 41" UseRotationAndLocationIfSpawned = "true" WithProp = "ProtesterShardKnife" } } }
cMissionDefinition protester_in_atlantica_mission_reward { Duration = "68400" // 19:00 day one LevelRequiredToStartName = "ATLANTICA_CASINO" MissionType = "12" PrerequisiteMission = "protester_in_atlantica" StartTime = "0" //WaitUntilEnd = "true" cMissionLevelReady protester_in_atlantica_reward { LevelName = "LEVEL_ATLANTICA_CASINO" cMissionSpawnItem WallOfFire3 // FirePit crane_light SteamLight_emitter UndergroundSpotLight WallOfFire { ItemName = "WallOfFire" Location = "3, 4, 38" PropState = "-2" } cMissionSpawnItem TenThousandDollars3 { ItemName = "TenThousandDollars" Location = "2.75, 5, 38" } cMissionSpawnItem Intestines3 { ItemName = "Intestines" Location = "3,5,37.5" }
cMissionSpawnItem Intestines3a { ItemName = "Intestines" Location = "3,4.5,37" }
cMissionSpawnItem HockeyStick { ItemName = "HockeyStick" Location = "3,5,36.5" } cMissionSpawnItem beercan { ItemName = "beercan" Location = "2,5,38.5" } cMissionSpawnItem PottedPlant_6 { ItemName = "PottedPlant_8" Location = "3,5,39" SpawnPropFromCategory = "58" } }
}
If volunteers can name the missions DAYx_name_in_location, for example: Day3_protester_in_atlantica Beginning work in progress:
Sure, I can do day 4. What would I need to do? How to helpI will update the assignment list on first page. See: Latest video, showing the case zero attacks: Download here: www.megaupload.com/?d=VNXRNGADAttachments:
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tommah
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Post by tommah on May 1, 2011 14:50:44 GMT -5
missions.txt Attachments:
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Post by anno1404 on May 1, 2011 17:24:59 GMT -5
For gamertag Attachments:
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Post by anno1404 on May 1, 2011 17:54:58 GMT -5
204 kb Attachments:
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Post by anno1404 on May 12, 2011 0:30:31 GMT -5
Tom and I have now placed 60 hostile survivors and psychopaths.Many of tom's day 2 psychopaths are not in this data/datafile.big file yet: www.mediafire.com/?1smach1nawavwj3 STEP ONE: Place all survivors GOAL: May 12, Thursday I will quickly post all the rest of the 35 survivors tomorrow.
Then we need people to go through and change the items the survivor drops in those files and in some cases move the start locations of some of the survivors.
After this, we can open the file up to testing.
I will send out an mass email inviting all modders to test Infinity Mode Beta. STEP 2: Finish decreasing chuck's health GOAL: May 15, This SundayWhile the community is working on testing survivors and tweaking rewards, I will be working with ubiquitous on decreasing chuck's health. STEP 3: minor finishing touches GOAL: May 17, This Next TuesdayAfter we tackle the decreasing health issue, we can work on the minor details: * keys for chuck to all doors and all vehicles. * placing non-poisonous food in vending machines and/or in pawnshops. * add back zombies * makes zombies super aggressive * create a zone around survivors where there are no zombies (maybe) All of this is easy to do, and the community knows how to do it already. STEP 4: Release infinity mode 1.0! GOAL: May 18, This Next Wednesday!We can then release 1.0 of infinity mode. After the releaseAfter the release we can: * Work on adding Leon on his motorbike in royal flush, and * decide as a community what to put outside (I like the idea of bomber with bombs--but we can open this up to a vote!) * figure out how to get survivors to attack in the safehouse. * create tutorial screens All of these issues are solvable but we haven't studied this enough yet. We need some volunteers to:1. help change the reward items in many of the areas. This will involve switching items in each survivor reward mission in missions.txt. For example, swapping a bowling ball and mailbox with a flower pot and mic stand. this gives you the opportunity to get creative! 2. Help test each of the 94 missions over 4 days. Making sure the survivors show up and attack, and the reward appears after they die. Please sign up here!Thoughts?
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Post by anno1404 on May 12, 2011 9:22:11 GMT -5
As soon as we have about 10 ideas, I will release a new poll with all ideas.
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tommah
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Post by tommah on May 12, 2011 10:25:31 GMT -5
if its possible I'd like the bomber... do you know for a fact that it is possible?
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Post by anno1404 on May 12, 2011 11:08:19 GMT -5
if its possible I'd like the bomber... do you know for a fact that it is possible?  no
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Post by ubiquitous on May 12, 2011 17:41:04 GMT -5
Tommah nothing is impossible  If you can do the bomber do it  doesn't sound like it will be easy to do though since I think with Sullivan the flares are what summon the animations for it. If you manage to pull it off that will be awesome.
