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Rex Claussen
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Post by Rex Claussen »

Creating full sprite animations for seven characters would be a full-time job. Finding a volunteer may be a challenge.

Why don't you just rip some of the NPC sprites from Strife to reduce the work-load?
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Enjay
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Post by Enjay »

Only two of them can move, so it isn't such a big job, especially if they can't be killed either. That way most of them would only need a single frame done from all angles. Most of the static ones could probably be done in a couple of hours.

Drake Raider, most of those sprites that you propose are pretty simple cut and paste jobs. You should give it a go yourself. It would be a fairly good task for you to get practice in cut'n'paste spriting.
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Enjay
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Post by Enjay »

Heh, OK, it's official. I suck at sprites too. It looks like his hand is on the wrong way around in the front-on picture. :lol:
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Drake Raider
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Post by Drake Raider »

Okay, I ripped the Strife sprites, but when I try to compile a conversation script for the NPC in KSSC, it crashes. Could someone tell me what is wrong?

Here is my script:

$MOBJ 1
NAME Tyranith
DIALOG &I am leaving messages in case I fail to destroy Eidolon. I begin in Castle Blackmarsh where Famine waits. I've heard strange rumors of an invincible Crystal Golem that protects the entrance to Famine's Lair. Perhaps the King's mages know of a way to grant me the power to destroy it. I believe that the Brotherhood of Hunger may hold some clues, and knowing that I must acquire the Amulet of Hunger from the castle treasury.&
{
TEXT &OKAY&
YESTEXT _
}
$END

Any help here?
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Drake Raider
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Post by Drake Raider »

Okay, scratch that last. I got the script to compile. Now I can't get the NPC's to talk in-game. The NPC is in "MAP03", the script lump is "SCRIPT03", and the decorate code and conversation script for the NPC are as follows:

DECORATE:
[spoiler]ACTOR Tyrinath : StrifeHumanoid 26355
{
Health 100
PainChance 200
Speed 4
Radius 20
Height 56
ConversationID 1
Monster
+FRIENDLY
-COUNTKILL
+NOSPLASHALERT
-ISMONSTER
MinMissileChance 150
MaxStepHeight 16
ConversationID 4
MaxDropoffHeight 32
SeeSound "peasant/sight"
AttackSound "peasant/attack"
PainSound "peasant/pain"
DeathSound "peasant/death"
HitObituary "$OB_PEASANT"
States
{
Spawn:
PEAS A 10 A_Look2
Loop
See:
PEAS AABBCCDD 5 A_Wander
Loop
Melee:
PEAS E 10 A_FaceTarget
PEAS F 8 A_CustomMeleeAttack(2*random[PeasantAttack](1,5)+2)
PEAS E 8
Goto See
Pain:
PEAS O 3
PEAS O 3 A_Pain
Goto Melee
Wound:
PEAS G 5
PEAS H 10 A_GetHurt
PEAS I 6
Goto Wound+1
Death:
PEAS G 5
PEAS H 5 A_Scream
PEAS I 6
PEAS J 5 A_NoBlocking
PEAS K 5
PEAS L 6
PEAS M 8
PEAS N 1400
GIBS U 5
GIBS V 1400
Stop
XDeath:
GIBS M 5 A_TossGib
GIBS N 5 A_XScream
GIBS O 5 A_NoBlocking
GIBS PQRS 4 A_TossGib
Goto Death+8
}
}[/spoiler]

Conversation Script:
[spoiler]#===================
#Tyranith block 1========
#===================

$MOBJ 1
NAME Tyranith
DIALOG &I AM LEAVING CLUES IN CASE I FAIL TO DESTROY Eidolon. I WILL BEGIN IN CASTLE BLACKMARSH WHERE FAMINE AWAITS. I'VE HEARD STRANGE RUMORS OF AN INVICIBLE CRYSTAL GOLEM THAT PROTECTS THE ENTERANCE TO FAMINE's LAIR.&
{
TEXT &HOW AM I TO GET PASSED?&
YESTEXT _
LINK -2
}
$END

