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Post by xavomel on Nov 5, 2016 11:28:06 GMT
Spooky Hollow has only 2 floors, so it's a little harder.
Try moving camera around, changing angle, mb move ghosts around, it might help to narrow it down. When you feel you can't reduce it anymore, just change some values to 0 (when you are on highest floor) and see if "go up" arrow lights up. If it does, the value is somewhere among them, if not, remove them from the list and try again. Hint: start with lower addresses.
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Post by xavomel on Nov 7, 2016 17:04:10 GMT
Update 0.1.0 When a mortal is chosen the editor will now load the values for his willpower, insanity, belief, and set the sliders accordingly. The values can now range from 0 to 100, in increments of 1. Also, when you change those values and then switch from mortal A to B to A (again), the changes you made will still be visible. As you can see, I managed to crack how willpower, insanity and belief were encoded. Turns out they were just floats... I feel like a moron for not realizing this sooner. On the other hand, I'm happy about finishing this part of the editor.
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Post by leotachy on Nov 7, 2016 17:29:01 GMT
Nice good job.
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Post by leotachy on Nov 7, 2016 18:02:51 GMT
Btw i still cant do the trick with spooky hollow. Other levels work but this doesnt. Can you make screenshots of the houses and basement?
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Post by xavomel on Nov 7, 2016 18:28:35 GMT
I already posted the link to an album, spooky hollow screens are near the end: imgur linkIn any case, here's a modified .exe with Scarecrow in the basement: mediafire linkClicking on Black Crow in game will cause Scarecrow's portrait to appear instead (a little trick), and make his powers useable. You can use View, and FPP vision from his menu, but Go To will not go underground.
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Post by xavomel on Nov 8, 2016 14:53:40 GMT
Update 0.1.1
MiniEditor now supports Full Mortal Jacket scenario.
Sliders now move more smoothly.
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Post by leotachy on Nov 8, 2016 16:22:50 GMT
Nice dude. Nice
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Post by xavomel on Nov 13, 2016 20:20:41 GMT
Update 0.1.2 It is now possible to change the mood of mortals (visible in CV). Mood changes for all mortals in that scenario, it cannot be assigned individually. There are 7 unique moods, but I'm not sure what their exact effects are. They seem to affect mortals behaviour when they talk with each other. (different animations) Tell me if you figure something out.
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Post by Twintania on Nov 17, 2016 15:31:27 GMT
nice job would it be possible to disable scripted events in levels like intros? call me crazy but I think soon we will be able to import .obj files since we can now export models as .obj (thanks Woitek) my worry is if we create even a basic enviroment and say replace it with Weird seance (basically bsp swapping) that the scripted events for Weird seance would crash the game. Thats what happens if you switch to identical scenarios with each other like Haunting 101 and Facepacks and broomsticks
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Post by Woitek on Nov 17, 2016 17:08:21 GMT
Levels scripts are hardcoded in exe. There is almost no way to add new missions to the game or replace them. Maybe there is a chance if we change exe to load scripts like they does for tutorial, but anyway. It would be still very limited, with cause to replace bsp files. Only plausible option is disable level script to the point where we only can scary people on new levels.
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