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My Questions
cruisy18 Offline
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#11
RE: My Questions

(06-28-2013, 03:37 PM)Wapez Wrote:
SetMesssage("Messages", "doorlock2", 3);

There are three s' in the SetMessage. It should be:

Thanks heaps! It's amazing how something so obvious can slip past, isn't it?

(06-29-2013, 02:08 AM)JustAnotherPlayer Wrote: The .lang file cannot be readed in Dev Mode. I actually kinda run into this and wanna talk to the forum for help until I tested using the default one where it works.

Ah ok. That's a bit of a nuisance. Ah well - can be worked around.
06-29-2013, 08:13 AM
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cruisy18 Offline
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#12
RE: My Questions

Alright, got a question regarding sounds.

I want to replace the player sounds (such as jump grunts, breathing etc) with my own sounds to give the player a unique experience and a convincing new character to play as. I have found the folder where these sounds are located, but how would I go about replacing them with my own sounds for my custom story without, of course, deleting the original sound files?

Thanks again in advance!
07-01-2013, 01:13 PM
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PutraenusAlivius Offline
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#13
RE: My Questions

Well, you can't. You need a full conversion to do that.

"Veni, vidi, vici."
"I came, I saw, I conquered."
07-01-2013, 01:17 PM
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cruisy18 Offline
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#14
RE: My Questions

(07-01-2013, 01:17 PM)JustAnotherPlayer Wrote: Well, you can't. You need a full conversion to do that.

Le poo.

Ah well, I'll concentrate on other aspects then! Thanks. Big Grin

Okay, how about this?

Can I activate a sound file when the player picks up a note and starts reading it (for narrative purposes)?

The sound will also have to cease if the player closes the note.
(This post was last modified: 07-01-2013, 01:58 PM by cruisy18.)
07-01-2013, 01:40 PM
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OriginalUsername Offline
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#15
RE: My Questions

(07-01-2013, 01:40 PM)cruisy18 Wrote:
(07-01-2013, 01:17 PM)JustAnotherPlayer Wrote: Well, you can't. You need a full conversion to do that.

Le poo.

Ah well, I'll concentrate on other aspects then! Thanks. Big Grin

Okay, how about this?

Can I activate a sound file when the player picks up a note and starts reading it (for narrative purposes)?

The sound will also have to cease if the player closes the note.

http://www.frictionalgames.com/forum/thread-4785.html
This?
Or maybe this?
http://www.youtube.com/watch?v=cT7JOdRcvuU
07-01-2013, 09:05 PM
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cruisy18 Offline
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#16
RE: My Questions

(07-01-2013, 09:05 PM)Smoke Wrote: http://www.frictionalgames.com/forum/thread-4785.html
This?
Or maybe this?
http://www.youtube.com/watch?v=cT7JOdRcvuU

Awesome! Thanks!

Another question - I have custom textures. They work fine when I put them inside amnesia the dark descent > static_objects > custom. BUT, I want to have them located in my custom story folder, to make installation of my custom story painless for the player. i.e. amnesia the dark descent > custom_stories > *custom_story_name* > static_objects > custom.


Is it possible for Amnesia to detect textures in my custom story folder as well as the default textures?
(This post was last modified: 07-02-2013, 01:43 AM by cruisy18.)
07-02-2013, 01:42 AM
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Your Computer Offline
SCAN ME!

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#17
RE: My Questions

(07-02-2013, 01:42 AM)cruisy18 Wrote: Is it possible for Amnesia to detect textures in my custom story folder as well as the default textures?

Yeah, it does it by default. Only the level editor doesn't do it by default.

Tutorials: From Noob to Pro
07-02-2013, 01:54 AM
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cruisy18 Offline
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#18
RE: My Questions

(07-02-2013, 01:54 AM)Your Computer Wrote: Yeah, it does it by default. Only the level editor doesn't do it by default.

But when I delete the files from amnesia the dark descent > static_objects > custom, even though the files remain in my custom story folder as custom_stories > *custom_story_name* > static_objects > custom, they do not appear in-game.
07-02-2013, 02:09 AM
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cruisy18 Offline
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#19
RE: My Questions

(07-02-2013, 02:09 AM)cruisy18 Wrote: But when I delete the files from amnesia the dark descent > static_objects > custom, even though the files remain in my custom story folder as custom_stories > *custom_story_name* > static_objects > custom, they do not appear in-game.

Whoops, my mistake! I had accidentally mucked up something in the process. All fixed now.

Now, next question! (honestly, these probably won't stop for a while)

I want to have a black screen, with a narration playing, as well as subtitles for this narration. Then I want the game to fade in after the narration sound has played. If I could have a blur as it fades in, that'd be sweet too.

Btw, the responses so far have helped me heaps and are saving me a lot of time. I really appreciate it! Smile
07-02-2013, 03:22 AM
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cruisy18 Offline
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#20
RE: My Questions

No takers? I can come back to that later.

Here's a more simple one. Can I disable hints in my custom story? I have created an area script where the players sanity goes down to 0 for a short time for effect, and the hint appears, totally ruining the vibe I'm trying to create.

I found these codes on the engine scripts page, but I have no idea what to place in the brackets:

void RemoveHint (string& asName);
void BlockHint (string& asName);
void UnBlockHint (string& asName);
07-03-2013, 02:35 AM
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