Update coming! Brave testers needed! - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +--- Thread: Update coming! Brave testers needed! (/thread-23378.html) |
RE: Update almost ready! Brave testers needed! - Daemian - 10-15-2013 About the flashlight problem, i found it's the draw animation not working properly. A temporal fix it's to not use it. (change "Flashlight_Draw" to "Flashlight_Idle" in lantern/lantern.ho ) Now back to the problem, when using the flashlight, in a test full conversion, the log says this: Spoiler below!
After updating the ent file hands.ent (by opening it in the new model editor and saving) the log says this: Spoiler below!
And the flashlight problem persist. I've noticed the new model editor can find additional content in the collada files. And maybe this is the problem, because when you open hands.ent, it finds two additional objects in the collada file. These are gameCamera and hands which are, according to hands.dae, visual scenes. And the hands object already exists in the model. At left, hands.ent in Amnesia normal model editor. At right, same hands.ent in Amnesia model editor 130930. Spoiler below!
So, having two objects with the same name it's causing the draw animation of the flashlight to glitch? RE: Update almost ready! Brave testers needed! - Patrik - 10-15-2013 Yeah, I was able to reproduce the issue, so should be possible to solve. RE: Update almost ready! Brave testers needed! - Patrik - 10-16-2013 New version is up! Fixes
Hopefully this will be the final test version. (10-09-2013, 04:06 PM)FlawlessHair Wrote: Patrik! I have something bugging me. I believe this was fixed in the previous version. You sure you weren't using an older one? RE: Update almost ready! Brave testers needed! - Daemian - 10-16-2013 That was fast. Nice. I'm testing this in a sec. So, the flashlight is working fine now. But i still get those errors... Spoiler below!
edit: StartInsanityEvent ( string ); Is perfecto, it works every time you call it. RE: Update almost ready! Brave testers needed! - DnALANGE - 10-16-2013 Added StartInsanityEvent script function so you can start specific insanity events. SUPER --- Testiing the new functions and editors! EDIT : IMPORTEND! For the people who have all maps + skyboxes, BEFORE you install this NEW update from patrik, WRITE all skyboxes of the maps you are using on a paper / txt etc.. Cause this update will remove them and you start add them again yourself! - SKYBOX EDIT : Saving the skybox and reload mapSKYBOX works now! AWESOME Patrik!!! Quote:Patrik! I have something bugging me. ISSUE IS STILL HERE FOR ME AS WELL! Making an entitie from FC -> when go out of editor and RELOAD the same map.. When pressing the entitie again -> just saying it loads from REDIST instead of the FC-Folder... VERY Annoying! ------ FLASHLIGHT EDIT : it IS fixed!!! the issue with the flashlight has been fixed in the NEW UPDATE!!! AWESOME! ---------- SANITYEVENT EDIT : HOW can we turn the event OFF??? Could it be possible to do this for example : StopAllInsanityEvents(); HERE IS THE AWNSER : Code: PUT THIS LINE IN THE MAIN_SANITY_EVENTS.CFG HERE IS THE SCRIPT: Quote:void OnEnter()---------------- RE: Update almost ready! Brave testers needed! - RedKnight - 10-16-2013 ModelView.exe stopped working! -_- EDIT: Nevermind RE: Update almost ready! Brave testers needed! - Daemian - 10-16-2013 Patrik Wrote:I believe this was fixed in the previous version. You sure you weren't using an older one? I just tested this, it's not working for me too. In any of these editors: (Located in the updated Amnesia directory) LevelEditor.exe LevelEditor130930.exe LevelEditor131016.exe To test -in a new level- i placed only a castle door entities/door/castle/castle.ent When you go and browse for its entity (the small button labeled "..." ) It takes you correctly to the entities/door/castle/ directory. But, if you save and open the map again, the browse button now takes you always to /redist instead. Note: The tool-tip when you hover over the entity text box it always shows perfectly the location of the file. Note2: It works fine with the old editor without the updates. RE: Update almost ready! Brave testers needed! - Patrik - 10-16-2013 (10-16-2013, 05:47 PM)Amn Wrote: But i still get those errors... Unless the flashlight acts weird you can ignore those errors. (10-16-2013, 06:07 PM)DnALANGE Wrote: EDIT : IMPORTEND! That doesn't sound good. I'll have to fix that as well. (10-16-2013, 06:07 PM)DnALANGE Wrote: HOW can we turn the event OFF??? I'll check if adding a StopSanityEvents function would be easy to add. (10-16-2013, 06:59 PM)Amn Wrote: I just tested this, it's not working for me too. In any of these editors: Aaah, sorry guys, I completely misunderstood the issue. Will look into that. RE: Update almost ready! Brave testers needed! - DnALANGE - 10-16-2013 MONSTER EDIT : FLEE PROM PLAYER OPTION: That option on the engineer.ent causes the game to crash! ---- (10-16-2013, 06:07 PM)DnALANGE Wrote: EDIT : IMPORTEND! That doesn't sound good. I'll have to fix that as well. EDIT :The color IS THERE when opening the map, only the SKYBOX is NOT. I hope you can do something with this info, the more info you get the better... i guess RE: Update almost ready! Brave testers needed! - DnALANGE - 10-16-2013 SCIRPTFUNCTION QUESION. void AddNote(string& asNameAndTextEntry, string& asImage); Never worked before.. I will check if you guys have added it in this update... or in the "source code" I will tell later if it works yes\no. Very usefull, then we don't have to grab notes scattered around. For example you see something importend, i can add a note with info, etc... |