#===================
#Tyranith block 2========
#===================

$MOBJ 1
NAME Tyranith
DIALOG &PERHAPS THE KING'S MAGES KNOW OF A WAY TO GRANT ME THE POWER TO DESTROY IT. I BELIEVE THAT THE BROTHERHOOD OF HUNGER MAY HOLD SOME CLUES, AND KNOWING THAT I MUST FREE THE BROTHER OF HUNGER FROM THE CASTLE TREASURY.&
$END[/spoiler]

Could someone tell me what's wrong?
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InsanityBringer
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Post by InsanityBringer »

You define two ConversationID's in the DECORATE lump. remove the second one.
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Drake Raider
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Post by Drake Raider »

I fixed that, but it still won't work. The NPC just walks around like cannon fodder, with no conversation.

Any further suggestions?
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InsanityBringer
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Post by InsanityBringer »

Could you upload the compiled strife dialog script?
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Drake Raider
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Post by Drake Raider »

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InsanityBringer
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Post by InsanityBringer »

Viewing the script in a hex editor seems to indicate that it compiled fine. What does the decorate for the actor look like right now?
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Drake Raider
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Post by Drake Raider »

The decorate script:
Drake Raider wrote: DECORATE:

ACTOR Tyrinath : StrifeHumanoid 26355
{
Health 100
PainChance 200
Speed 4
Radius 20
Height 56
ConversationID 1
Monster
+FRIENDLY
-COUNTKILL
+NOSPLASHALERT
-ISMONSTER
MinMissileChance 150
MaxStepHeight 16
MaxDropoffHeight 32
SeeSound "peasant/sight"
AttackSound "peasant/attack"
PainSound "peasant/pain"
DeathSound "peasant/death"
HitObituary "$OB_PEASANT"
States
{
Spawn:
PEAS A 10 A_Look2
Loop
See:
PEAS AABBCCDD 5 A_Wander
Loop
Melee:
PEAS E 10 A_FaceTarget
PEAS F 8 A_CustomMeleeAttack(2*random[PeasantAttack](1,5)+2)
PEAS E 8
Goto See
Pain:
PEAS O 3
PEAS O 3 A_Pain
Goto Melee
Wound:
PEAS G 5
PEAS H 10 A_GetHurt
PEAS I 6
Goto Wound+1
Death:
PEAS G 5
PEAS H 5 A_Scream
PEAS I 6
PEAS J 5 A_NoBlocking
PEAS K 5
PEAS L 6
PEAS M 8
PEAS N 1400
GIBS U 5
GIBS V 1400
Stop
XDeath:
GIBS M 5 A_TossGib
GIBS N 5 A_XScream
GIBS O 5 A_NoBlocking
GIBS PQRS 4 A_TossGib
Goto Death+8
}
}
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InsanityBringer
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Post by InsanityBringer »

I can't see what is wrong. Everything looks right. Mabye try uploading the mod itself (or only the parts where you are having trouble with)
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Drake Raider
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Post by Drake Raider »

Okay, full version coming up. This is the entire hub, and the puzzle should be completable. InsanityBringer, you will find the NPC in the same room as the Castle Key, beyond the large mithril wall. I think I have fixed all bugs besides the NPCs, thus the only existing one is the one in the Castle Key room. I have not, however, tested it since my last modifications, so expect bugs. The only original HeXen 1 enemy you will find is the Stalker. If you pinpoint the problem, please respond.



http://www.sendspace.com/file/u5iw66
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InsanityBringer
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Post by InsanityBringer »

Recompile and reimport the SCRIPT03 lump. It appears to have somehow got screwed up.
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Drake Raider
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Post by Drake Raider »

I compiled it using kssc version 1.3, would that make a difference as opposed to 3.0?
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