moloko
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Post by moloko on May 18, 2011 13:06:00 GMT -5
From anno's removed posting: ..I wonder whether we should have one spawn point for each area, because although we can get the survivors to stop attack the aggressive zombies, we don't know how to get zombies to stop attacking survivors. So many of these survivors will die before they get to you.
For the survivors, maybe you could pack them inside barricades, that should keep zombies off for a while. Works best for survivors with guns, obviously.
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Post by anno1404 on May 18, 2011 13:11:38 GMT -5
For the survivors, maybe you could pack them inside barricades, that should keep zombies off for a while. Works best for survivors with guns, obviously. yeah, we can look into your good idea. I am itching to add back zombies, the aggressive mod ones, but we need to test survivors first.
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Post by anno1404 on May 18, 2011 15:52:19 GMT -5
I went through the safe room to exit out from Atlantica Casino to Silver Strip. That is when the spawn point on the Fortune Exterior which includes Silver Strip did not work and I fell through the floor. I note that before the wall is blown, it looks like there is nothing behind the wall, except for doors, which seems quite unlikely. MAP BELOW #1 Fortune Park to Atlantica Casino -- okay both ways for me #2 Silver Strip to Atlantica Casino via tunnel -- fell through LEAVING Atlantica Casino, did not have enough time to go inside Atlantica Casino #3 Palisades to Atlantica Casino. not tested I had a problem getting to the silver strip Atlantica entrance #2 on map. I wonder if it has anything to do with the locked vaults and that the player is not supposed to be there? Attachments:
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Post by anno1404 on May 18, 2011 20:01:45 GMT -5
I think I know the problem with the mechanic. His model was not intended to be a survivor, right? Just a pyscho. So it's possible that if you give him his boomstick (Shotgun+Pitchfork) back then he should work fine. Also try using a pyscho script for him. Oh sorry, i misspoke before. It was the sex deviant Randy who was deformed, not Jed. If you play the second group of characters as I have pleaded, you will find Jed in the Slot Ranch Casino on the stage. Early Merry Christmas.  Nice job Ubiq. DR2PRO = "true" is dead rising prologue, or case zero. This is a common question. Would you like me to add MergedFileNotUsed = "true" to the entire items.txt of modified weapons? it would only take me 5 minutes. My progressAs suspect missions.txt is the problem behind the first mission not loading with out a doubt. I have removed several missions and it still crashes. I will keep playing with it, then work on Atlantica Casino spawn point.
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moloko
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Post by moloko on May 19, 2011 8:30:38 GMT -5
I used the "infinity mode 0.6 beta Has decreasing health (updated 5/17 1:36 am EST)" build and did some more testing in the hopes that this is the one up to date. This is what I found: Locked doors (weren't they supposed to be unlocked? Or will that be triggered by a mission some time later in the game?) cloud.steampowered.com/ugc/559783220030753805/2A56BE9C0C74AE1BBDFB79F0D6FB6C994D691BE3/ Kokonutz Sport Town (where Tape it or Die happens) cloud.steampowered.com/ugc/559783220030743714/28159CE1F78894D91DB2CAE6BABB93B603D7A5ED/ Yucatan Casino (which is unlocked during the break-ins by Tyrone) cloud.steampowered.com/ugc/559783220030750019/070EDA67D923F3EF6D5470D8D1D559731321E453/ Underground Access cloud.steampowered.com/ugc/559783220030735579/90927BFE8FA63C14A5FA5D3380E2D58E8F13BC4E/ Deviant Bride Battleground, no action spot (Examine) at all Other stuff:cloud.steampowered.com/ugc/559783220030754972/F0E3B8B7CD68E2BDE5737572D8F456EFF12DC534/ I killed Carlos, but was unable to locate the reward.
cloud.steampowered.com/ugc/559783220030740336/318932EBE26B01B9630EEA80BDF0493863B850A5/ The Food Court battle was really hard, stunlock by 4 guns shooting at you is devastating. But the dude in the upper left corner died during the battle without me hitting him. I presume he got shot by the others, but he died in a second. Does he have that little health? cloud.steampowered.com/ugc/559783220030737089/38559C10A65E3755FCF6F66212F36CB9257220CE/ Reward spawned, not so much stuff, considering the strength of the enemies, but maybe the guns make up for it.
