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 Reavers n' Rocket Launchers View next topic
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Max-Violence
Wandering Hero
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Joined: 18 Apr 2002
Posts: 1221
Location: In my own personal vault

PostPosted: Wed Apr 24, 2002 4:20 am Reply with quoteBack to top

Has anyone else noticed that male "Reaver-Huge" actors can't use Rocket Launchers very well? Here's what I did:

Set up 4 actors - 2 Reaver-Huge actors (1 male & 1 female) and 2 normal Reaver actors (again, 1 male and 1 female) The two women and the male Reaver have no problems. The male Reaver-Huge, however, does.

He trys to shoot it, but every shot is a "dud." He's shown using the "fire the rocket launcher" animation over and over and over, but not once does a rocket actually fire.

In the end, I found out that male Reaver-Huge actors can only fire rocket launchers if the actor is in Crouched or Prone stance.

Wierd, ya?

If I keep this up, I'll discover all the bugs in FOT! smile

At least I hope so... in the hope that a certain game company will make a new patch with certain bugs fixed for a certain game.

Oh, and they could fix Make Picture while they're at it.

Like I said, I'm hoping...

smile
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Section8
I Make Games!
I Make Games!


Joined: 18 Apr 2002
Posts: 286
Location: Apartment 223

PostPosted: Wed Apr 24, 2002 9:40 am Reply with quoteBack to top

Right I know what that sounds like. The StandAttackRocketSingle sprite sequence is probably missing it's release point. However, I've checked the version of ReaverMaleHuge on our server, and it seems OK. I'm slightly puzzled.
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Max-Violence
Wandering Hero
Wandering Hero


Joined: 18 Apr 2002
Posts: 1221
Location: In my own personal vault

PostPosted: Wed Apr 24, 2002 10:01 am Reply with quoteBack to top

Right, so, where does that leave us mappers?

Oh, and "slightly puzzled" isn't quite the phrase I used when I discovered what was goin' on smile

If you could suggest a way to make it work (extracting/renaming/whatevering some file somewhere), I'd be all ears.

Any developments on the AI re-initialization issue?
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OnTheBounce
TANSTAAFL
TANSTAAFL


Joined: 18 Apr 2002
Posts: 2257
Location: Grafenwoehr, Oberpfalz, Bayern, Deutschland

PostPosted: Wed Apr 24, 2002 12:45 pm Reply with quoteBack to top

Just in case everyone's forgotten, the Rocket Launcher doesn't make any sounds due to the WAV files having been misnamed. Rename the files as follows to fix it:

rocketlauncherOutOfAmmo.WAV = rocketOutOfAmmo.WAV
rocketlauncherReload.WAV = rocketReload.WAV
rocketlaunchersingle1.WAV = rocketSingle1.WAV
rocketlaunchersingle2.WAV = rocketSingle2.WAV

(Now this won't be lost when the other forum is shut down.)

OTB
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Viktor
Desert Wanderer
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Joined: 18 Apr 2002
Posts: 530
Location: London, UK

PostPosted: Wed Apr 24, 2002 4:27 pm Reply with quoteBack to top

OnTheBounce wrote:
Just in case everyone's forgotten, the Rocket Launcher doesn't make any sounds due to the WAV files having been misnamed. Rename the files as follows to fix it:

rocketlauncherOutOfAmmo.WAV = rocketOutOfAmmo.WAV
rocketlauncherReload.WAV = rocketReload.WAV
rocketlaunchersingle1.WAV = rocketSingle1.WAV
rocketlaunchersingle2.WAV = rocketSingle2.WAV

(Now this won't be lost when the other forum is shut down.)

OTB


I wondered why the damn thing was so quiet!! Will change the files when I get home!!

Cheers OTB!
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Viktor
Desert Wanderer
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Joined: 18 Apr 2002
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PostPosted: Wed Apr 24, 2002 4:35 pm Reply with quoteBack to top

Max-Violence wrote:
Has anyone else noticed that male "Reaver-Huge" actors can't use Rocket Launchers very well? Here's what I did:

Set up 4 actors - 2 Reaver-Huge actors (1 male & 1 female) and 2 normal Reaver actors (again, 1 male and 1 female) The two women and the male Reaver have no problems. The male Reaver-Huge, however, does.