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tommah
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Post by tommah on May 12, 2011 20:02:44 GMT -5
tom's contributions missions.txt Attachments:
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Post by anno1404 on May 12, 2011 22:31:04 GMT -5
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moloko
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Post by moloko on May 15, 2011 8:19:46 GMT -5
Okay, I used the datafile.big and poked a little into the mod. I'll just say what I noticed, because I don't know what of that is supposed to be, and what isn't. Katey is sitting when idle and runs weirdly. Maybe it would be better to just place her backpack to signalize she's dead (like when you don't give her Zombrex). ATMs still spit out money, but the snack vending machines don't give any food, so I guess that's that. The reward does spawn, and good thing with the beacon, I wouldn't have seen it otherwise.  Gary in the South Plaza does attack, but reluctantly. And he runs up close to you, though using an LMG. Maybe you could give survivors with guns the Sgt. Boykin behaviour? Oh, and he's also missing his textures. [/img][/spoiler] Reward after killing him: Last thing I noticed is that the Silver Strip is not accessible. No matter which exit you take, you spawn on the SUV, with the Strip far in the background. If you enter the car or go somewhere else, you fall forever. So far all I've got, I might test some more later. Also, I don't know what of that was intended, and what wasn't. 
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Post by Wizard on May 15, 2011 8:35:08 GMT -5
A beta? Sweet! I'll look into it, but frankly I'm not sure entirely what to expect, I mean, I've never played the original dead rising's infinity mode.
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Post by Wizard on May 15, 2011 9:17:52 GMT -5
I tested it. I can confirm everything that Moloko posted above me is all accurate. I experienced the same exact things.
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Post by anno1404 on May 15, 2011 12:11:15 GMT -5
Katey is sitting when idle and runs weirdly. Maybe it would be better to just place her backpack to signalize she's dead (like when you don't give her Zombrex).
Would you all prefer a dead Katey to a hostile one?
ATMs still spit out money, but the snack vending machines don't give any food, so I guess that's that.
Vending machines are still set to intestines. I need to fix that. Thanks for checking ATM.
Gary in the South Plaza does attack, but reluctantly. And he runs up close to you, though using an LMG. Maybe you could give survivors with guns the Sgt. Boykin behaviour?
Good point. That is a much higher level of complexity which we can address in 1.1. All survivors with guns have that behavior. The solution is usually to add more survivors. Later on their is the military men matthew and the other guy. They kick Chuck's ass. In the original infinity mode the real enemy was your own body, the slow and ceaseless lowering of health, all of the hostile survivors were easy to kill except maybe Carlos in Entrance Plaza.
Possible solution More hostile survivors, I could do 3 Gary's 
Oh, and he's also missing his textures.
this is actually the way he is supposed to be. deadrisingwiki.com/wiki/Gary Would it be better to keep him out or posting him later? you are the second person to mention this mistake which is actually not a mistake. |

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Last thing I noticed is that the Silver Strip is not accessible. No matter which exit you take, you spawn on the SUV, with the Strip far in the background. If you enter the car or go somewhere else, you fall forever. So far all I've got, I might test some more later. Also, I don't know what of that was intended, and what wasn't.  Oh shit. I am SO glad you two noticed this. And I am devastated, as you both could have carried on further if not for this problem. this is my item modification for pics. I am changing this now. I will post the improvements now. Hopefully you can try it some more. Maybe consider debug mode again too, where you can jump from mission to mission. And all 80+ missions are listed. deadrisingwiki.com/wiki/Mod:DebugYou seem like a pretty linear guy with your games, which is great. we need all kinds of testers who bring up really good points. If you were not playing this linear, you may have missed this very important glitch in silver strip.
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Post by anno1404 on May 15, 2011 12:38:40 GMT -5
fortune exterior (silver strip) and vending fixed www.mediafire.com/?483qi6k14d6q4bcarena: www.mediafire.com/?bt8ew2c3jp9se5nlater 9:28 pm 5/15 www.mediafire.com/?2i2mv5jdeprf5yr
notes from ubiquitous ANimationchooserValueForHand = "0-22" Replace with AnimationChooserValueForHand = "4" Animation 9999 with value 999 then use whatever hand entry you want and just add a DoT to it sgraph find DoT that has -00.166 and change it to .5 around 20secs for 1 bar Dot = damage over time. at .500000 it takes 29 secs with crowbar for damage to occur at .250000 it takes 53 secs per bar. the lower the slower. In theory it should have doubled the time so at 29 it should have been 58 secs
www.random.org/lists/Debug mode and infinity mode together: rockers in americana casino:
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Post by anno1404 on May 15, 2011 15:06:09 GMT -5
WARNING:
BACK UP FIRST (or you can download the back up files below)
* data/datafile.big * data/frontend/startup.text (for start screens) * data/dynamicprops (folder for new tom weapons not there usually unless you created yourself -- no backup here because not part of original game)
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This project needs more volunteers
Its easy! Backup your data/datafile.big Replace your data/datafile.big with above upload.