cloud.steampowered.com/ugc/559783220030746622/371663033404A5E06DC858E8DB673A598D23C704/ I can confirm that the looters try to attack you, but can't pass the fence. Also, when you kill them, you get the notification that a survivor has died. I didn't recognize the name, is that a CZ survivor? Misc:All the "big" gambling sites cost 23,200. This should be addressed, as you can win big with them. cloud.steampowered.com/ugc/559783220030742342/74FCE5EBFCDD34E33BF6D4BFC72394E621E5A85F/ cloud.steampowered.com/ugc/559782500831906558/1122523733C5753A0E7B61A3DDD488FDA2EFCB33/
cloud.steampowered.com/ugc/559783220030738582/DE2FCA99E2AF4306226D7BA9D45945FC5BFA7435/ Flames in the casino next to the Food Court, but I suppose that's intended.
cloud.steampowered.com/ugc/559783220030741553/ED8B6172B913BA36DC2C3A6DCCBFAC3554E7EF10/ ATMs still spit out money.
And still no map. ___________________________________________________ I like the new opening with the anim. Though the zombies in the old build were nice, this one has more of a competition character, which is what Infinity Mode is. ___________________________________________________ Sorry for the not in-build screenshots, but that way it's way easier to upload and share them. Besides, I give descriptions, so you know what they're about. I will continue testing later, using the SpeedBoost attribute to make the running a little less tedious.
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tommah
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Post by tommah on May 19, 2011 11:28:40 GMT -5
we definitely need to increase the health of the survivors... also, didn't those codes I gave to give the player the keys work?
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Post by anno1404 on May 19, 2011 12:03:31 GMT -5
Wow Moloko this is incredibly awesome but overwhelming. I need to figure out how to index these issues and categorize them in matters of importance. THANK YOU! Keep it up! Also, I may not have any time to edit here on this forum during the day. heads up. we definitely need to increase the health of the survivors... also, didn't those codes I gave to give the player the keys work? We have discussed that. Map is in the most recent build: dl.dropbox.com/u/29307184/map%20solved%20tutorial1%20fixed/datafile.bigKeys are not in the most recent version. Ubiquitous was working on this. RE: I like the new opening with the anim. Though the zombies in the old build were nice, this one has more of a competition character, which is what Infinity Mode is.Huh? Sorry i am confused again. I can't see pictures from that service you use until later tonight. Bugs that need to be fixedp.ly/infinityI am expanding this page to make a list. If everyone would like to post problems they find there. If you are uncomfortable using a wiki, you can post here, but that will require me or someone else to transfer it over. If someone would like to be officially in charge of transferring problems from here to there, and maintaining that list . That would be great, otherwise I can maintain it.
CURRENTLY I AM WORKING ON IT -- NOT READY YET
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moloko
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Post by moloko on May 19, 2011 13:32:23 GMT -5
As for the keys, I couldn't tell. Because I imported my Lv50 char who has all vehicle keys. As for doors and such, see my posting, I don't know. Maybe my build wasn't the newest, I will test the link anno gave me with the map included and inform you about it.
RE: I like the new opening with the anim. Though the zombies in the old build were nice, this one has more of a competition character, which is what Infinity Mode is.Huh? Sorry i am confused again. I can't see pictures from that service you use until later tonight.  " I was using the build in the first posting, the 0,6 one. Which lacks Sullivan, Stacey and Katey in the beginning. Also, the animation played is the one he uses when putting on a suit, whereas before I had the one where he signalises them to come at him. Catch my drift? Not important anyway. But here's two vids to show the difference: This is the "new" (at least to me) animation and all survivors are there. This is the new one, but no survivors there and no zombies. I used the "infinity mode 0.6 beta Has decreasing health (updated 5/17 1:36 am EST)" build and changed the sgraph.txt to avoid losing health.
Also, the first posting should hold all the newest builds and it should be posted whenever the first posting is edited, so we all are on the same level. 
I just recorded footage for the first two days, showing how I killed every survivor I could find. Will take me some while to convert the shitty .avi to h264 (10Gig, wth). Will post it here with a detailed list. Some survivors didn't show up, will tell you soon. TRIPLE POST!
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Post by anno1404 on May 19, 2011 14:23:39 GMT -5
New What you see is what you get (WYSIWYG) editor on the wiki A few editors have complained about the learning curve on learning wiki markup to edit deadrisingwiki.com/wiki/Template:Mods mod section and the rest of the wiki.
I sympathize with your concerns and have a awesome solution.
Tonight I am installing a (WYSIWYG) editor which will make it extremely easy to edit the wiki.