He trys to shoot it, but every shot is a "dud." He's shown using the "fire the rocket launcher" animation over and over and over, but not once does a rocket actually fire.

In the end, I found out that male Reaver-Huge actors can only fire rocket launchers if the actor is in Crouched or Prone stance.

Wierd, ya?

If I keep this up, I'll discover all the bugs in FOT! smile

At least I hope so... in the hope that a certain game company will make a new patch with certain bugs fixed for a certain game.

Oh, and they could fix Make Picture while they're at it.

Like I said, I'm hoping...

smile


Should we have a "Known Bugs" topic in the main FO:T forum???

With regard to grenades and rocket launchers, I regularly see grenades and rockets thrown/launched by my PC, NPCs and enemies that just disappear into thin air - no sound/explosion/damage at all!!!

Have they found a 'code hole' in the map or did the combat engine just forget about them mid-flight?? As I often find my PC and NPC can 'see' an enemy in a level above/below in multi layer maps, my money's on the former reason.....
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Flamescreen
Vault Hero
Vault Hero


Joined: 18 Apr 2002
Posts: 1017
Location: Stone of Light Land

PostPosted: Wed Apr 24, 2002 6:20 pm Reply with quoteBack to top

Section8 wrote:
However, I've checked the version of ReaverMaleHuge on our server, and it seems OK. I'm slightly puzzled.


Is it possible you fixed this but forgot to include it in the finished version or the patches? If so, could you post a link for us to get it?
Good to see you still care for the game enough to check this forums. Thanks. Btw, any luck with Max's previous problem?
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Section8
I Make Games!
I Make Games!


Joined: 18 Apr 2002
Posts: 286
Location: Apartment 223

PostPosted: Wed Apr 24, 2002 7:30 pm Reply with quoteBack to top

Quote:
Is it possible you fixed this but forgot to include it in the finished version or the patches?


Hmm, it's possible, and I've just tried it at home with te release version of 1.27, and had my Huge Reavers "dummy" firing, so I'll check the sprite versions, and see if there's a fixed one for you guys to have.

Quote:
Good to see you still care for the game enough to check this forums. Thanks. Btw, any luck with Max's previous problem?


Not really, it seems as though Human to AI control does some strange things to characters.
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Max-Violence
Wandering Hero
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Joined: 18 Apr 2002
Posts: 1221
Location: In my own personal vault

PostPosted: Thu Apr 25, 2002 1:19 am Reply with quoteBack to top

Section8 wrote:
I'll check the sprite versions, and see if there's a fixed one for you guys to have.


Hey, thanks dude!

(It is dude, right? Not dudette? Boy, would my face be red :oops: )

But anyway, yea, it'd be useful to have a male Reaver-Huge that isn't a putz smile

All this sprite talk made me think of somethin':

Did you guys (The programmers/arteests @ MF) plan on having Civilians that can use weapons like normal actors, and then nix the idea, or was there no plan to have fully-made civies at all?

Oh, and why is it that Deathclaws can use lockpicks, but they can't use Doctor's Bag/First Aid kit? The two things are a lot alike, aren't they? Is it because Doctor's Bad and First Aid kits are required to use thier respective skills, where as lockpicks only bolster the skill?

Ah, I think I've reached the limits on what can be asked of the game's designers, so I'll shut up smile

...

For now...
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Section8
I Make Games!
I Make Games!


Joined: 18 Apr 2002
Posts: 286
Location: Apartment 223

PostPosted: Fri Apr 26, 2002 12:42 pm Reply with quoteBack to top

Quote:
Hey, thanks dude!
(It is dude, right? Not dudette? Boy, would my face be red )


It's definitely dude. smile

Quote:
All this sprite talk made me think of somethin':
Did you guys (The programmers/arteests @ MF) plan on having Civilians that can use weapons like normal actors, and then nix the idea, or was there no plan to have fully-made civies at all?


Civvies, BOS Scribes, BOS Elders and a few others have a cut down animation set (hand to hand, pistol, maybe melee) because they aren't intended as player characters.

