Yandros on 27/1/2014 at 12:56
It's very simple with an NVRelayTrap, CD linked to and from the candle, and design note 'NVRelayTrapOn="TurnOff"; NVRelayTrapOff="null"; NVRelayTrapDelay=5000;'. But since using NVScript isn't an option here, it's considerably more complicated. :D
voodoo47 on 27/1/2014 at 14:10
ok, good to know - I actually have no problem with using NVScript or any other custom resources (TFix already uses quite a few, including script-t1 which enables the AI knockout sensitivity fix), but at this point, I don't think the self-relighting party candles would be a good solution. currently, adding the flames and giving the option to enable/disable the ability to extinguish seems like the best solution (as there is NO WAY I'm maintaining two separate sets of levels just because of this).
Yandros on 27/1/2014 at 16:13
Agreed. I only knew that because we have a memorial "Eternal Flame" in DCE which behaves that way. How are you going to offer the enable/disable of the ability to douse candles? Or do you mean you're going to make a call one way or the other when you get around to implementing them?
voodoo47 on 27/1/2014 at 16:42
at this point, I'm almost sure that I'll add the candle flames. as for the ability to douse, there will be a checkbox with "extinguishable candles" during TFix install (I think the result of this poll will affect the default state). maybe I'll include batch files as well (I can't write a config utility), as this can be enabled/disabled at any point, even during a mission.
there is also one related outright bug that I plan to fix - some loot candlesticks emit light as well, and this light is not removed from the world when the candlestick is picked up (while the undousable candles look weird, this looks just plain ridiculous). this fix requires a relight (afaik), so it cannot be made configurable, and once implemented, everyone will just have to live with it. fortunately, places where this actually makes a difference should be rare (one good example is Ramirez's cozy bathroom).
Yandros on 27/1/2014 at 23:19
Making the light on loot candlesticks dynamic only might do the trick.
voodoo47 on 28/1/2014 at 00:01
yeah, I know how to set things up (as mentioned, the test with the demo has been successful), the main question was whether I should - and, as the extinguishing can be made configurable, I pretty much already have the answer to that. the current question is more like, should I do this in the olddark editor (PITA to work with, but no need to check anything when done), or convert everything to NewDark (easy to work with, but maps need to be checked for potential conversion problems, which is a huge PITA). or maybe try to fix some real life problems that I've been pushing away for way too long (a PITA so huge, that it actually makes the two previous ones enjoyable).
isn't life fun.
zappenduster on 31/1/2014 at 11:10
No flame? I (re)placed the following objects in my map:
Candle1 (-182) ---------------- candle1.bin --- candle1l.bin
Candle2 (-183) ---------------- candle2.bin --- candle2l.bin
Candle+Stick1 (-184) -------- canstick.bin -- cansticl.bin
Candle+Stick2 (-185) -------- canstic2.bin -- cansti2l.bin
HangingLamp (-470) --------- hlamp.bin ----- hlampl.bin
I replaced the original GIFs Flame2_.gif, Flame2_1.gif and Flame2_2.gif for a more realistic flame, this looks like this:
Inline Image:
http://www.ttlg.de/de/fm_walkthroughs/10350/wmb26_14.jpgWell, the arrow points to a clue, not to the candle which is the hanging lamp but taking this pic from the walkthrough was the fastest way to show the effect, the flame is animated and looks better than those sticks of dynamite in several FMs.
For the flame GIFs see my next posting.
voodoo47 on 31/1/2014 at 12:26
feel free to share the resources - I certainly have no problem with replacing the current setup with something better.
Midgard on 2/2/2014 at 03:23
Quote Posted by Blastfrog
For purposes of keeping the gameplay the same, I feel that their functionality should remain the same. However, I would like to see little flames added anyway, for visual effect.
This. It just looks really odd to see phantom candle flames. Just make the invisible candle flames visible. It's clearly a bug that was never fixed by LGS. Since the candles are emitting light anyways, it shouldn't change the gameplay one bit, as long as you make sure the candle light can't be extinguished. It's just a cosmetic change, nothing that can affect core gameplay. My $.02.
M.