SEE SCREEN SHOT BELOW
The tables I am making to keep track of all errors found and how is dedicated to fix them, will be easy to edit and keep up with, even for no one who has ever edited a wiki. As for the keys, I couldn't tell. Because I imported my Lv50 char who has all vehicle keys. As for doors and such, see my posting, I don't know. Maybe my build wasn't the newest, I will test the link anno gave me with the map included and inform you about it. there are no keys yet. We will get rid of vehicles. Map should now work i hope. RE: I like the new opening with the anim. Though the zombies in the old build were nice, this one has more of a competition character, which is what Infinity Mode is.Huh? Sorry i am confused again. I can't see pictures from that service you use until later tonight.  " I was using the build in the first posting, the 0,6 one. Which lacks Sullivan, Stacey and Katey in the beginning. Also, the animation played is the one he uses when putting on a suit, whereas before I had the one where he signalises them to come at him. Catch my drift? Ha videos! You rock, you don't have to go through all of this. I returned Sullivan, Stacey and Katey in the beginning newer version. The empty section was an error where it would crash if you didn't play off save. The clothing emote animations were removed in ubiquitous's sgraph awesome updates. Two seconds to add back. I actually wanted to get rid of them all together, but I never could figure it out. Also, the first posting should hold all the newest builds and it should be posted whenever the first posting is edited, so we all are on the same level.  It does, top of page. I did post it. I will make it more obvious next time. good suggestions as always. i hate forums, and ESPECIALLY proboards. Attachments:
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Post by ubiquitous on May 19, 2011 14:56:34 GMT -5
The code for keys is working but has not been inserted yet. Was trying to solve more important issues that are happening right now. I have been discussing some of my ideas with Anno to make the most use of some of the keys so they should be in game pretty soon. If anything the Maintenance Room keys will already be in next build and probably 1 more set of keys.
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Post by anno1404 on May 19, 2011 15:58:28 GMT -5
I just recorded footage for the first two days, showing how I killed every survivor I could find. Will take me some while to convert the shitty .avi to h264 (10Gig, wth). Will post it here with a detailed list. Some survivors didn't show up, will tell you soon. you are my demi-god. (ubiquitous is already my messiah) Guys, I just had a really cool idea. Okay, theoretically, we know how to travel back in time to 9/25 12:00 am. We have seen the code in missions.txt (discussion buried in the original infinity mode) Does going back in time affect missions? i.e. can you restart missions? I suspect missions do not restart, if they don't, then we can make the "food missions" as I discuss in the depletable food thread. Every time you go back in time, there will be less and less food, and less and less survivors, until you die. Ah, how i miss original infinity mode. dead rising infinity mode virgins
For all you dead rising infinity mode virgins -- and you know who you are (*Cough* Ubiquitous *Cough*) -- let me explain. The idea of dead rising infinity mode was to live as long as possible. The question was not if you were going to die, the question was when. There was no winning at infinity mode. No cutscene were you reunite with loved ones escape. YOU WILL DIE alone in a cold, dead, dark, mall, surrounded by hungry zombies.
I think we can now assure that everyone dies who plays infinity mode.
I don't know about you, but that makes me pretttty happy. | 
dead rising infinity mode virgin |
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moloko
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Post by moloko on May 19, 2011 16:39:40 GMT -5
First half of the footage, going from the beginning to Day 1, 4 p.m.
Timeline: Survivors from beginning to Day 1, 4 p.m. 00:00 - 00:06 Sarah and reward 00:07 - 00:23 Brandon and reward 00:24 - 01:12 Archie, Fausto, Dick and Bob and reward 01:13 - 01:31 Carlos and reward 01:32 - 01:43 Gary and reward 01:44 - 02:14 Jenny and reward 02:15 - 02:23 Alice and Andrea and reward 02:24 - 03:32 Rebecca and reward 03:33 - 03:56 Jed and reward 03:57 - 04:15 Nevada and Shaun (with spawn problems) and reward 04:16 - 04:33 Stuart and Irwin and reward 04:34 - 04:42 Lucas and reward 04:43 - 05:00 Chrystal (from the wiki, the twins should have spawned, she was alone), couldnt find reward
Second half of the footage.
Timeline: Survivors from Day 1, 4 p.m. to Day 3, 12 a.m.