Quote:
Oh, and why is it that Deathclaws can use lockpicks, but they can't use Doctor's Bag/First Aid kit? The two things are a lot alike, aren't they? Is it because Doctor's Bad and First Aid kits are required to use thier respective skills, where as lockpicks only bolster the skill?


I'm not quite sure about that, it sounds to me like a hard coded multiplayer balance thing...
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Flamescreen
Vault Hero
Vault Hero


Joined: 18 Apr 2002
Posts: 1017
Location: Stone of Light Land

PostPosted: Mon Apr 29, 2002 5:42 pm Reply with quoteBack to top

Does that include Vault 0 Dwellers? Having a pistol animation I mean. Cause I think there wasn't such an animation when I tried to create an entity VD. Also can you explain why they don't crouch, go prone in game? If I put them prone they don't stand up, if I have them standing,they don't go prone.Any way to fix this?
Also, could you check OTB's thread FoT and Dates, in the Modding Forum? I would also be interested in an answer, it would come handy for everyone, if there is a solution.
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Chaos
Respected
Respected


Joined: 27 Apr 2002
Posts: 98
Location: Somewhere, don't really know I got lost on the way to Vault 13.

PostPosted: Tue Apr 30, 2002 4:09 am Reply with quoteBack to top

OnTheBounce wrote:
Just in case everyone's forgotten, the Rocket Launcher doesn't make any sounds due to the WAV files having been misnamed. Rename the files as follows to fix it:

rocketlauncherOutOfAmmo.WAV = rocketOutOfAmmo.WAV
rocketlauncherReload.WAV = rocketReload.WAV
rocketlaunchersingle1.WAV = rocketSingle1.WAV
rocketlaunchersingle2.WAV = rocketSingle2.WAV

(Now this won't be lost when the other forum is shut down.)

OTB


do i just go into the sound file to fix this?
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Max-Violence
Wandering Hero
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Joined: 18 Apr 2002
Posts: 1221
Location: In my own personal vault

PostPosted: Tue Apr 30, 2002 4:32 am Reply with quoteBack to top

Just unzip those files from sound_0.bos and rename 'em as directed. I did it and the thing sounds pretty freakin' sweet. Very loud smile
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Chaos
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Location: Somewhere, don't really know I got lost on the way to Vault 13.

PostPosted: Tue Apr 30, 2002 5:06 am Reply with quoteBack to top

ok i renamed the files but i still only hear a sound once the stupid shell explodes i still dont here the gun
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OnTheBounce
TANSTAAFL
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PostPosted: Tue Apr 30, 2002 5:31 am Reply with quoteBack to top

When you renamed them did you make sure that you did so exactly as indicated? The file names are case sensitive, so if you have a "s" where there should be an "S" it won't work.

OTB
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Chaos
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Location: Somewhere, don't really know I got lost on the way to Vault 13.

PostPosted: Tue Apr 30, 2002 6:05 am Reply with quoteBack to top

i copied each name right from your post using Ctrl + C
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Max-Violence
Wandering Hero
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Joined: 18 Apr 2002
Posts: 1221
Location: In my own personal vault

PostPosted: Tue Apr 30, 2002 8:33 am Reply with quoteBack to top

The two rocketlaunchersingleX.wav files should be rocketlauncherSingleX.wav

I totally forgot about that little hiccup in my previous post...

My bad icon_razz
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Chaos
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Joined: 27 Apr 2002
Posts: 98
Location: Somewhere, don't really know I got lost on the way to Vault 13.

PostPosted: Tue Apr 30, 2002 8:43 am Reply with quoteBack to top

so wait should the file be named whats in front of the = or after the = in OTB's post??
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OnTheBounce
TANSTAAFL
TANSTAAFL


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Posts: 2257
Location: Grafenwoehr, Oberpfalz, Bayern, Deutschland

PostPosted: Tue Apr 30, 2002 9:12 am Reply with quoteBack to top

The entry before the equal sign is what the files are named as they came w/the game. The entry behind the equal sign is what they should be renamed to.

OTB
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Chaos
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Location: Somewhere, don't really know I got lost on the way to Vault 13.

PostPosted: Tue Apr 30, 2002 10:05 am Reply with quoteBack to top

mine still doesnt work either way (I'm bummed)
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