RE: Working Amnesia-Style Inventory System (In Progress)
Excellent work once again.
(10-14-2015, 12:06 PM)Abion47 Wrote: (People can correct me on this, but it appears like all the visual effects attributed to what one might consider sanity is either visuals tied directly to the amount of health or special effects activated by various triggers.)
Yes, I'm fairly certain the glitchy effects are only caused by the presence of a monster/event, not by a value internally. Same thing with health visuals (the red/blue "3D" effect) being caused by low health rather than sanity. It would make sense that SOMA has no sanity system.
RE: Working Amnesia-Style Inventory System (In Progress)
Looking pretty neat so far, great work!
Quote:"Yes, I'm fairly certain the glitchy effects are only caused by the presence of a monster/event [...] It would make sense that SOMA has no sanity system."
But, if someone wanted a sanity system for their mod, the engine is so customizable now that it should be, in principle, possible to make one, with custom behavior and all.
EDIT: Damn spell checker - underlined "customizable" as incorrect and offered "customization" as replacement. Just clicked on it, didn't even look. XD
(This post was last modified: 10-15-2015, 04:25 PM by TheGreatCthulhu.)
RE: Working Amnesia-Style Inventory System (In Progress)
(10-15-2015, 03:21 PM)TheGreatCthulhu Wrote: Looking pretty neat so far, great work!
Quote:"Yes, I'm fairly certain the glitchy effects are only caused by the presence of a monster/event [...] It would make sense that SOMA has no sanity system."
But, if someone wanted a sanity systen for their mod, the engine is so customization now that it should be, in principle, possible to make one, with custom behavior and all.
There is actually the "insane" filter effect (the screen have wave-like filter just like in amnesia) and it's activates after you wake up from enemy knock down.
If we mess with the files and the script a little we can get that to make this effect work when looking on enemies.
This forum is dead
(This post was last modified: 10-15-2015, 04:06 PM by TiManGames.)
RE: Working Amnesia-Style Inventory System (In Progress)
Though, getting that to work should probably be its separate module and mostly unrelated to this inventory. If OP wants to give it a try, I suggest doing it after this is complete, then think about integreting them together for the UI element.
RE: Working Amnesia-Style Inventory System (In Progress)
(10-15-2015, 03:21 PM)TheGreatCthulhu Wrote:
Quote:"Yes, I'm fairly certain the glitchy effects are only caused by the presence of a monster/event [...] It would make sense that SOMA has no sanity system."
But, if someone wanted a sanity system for their mod, the engine is so customizable now that it should be, in principle, possible to make one, with custom behavior and all.
Oh for sure. I've looked at the sections of the code where that "insanity" occurs, and it is definitely possible and might not actually be all that difficult to create a sanity module. But such a project is a bit outside the scope of the inventory itself, so I'll leave that bit to the side for now.
(10-14-2015, 12:29 PM)Robosprog Wrote: This looks interesting, how did you do it?
It's created as a user module, which is the same class that all the on-screen effects and menus use.
I'd like to add a tutorial page on the wiki for creating or customizing user modules, but I don't see how to add or edit pages. (I probably don't have the permissions to do it.)
(This post was last modified: 10-16-2015, 12:16 AM by Abion47.)
RE: Working Amnesia-Style Inventory System (In Progress)
Yeah - registration is free. Once you register, just go to the HPL3 Documentation/Community section; within that folder, you can create/edit whatever you want. To add a page, right click on a folder, and select "New page here" (alternatively, you could add a link to an existing page to a non-existing wiki page and click on that). I think there's some more info here.
There's a WYSIWYG editor (FCK editor), and a DokuWiki (DW) editor - since I see you're comfortable with programming, you'll probably want to switch to the DW editor immediately, and work with the DokuWiki markup.
For code blocks and syntax highlighting you can use the
<code c++></code> tags.
(This post was last modified: 10-16-2015, 08:14 AM by TheGreatCthulhu.)
RE: Working Amnesia-Style Inventory System (In Progress)
Hey guys, here is the next update to the inventory system, and unless I think of something to add or if you guys suggest things it could use, I'd be ready to call this the final update. If so, I'll spend the next couple days or so polishing up the code before I ship it off to Steam Workshop and ModDB.
(10-16-2015, 12:58 AM)Mudbill Wrote: You can add pages/edit the community section of the HPL3 wiki if you have an account.
(10-16-2015, 08:12 AM)TheGreatCthulhu Wrote: Yeah - registration is free. Once you register, just go to the HPL3 Documentation/Community section; within that folder, you can create/edit whatever you want. To add a page, right click on a folder, and select "New page here" (alternatively, you could add a link to an existing page to a non-existing wiki page and click on that). I think there's some more info here.
There's a WYSIWYG editor (FCK editor), and a DokuWiki (DW) editor - since I see you're comfortable with programming, you'll probably want to switch to the DW editor immediately, and work with the DokuWiki markup.
For code blocks and syntax highlighting you can use the
<code c++></code> tags.
Ah, that makes sense. I wasn't looking for the right-click menus.
(10-16-2015, 08:12 AM)TheGreatCthulhu Wrote: ...since I see you're comfortable with programming...
What?!? Who told you that?!? How deep does your spy network go?!?
(This post was last modified: 10-16-2015, 08:39 AM by Abion47.)