00:00 - 00:08 Dale and reward (he spawned alone) 00:09 - 00:30 Allison and Darcie and reward 00:31 - 00:39 Kalee and reward 00:40 - 00:48 Helen and reward 00:49 - 01:38 Jeanna, Floyd and Allen and reward 01:39 - 01:48 Wade and reward 01:49 - 02:25 Michael and Matthew and reward 02:26 - 02:33 Anim and reward 02:34 - 02:54 Woodrow and reward (edited twice) 02:55 - 03:10 Royce and reward 03:11 - 03:23 Bill and reward 03:24 - 03:39 Randolph (couldnt find reward) 03:40 - 03:51 Kevin and reward 03:52 - 04:10 Kenneth and Jack and reward 04:11 - 04:30 Cora and Summer and Nina and reward 04:31 - 04:40 Lance and reward 04:41 - 04:46 Vikki and reward 04:47 - 04:56 Adrian and reward
Missing survivors:
Leon never showed up. I thoroughly searched the Royal Flush Plaza but never found him.
Dale is alone, Julius and Ceasar don't spawn.
Boykin didn't show up.
Reed and Roger didn't show up.
Militia Men didn't show up. ____________________________________________
Maybe I missed some triggers, though I've always been in areas that don't have a survivor coming up, e.g. outside.
The videos aren't fast forwarded, I set the ingame clock to 4 times the speed and assigned SpeedBoost = "200" to Chuck. Or Jessica, if you will. I might do the rest of the survivors tomorrow, if I feel like it. Other are welcome to try, too. Sometimes there's little cuts, when I roamed to find the reward and re-recorded when I found them. I also found some other things that I will adress in the followup post.
//Edit: Sound in the vids is WAY off, probably a codec issue. Ignore that.
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Post by anno1404 on May 19, 2011 16:50:52 GMT -5
Second half (yes, that one first) of the footage. The videos aren't fast forwarded, I set the ingame clock to 4 times the speed and assigned SpeedBoost = "200" to Chuck. Or Jessica, if you will. I might do the rest of the survivors tomorrow, if I feel like it. Other are welcome to try, too. Sometimes there's little cuts, when I roamed to find the reward and re-recorded when I found them. I also found some other things that I will adress in the followup post. Wow, that must have taken you SO much time. Thank you Moloko you and Mad have a real talent. I am so impressed. Like Mads last video, watching that video makes me excited to play! And inspired to work harder on this. I will add it to the front page. I note that Mad's youtube video on youtube has already gotten some comments. Now all we need is a text list as good as yours of day 3 and 4.  Volunteers? A video is not necessary to test the game if you want to try dear friends 
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Post by anno1404 on May 19, 2011 17:05:46 GMT -5
THIS POLL LOCKS on FRIDAY MAY 19, 6 PM EST. Please respond. The big problem with releasing the game with food vending machines is we now know that players can restore the game from level 50 and all of their money, which in some cases is significant. There is no way to remove this money from a player or stop them from starting the game at level 50. I think most people still interested in dead rising 2 at this point are going to have gotten to level 50, so most players will have a lot of money. Thoughts? Should we focus on making food deletable and remove all money before releasing 1.0? This will push the release date back, but as Ubiquitous said, loosely paraphrasing: we don't want to release and advertise a "alpha" product, otherwise people won't come back for updated versions. Thread on this making food depletable: deadrising2mods.proboards.com/index.cgi?action=gotopost&board=dr2general&thread=179&post=5252I am not voting because I am torn and don't know what to do.
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moloko
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Post by moloko on May 19, 2011 17:09:18 GMT -5
Other stuff I found:
00:00 - 00:40 Underground Passage accessible, but doors are locked 00:41 - 00:45 Vending machines give food instead of guns 00:46 - 00:48 Leon's truck is accessible, but he's nowhere to be found 00:49 - 01:00 "Random" looters in the Flush Plaza around the night of Day 1 to Day 2.
And concerning the looters:
Looters act like zombies, then normal and like survivors. They can die and display survivor messages. upon entering / leaving the area, they respawn.
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Post by anno1404 on May 19, 2011 17:26:50 GMT -5
00:00 - 00:40 Underground Passage accessible, but doors are locked 00:41 - 00:45 Vending machines give food instead of guns 00:46 - 00:48 Leon's truck is accessible, but he's nowhere to be found 00:49 - 01:00 "Random" looters in the Flush Plaza around the night of Day 1 to Day 2. And concerning the looters: Looters act like zombies, then normal and like survivors. They can die and display survivor messages. upon entering / leaving the area, they respawn. wow, that is so bizarre. i forgot i left looters in. your finding may help us spawn more survivors as looters (?) in the future bypassing the misnamed "8 survivor rule" (maybe not). I have a feeling we have stumbled upon something really awesome with these looters, but i am too tired to connect the dots. The looter Chuck talks to during "One Mans Trash" count toward the limit, I've confirmed this. The rest [of the looters] don't, nor to the [mercenaries] or [psychopaths].