You are now ready to test the game.
Any suggestion, complaints, or concerns please let us know! |
Full list of infinity mode hostile survivors We need to know if: * these 94 hostile survivors show up, * if rewards with pillar of fire show up after survivors are killed (not before), * if survivors attack you, etc. Current infinity mode testers* Moloko (provided optional videos) * Wizard * Mad! (provided optional videos) * thommoboy * anno1404 * ubiquitous
Committed to test but no feedback yet:
* Roosevelt * Johnnferdd * eggman VideosNOTE: Videos are NOT required to test this mod. Most editors create no videos. Mad's first 9 of 94 survivors: Day 2 survivors video by Moloko: Decreased life, still developing: Older beta versions
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Post by anno1404 on May 15, 2011 15:21:48 GMT -5
Where are the zombies?They will be placed later. It is very easy to do. We just kept them out of this beta release to test survivor agression. How can i help beyond beta testing?* figure out how to place items in weapons locker, which stay in game and transfer to other games (for tom's three super weapons -- like the laser sword in Dead Rising 1) * create a zone around survivors where there are no zombies (maybe) know coding in missions.txt already. * keys for chuck to all doors and all vehicles. See this post Obiquitous had a great idea: remove the doors to rooms. We already have a way to open vehicles. But what about the underground doors? they have triggers on them.Gary in South Plaza has no texturesThat is the way the capcom left him There is no one in Royal Flush, the Safe House, Fortune City Park, Platinum Strip and Silver StripThose areas will be developed in Infinity Mode 2.0. We plan special psychopaths and events in those locations. We are voting on what to put outside right now (I like the idea of a bomber) Am I supposed to kill Katey, Stacey and Sullivan? (spoilers)No run down the hallway past the zombies with flashlights to a door. Katey, Stacey and Sullivan are there and impossible to kill to show how this is hell on earth, that even your crippled daughter will slit your throat. Katey's arm is messed upIt is, and we have not figured out how to fix this model. We felt it was important to include her, as mentioned above. The slot machines in some of the casinos are gone replaced with fire?Yep. Why is everything 100,000 to buy? Because God hates you and so do we. What is in the vending machines? $100,000 baked potatoes. Sushi and baked potatoes are the only food in the game which is not poisonous. Every time you kill a hostile survivor group, you get $10,000. Do the math. ATMs still work, but we will close that little grind loop hole soon. Why the pillar of fire with gifts underneath when I kill someone?Because we could not figure out how to make cardboard boxes rotate and spawn after a survivor dies in the location where the survivor dies, like in Dead Rising 1. If we spawned the reward items without the pillar, you would have to search for it. Note to self: make survivors cardboard boxes. What is the point? I am boredLike Dead Rising Infinity Mode, the point is to survive as long as possible. We have decreased life figured out, So chuck slowly dies. We already have 3 super weapons as a reward for living long, and we already know how to add super aggressive zombies. I want to retain the same levelTo retain you level and items in the locker from past games:* Go into the save game screen * Go to your highest level slot * Press X * The game should ask are you sure you want to restart? * Select yes.
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moloko
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Post by moloko on May 15, 2011 15:23:39 GMT -5
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Post by tamaman456 on May 15, 2011 18:05:13 GMT -5
I tested out infinity mode, and these are my results: at the begining when you fight katey sullivan and stacey, i could not kill katey, the attacks seemed to go right through her, and i could only find 5 survivors in total the other areas were rather empty, (no one to be seen) . the five people i did find were: katey stacey, sullivan, a girl with a frying pan and some white dude with the word "promo" all over him! so yeah it was good but the only place there are zombies is the first area. .......oh yeah and the poisonous food is cool but it seems to only do one block damage Update by anno: all issues addressed here: p.ly/infinity
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Post by thommoboy on May 15, 2011 18:44:47 GMT -5
IM BACK ILL HELP TEST!!!
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Post by thommoboy on May 15, 2011 18:46:08 GMT -5
why u remove me i was still working on it inbetween year 12 block exams
for the weapons arena cant you make like a tp from the safehouse to the map?
