Disappointed with Spitter

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chronzerg
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Disappointed with Spitter

Post by chronzerg »

Guys, I am kind of disappointed with the new spitter you released. I got super siked about this new spit thing u added, and when I got into the game, the Dilo did nothing but bump into me. Each time it's nose touch me I lost health, until I died. I ran from it, but it still did nothing but chase me, and nose me in the chest. I didn't even do ActBite. What happened. Did I install it wrong?
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Post by Rebel »

Dunno. I just downloaded it to verify files and it worked fine. I
used the demo engine (don't have the retail installed) and ATX
version 159.

Beyond repeating the instructions of stating that the SPT folder
needs to be placed inside the Maps folder and the Jump folder
inside the Maps folder needs to be updated with the dilo.ini file,
I have nothing more to add other than mentioning of being cer-
tain that you launch the game with the trespass_atx_exe. and
not the original trespass.exe (I've done that by mistake myself).

Sorry you're disappointed, but packaging this to a 50mb+ file to
make this a standalone (and remove all end_user installation)
doesn't appeal to me nor does it make much sense since this is
a test level and not a true, player level.
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Post by chronzerg »

Hmm, oh well. Maybe I'll try to get it to work, sometime.
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Post by TrikeUatra »

It worked for me... and I must say it's very cool :yes: When you get it to work, Chron, I'm pretty sure you'll agree it was something to be psyched about :wink:

PS. I used the TC_Isle engine seems the dilo comes from Isle :? Maybe try that.
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Post by machf »

I tried both TC_Isle and the ATX 1.59 patch on my 'regular' Trespasser install, but neither one worked - it was the same as chronzerg reported: no frill, no spitting, the critter only attempts to byte you...

You sure there isn't some additional config in the ATX .ini files needed, or something?
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Post by Mickey »

machf wrote:I tried both TC_Isle and the ATX 1.59 patch on my 'regular' Trespasser install, but neither one worked - it was the same as chronzerg reported: no frill, no spitting, the critter only attempts to byte you...

You sure there isn't some additional config in the ATX .ini files needed, or something?
Obviously no since in the post above yours it worked fine...
I will test it out tonight...
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Post by machf »

Mickey wrote:
machf wrote: You sure there isn't some additional config in the ATX .ini files needed, or something?
That doesn't mean that all ATX config files are identical, does it? I don't know what settings other people have in theirs...

EDIT: I did some more tests... it works in the demo with the ATX 1.59 patch and the updated effects.tpa file, and it also works on the TC_Isle latest beta, but with the ATX patch applied. It won't work in the retail, patched version, unless the effects.tpa file is modified... so, that means that step isn't optional, but a requisite, something that isn't quite clear in the readme file...
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Post by Rebel »

EDIT: I did some more tests... it works in the demo with the ATX 1.59 patch and the updated effects.tpa file, and it also works on the TC_Isle latest beta, but with the ATX patch applied. It won't work in the retail, patched version, unless the effects.tpa file is modified... so, that means that step isn't optional, but a requisite, something that isn't quite clear in the readme file...
Machf, nice of you to straighten that out. Effects.tpa update is a
requirement. Hope others take note of that --

Thanks.
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Post by machf »

Now that I've seen in action, kudos! I had been thinking these days of a way of getting the dilophosaurus to at least open the frill, maybe somehow linking it to jaw bones or something... now I don't have to bang my head anymore!
:wink:
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Post by Rebel »

Good to hear. ;)

Big Red wanted to release the thread related to the work as we
had quite the time getting it all figured out. (I know you'd appre-
ciate that read)
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Post by machf »

Certainly. Learning something new is always good.
So that's why you were so active there in the private section these past days?

(What annoys me most is not that I'm unable to read that section of the forums, but that the 'unread posts here' indicator shows up and I can't make it go away... when I come to the forum and notice it, II automatically click on it, and then I realize which section it is)
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Post by Slash_Master »

:o really amazing, excelent work guys!

I quite don't like how the unactive frill looks, can I modify it? :mrgreen:
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Post by Rebel »

Yea, those sneaky bastards <insert smirk here>.

If it's possible to leave a shadow of the topic inside the ops forum,
edit the moved topic though the shadow topic remains intact, I'll try
to get it into the development section. The last 3 pages relate to
other matters, so I can't release those particular postups, (the first
5 pages relating to the spitter).
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Post by Rebel »

I quite don't like how the unactive frill looks, can I modify it
About the only editable you could do with it is to switch the folded
spitter texture (fan at rest) with another texture within the anima-
ted textures of the frill before an import.

I think it looks right as is, though. The fan of the frill should be
completely folded down as it is and messin' with it is probably go-
ing to cause animation sequence headaches and unfurling won't
look right otherwise.
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