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Post by ubiquitous on May 19, 2011 17:27:56 GMT -5
Well throughout the time I've posted many possible solutions which would work in theory.
Easiest, fastest, most limited solution: Have food sold through pawnshops so there is a limited quantity. When keys are sold they get the sold out sign. Since I never bought anything other than keys I don't know if the other items also have the same property but I'm sure they can be made 1 time sales. In this manner food is limited to the amount of pawnshop slots available unless more are available to be made which I'm sure there is a way to do that as well.
Second solution that might or might not be possible: Create vending machines in missions.txt which should be replaced with sold out machines once they are depleted. With this method a few entries could be created which contain a limited amount of food. Similar to pawnshops but might not be possible since I don't know the effects that would have upon leaving and re-entering the area. The item might disappear or refill if not depleted while in the area.
Most flexible and longest solution: by Anno Create multiple food entries in missions.txt and place them where you want them. With this one you can set up everything just where you want it but it will definitely be the most time consuming as you have to create entries for the food items.
Depends how you want stuff Anno and I know you want to stick to the original as much as possible but it will be time consuming to match the desired results.
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moloko
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Post by moloko on May 19, 2011 17:43:26 GMT -5
* 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. Well, can't you remove the "Examine" events on the doors and place some own teleports just in front of them? That would eliminate activating the trigger and make it accessible at all times.
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Post by anno1404 on May 20, 2011 1:47:09 GMT -5
* 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. Well, can't you remove the "Examine" events on the doors and place some own teleports just in front of them? That would eliminate activating the trigger and make it accessible at all times. More load screens? ugh.
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Post by friedcod777 on May 20, 2011 2:49:31 GMT -5
well... heres my 2 cents.. i hate when mods releases are backed up because some lame little set back... id loooove to see all items to be depletable ... would make you remember where items are and stuff... but if you cant... well.. you cant  === have you guys ever thought of the blender? maybe the potatoes are not so rare, but what if they only healed small amount , but you need to blend it with something else thats RARE to make it heal more. ... can you remove blenders? make them a little more scarce? (if they are too common, iam not sure i tend to forget to use the blenders)
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moloko
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Post by moloko on May 20, 2011 6:35:54 GMT -5
Wait, so you want the underground to be accessible, but you don't want loading screens? How else would you go down there?
Will download the newest datafile and try to film the last survivors now.
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Post by anno1404 on May 20, 2011 7:26:00 GMT -5
Moloko's statement:
I don't see a problem with the current build. The food is restricted by money and it works. All the other food lying around is worthless. Money also fits the Fortune City theme, so there's no rush in my opinion.
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Post by anno1404 on May 20, 2011 7:30:38 GMT -5
Wait, so you want the underground to be accessible, but you don't want loading screens? How else would you go down there? Will download the newest datafile and try to film the last survivors now. Sorry didn't think of underground, thought maybe you were talking about maintenance room (fixed now in current build) Yeah, your solution will work. If we want to make 6 teleports in 7 different areas. I think trying to find the keys is easier, hopefully we can, otherwise your idea is a good solution. Ubiquitous wrote to me in Private message: Do you have a list of what you replaced? I guess I can use winmerge to compare
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moloko
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Post by moloko on May 20, 2011 8:38:08 GMT -5
Survivors from Day 3 to the end. Timeline:
00:00 - 00:10 Sarah (drops keys) 00:11 - 00:44 Terri and Tammy and reward (give Tammy guns?) 00:45 - 00:58 Bibi and reward 00:59 - 01:40 Sven, Skylar and Sharon (Simon is missing) and reward 01:41 - 02:01 Ray, Tia and Tamara and reward 02:02 - 02:13 Danni and Taylor and reward (Taylor defects) 02:14 - 02:22 Marvin and reward 02:23 - 02:55 The Nerds (Curtis, John, Kevin and John) and reward 02:56 - 03:15 Gemini and reward (Fulfillment bonus for unknown mission) 03:16 - 03:25 Lance and reward 03:26 - 03:38 Madison and reward 03:39 - 03:47 Jeremiah and reward 03:48 - 04:17 Kirby, Lenny, Richard and Tom (spawn problems) and reward 04:18 - 04:47 Andy, Jared and Noah (spawn problems) and reward 04:48 - 04:55 Drake and reward
No survivor showed up past Day 3 23:59 (so none at all in Day 4) Simon didn't spawn Dmitri didn't spawn
Game crashed at Day 4, 09:59.