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Post by anno1404 on May 15, 2011 20:10:47 GMT -5
why u remove me i was still working on it inbetween year 12 block exams for the weapons arena cant you make like a tp from the safehouse to the map? we hadn't see you for a long while. Glad you are back. You can test the mod please  we are particularly interested in the later survivors. i have a teleporter to another area in another mod. I just haven't added it yet as it is not needed for infinity mode testing.
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Post by ubiquitous on May 16, 2011 0:59:09 GMT -5
Ok need some testers to help me finish up with my part. It's almost done but still got a few kinks that we are aware off. This should be the latest Infinity Mod build released by Anno along with my files merged. Post any bugs you find. Link: www.mediafire.com/?xtxjnu3fipeyxkxUpdate by anno: newest version is above.
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moloko
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Post by moloko on May 16, 2011 14:06:54 GMT -5
Scrambled rewards for survivors Day3 end to Day4. Attachments:
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Post by anno1404 on May 16, 2011 14:38:52 GMT -5
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Post by anno1404 on May 17, 2011 23:43:02 GMT -5
Sorry no major improvements on my part. I did test several survivors today. Our biggest problem is a lack of testers. Several people have volunteered, but only five people have tested and posted results, and no one has tested beyond day 1, first 8 hours. Honestly, you replace one file in dead rising and can play...not hard. I know there is interest for this, but this is a group effort. You guys who have helped been great, I just wonder where the other 600 forum members are. We will miss the Wednesday deadline unfortunately, for a variety of reason, but mostly because of a lack of testers and feed back on what needs to be fixed. Ubiquitous wrote in a private message to me:I have been unable to spawn the newly created weapon entries into survivors hands. I know its possible since I have done it before on one of my older builds with original files other than items.txt and sgraph. I am not sure what the issue is here though I have looked at the code and it looks correct to me. I know you got more experience with missions.txt so maybe you are able to do it if not the weapons do really little damage and the damage done to NPCs isn't noticeable by the eye so like I said before on my previous post we can boost NPC's health by a little and it should offer a counter-effect for the DoT. (later) Tracked the problem down to items.txt itself. I tried spawning the new weapon items made for NPCs in levels themselves and I was unable to. I am not sure what the problem is here though. <end> I will work on this tomorrow evening in earnest.
Ubiquitous wrote to me:Ok so we talked briefly about this last night. Today I tried taking out an item and making one it didn't work. Next I tried placing it with the other weapon entries in its type and still didn't work. Last thing I tried was just renaming one of the existing weapon entries and tried spawning it and there was the issue. I am not sure what is happening but at least we know its not making the new weapon entries that's the problem but somehow after they are renamed they don't work anymore if its in the spawning of the weapon or in the creation I don't know. I know creating and spawning new entries is possible since I had done it a while back in figuring out the solution to solving the DoT for male survivors. I don't know what I did differently to this one though so will try more things later tonight. .... Just had to do a quick test or it would have bugged the hell out of me till I was able to work on it again. I found my old datafile with the added item entry and placed it in game and sure enough the weapon was spawned. Went into the items.txt for that file and changed properties to match the default item and it still spawned. Decided to take the entry from that datafile and apply it into a clean datafile I've been using in attempts to make new weapon entries work and spawned the item in the safe house. Started game and it spawned so it baffled me. When I had been trying to spawn the other item it wasn't working this item was a New Katana. When I placed the code for a new Acoustic Guitar that item spawned. I will look at differences in the lines included in each item which might have the answer. If there isn't any single line which controls this it might be some weapon entries just aren't allowed to do this. <end>
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moloko
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Post by moloko on May 18, 2011 5:03:05 GMT -5
Anyone else experiencing a game crash when trying to save with Infinity Mode (IM)?
Also, I still fall into nothing when entering the Atlantica Casino. [Entering from the Fortune Park.] Was this addressed in the decreasing life build only or not at all? imageshack.us/photo/my-images/156/deadrising2mapannounced.jpg Update by anno: fixed in later edition see: p.ly/infinityAlso, since the tutorial is skipped, you don't get a map. I don't know if this should be left as intented ("Oh, the mode is so hard, we won't even give you a map!"). Update by anno: fixed in later edition see: p.ly/infinityAnd in the Americana Casino, the [wall slot] Card Game is still "cheap"...The others are all 100.000. Update by anno: listed on: p.ly/infinityAs soon as the spawn point issue in the [Atlantica Casino] (AC) is fixed, I will test thoroughly.
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moloko
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Posts: 494
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Post by moloko on May 18, 2011 12:22:56 GMT -5
got problem with dropbox.. already put two vids at PUBLIC FOLDER of dropbox.. If you put them in the public folder, right click on each file and click on "Copy link" and post the links here. Why don't you upload the vids to YouTube right away? 
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