Also, I got fulfillment boni at: Day 1, 14:30 (20.000) Day 3, 16:00 (60.000) Day 4, 04:00 (10.000)
For missions that seem to have triggered, though I didn't do anything.
_____________________________________________
Stuff that is worth mentioning, too.
Timeline:
00:00 - 00:06 - ATMs give money 00:07 - 00:10 - Fulfillment bonus for unknown and untriggered mission at 09:30 p.m. 26th 00:11 - 00:15 - Leon's Truck's doors open 00:16 - 00:28 - Looter acts normal, then like a zombie
Can you apply the DLC attributes to survivors? If so, you could use
ReducedAttractionDistanceOfZombies = "0.965"
from the Ninja DLC and increase it to 1.0, so the survivors are invisible to zombies.
Concerning the survivors won't make it until you arrive problem:
Why not raise survivor and zombie health and change the player weapon damage. If a survivor has 100.000 health, a hit from a zombie won't concern him. And if a katana does 10.000 damage, he still goes down quickly when you attack. Just unless we can't find a better way to solve this.
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Post by anno1404 on May 20, 2011 15:12:29 GMT -5
Nice job friends, I look at these videos and think: wow, I had a small part in making my own video game extension. To tell you the truth, we took a real leap of faith when we decided to go forward with infinity mode despite no solution to a decrease in chuck's health. I thought: there is a good chance no one will be interested in this. But the community has really come together on this project in ways I could never imagine. With the knowledge we have collaboratively built here, this is only the first extension we will make too. Thanks everyone  Can you apply the DLC attributes to survivors? If so, you could use ReducedAttractionDistanceOfZombies = "0.965" from the Ninja DLC and increase it to 1.0, so the survivors are invisible to zombies. Concerning the survivors won't make it until you arrive problem: Why not raise survivor and zombie health and change the player weapon damage. If a survivor has 100.000 health, a hit from a zombie won't concern him. And if a katana does 10.000 damage, he still goes down quickly when you attack. Just unless we can't find a better way to solve this. We definitely need to address health before 1.0 is released. Ingenious ideas Moloko.
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Post by ubiquitous on May 20, 2011 16:45:34 GMT -5
The keys for underground, elevators, laboratory, pharmacy, maintenance have all been found an just need to be entered into missions as rewards unless Anno wishes them to all be unlocked at the start which is easy to do.
As I mentioned in that poorly written message to Anno lol some doors do not have keys assigned to them and are instead locked with mission Prerequisite. At least that what I got from looking at the code yesterday. I deleted the Prerequisite line and set InitialState = "1" and doors without keys were unlocked. I'm sure the same could be done for they doors that require keys and vehicles as well.
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moloko
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Post by moloko on May 20, 2011 17:00:48 GMT -5
I think it's cooler to unlock them after certain time spans, as rewards, like mad suggested. As for the underground, maybe put some cool stuff there, but also loads of zombies or survivors with guns and ridiculous amounts of health. Increasing the life in general might not be necessary. It's just a question of game balance. Depending on how quickly Chuck's life drains, how many zombies there are and such. Though in my opinion, we are still far away from balancing everything with all the open issues. But we're making progress, so it'll all come together. 
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Post by ubiquitous on May 20, 2011 17:17:51 GMT -5
Just decided to look at the door codes again and sure enough the key doors got Key codes assigned to them for opening. So for doors like the bank doors that are closed until a mission is completed instead could be assigned a key or even better make a new set of keys to assign to doors  Something really simple yet it could be used to make a whole bunch of new possibilities when paired with missions.txt and even when not its still go a lot of potential for making secret rooms. BTW Anno your theory of the Atlantica having a Door Assigned to the wall was way off. I had to keep door closed for back of vault otherwise when area was loaded without the hole in the wall you would fall through the floor as there is no collision there until the new room is set up.
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Post by anno1404 on May 20, 2011 17:52:01 GMT -5
The keys for underground, elevators, laboratory, pharmacy, maintenance have all been found an just need to be entered into missions as rewards unless Anno wishes them to all be unlocked at the start which is easy to do. I agree with everyone else about the locks.
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Post by anno1404 on May 20, 2011 17:53:21 GMT -5
we decided to use the current build (vending machines and poison food), merging this with the main infinity mode thread.
Poll Question: Deletable food solved before 1.0 infinity released
Poll Status:
Figure out depletable food first [ ] (0 votes, 0%) Release with vending machines in version 1.0 [
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