Sandbox+ for SRTT

bummer. i saw that Shitface had enabled the decker sword Nocturne to dislodge lamp posts, signs, ect by adding a flag <dislodge always> or something. thought something like it could be done to player. wonder what makes the Boss move the cars when in Super power mode? some change to mass?
 
bummer. i saw that Shitface had enabled the decker sword Nocturne to dislodge lamp posts, signs, ect by adding a flag <dislodge always> or something. thought something like it could be done to player. wonder what makes the Boss move the cars when in Super power mode? some change to mass?

Those flags are for weapons and not the character. They are not interchangeable.

The actual function for the superpowers is transparent; i.e. we have no idea what it actually does since it's hardcoded in the exe itself and we can't see it. It likely does increases the player mass though like you think.
 
thanks idol for the walkthru involving the times of day.... i appreciated the detail, & think i'm follow it for the most part.... the only part i was already sure of was checking in the mission tod override file & i knew something would have to be done with those values.... i tried recently creating a default district.xtbl using the settings from a tod override but the time that was set at "10" (night) was i think "12" in the override, which would have left it in that window, but i didn't change the actual value to 12, maybe thats why it didn't work(?) i don't know, i any case im referring to the values where
10 = night
19 = morning
29 = afternoon
42 = evening
that were explained in the alt times of day mod.... i guess im a little confused as to how those relate to the times u listed, but no worries, i think i have enough info to try to see what i can do. if im successful i'll post here the stuff to add the tod stuff to sandbox+ but i dont really know what my chances of success are considering i thought i did everything right when i tried the old way.... at the least, it would be nice to see the alt times of day from the actual mod'd default district.xtbl in the alt times of day mod (both versions) working.... since those values are already set in the default district that comes with the mod, i would need to make the times of them equal a "slice" or something? i ask becuz this would be the simplest way to start is to try to add the times directly from that mod, but everything i know about it is where 10=night, 19 = morning, etc....

EDIT : nevermind about the relationship to the times as listed where 10 = night, etc.... i get it now, i see about the divide by 100 thing, etc.... ok, lets see if i can come up with something.
 
Those numbers you listed are for each key. In order to get the proper time you need to first divide them in half, then multiply by 100:
night: 10 -> (10/2) = 5 -> (5* 100) = 500 -> 5:00am

^ 500 is the time of day slice that starts night and you can see that specific time in default_districts.xtbl. 10 is the key used in default_districts. So, for your extra morning tod you would want to pick something after that, like say, 7am:
700 <- new tod entry in default_global.xtbl
14 <- new key to use for each override setting you add to default_district.

Here's another example for evening:
evening: 42 -> (42/2) = 21 -> (21 * 100) = 2100 -> 21:00 military time (or 9:00pm)
So, choose a time after that like 22:00 (10pm) so it still falls within evening
2200 <- new tod entry in default_global.xtbl
44 <- new key to add with all the override values in default_district.xtbl

Hope that makes sense.
 
hey. well i think i screwed up with the default district file, but i noticed something interesting for those of u out there that want that naturaly day cycle.... basically my error in trying to do this tonight, was only an error in modifying the default district somewhere, the default global & lua stuff worked perfect, but when i loaded up the game the entire sky was white, & if i walk outside, it dims to complete blackness.... i switched between my alt times flawlessly as the game displayed the sandbox+ message & i could see what little lighting there was change, but it was still all whiteness, nothingness, but as u said, its still trying to base everything on the time of day its based on.... well here's the thing, & maybe this was know already, but if so, u should be able to do those natural actual light cycle transitions from day to night that people want.... in my troubleshooting what i did wrong, the first thimg i did was ONLY remove default districts, now when i hit my keystroke for my "sunset based" time (i used 11 which was 550 - my attempts were to use the settings from shitface alt times of day mod, but it doesnt matter there, the error is surely something simple in my syntax in copy & pasting.) but ANYWAY, since i removed the def dist, now the lighting & everything is back the way it normally is, however, when changing to "sunset time" its not actually just giving me a "sunset window" of one of 4 windows, being morning, noon, sunset, & night, it actually went ahead & adjusted the actual lighting to what it would be 1 hour later. i know this, as i've been doing lots of video in the game, & photography is a hobby, & i love my lighting & screenshots, so i KNOW the sunset lighting & EXACTLY where the sun goes in the sky during regular "sunset." it doesnt hang right above the water on the horizon, its up a little bit. but by selecting the "1-hour later" keystroke, the sun is now RIGHT on the horizon angling lighting horizontally more & a beautiful ocean sunset view, that isnt in the regular times.... so those times are dynamic.... if something were to add additional points for every hour or whatever, & cycle thru them, u could literally watch the sun go across the sky & transition naturally into nighttime & back again....

i only thought this might not be known, becuz i remember someone mentioning about the smooth natural transitions from day to night or something like that was getting in the way of the cycle that everyone requests.... i actually like the static times, but i'm well aware im in the minority there, & when i first played the game front to back i probably would have enjoyed the regular typical cycle. but anyways, just a heads up on that end. i'll see where i screwed up the default district now. :)
 
The problem is that if you setup changes every hour that it is EXTREMELY jarring. It looks awful like a slideshow (1 hour of gametime = ~ minute realtime.) Trust me, we've already tried it. Also, you are limited to only 35 tod entries and it will ignore any after that so you can't add a few hundred to smooth it out like we were originally planning.
 
thanks, got the flames working. what skull mask tho? didn't know there was one
edit: hmm, STEAM doesn't show a Horror Pack but looks like i can buy it from a place called Green Man Gaming. never heard of them. they kosher? if i buy it from them, it gets loaded into my STEAM game?

any chance making the super powers running, knocking cars outta the way, thing...to work on fences and props? like crash thru a fence or dislodge mailboxes, ect?
Its completely legit bought it yesterday and they give you a steam key
 
oh ok, so u were aware.... i feel dumb, lol. i figured u guys must have been, i just never heard any mention that i could actually achieve a time of day with lighting etc that wasnt COMPLETELY based on the 4 regulars, in the the sun actually moved positions.... i'll probably set up 5 hours over the sunset period just to check it out cuz i luv the sunset lighting so much..... just the vanilla regular sunset....lol.... there's probably some really cool & interesting looking combinations people could come up with using a time slice & adjusting settings in def district.... as of figuring out what i did wrong, im still not sure, but got caught up playing the game, lol. the sandbox + stuff is just so much fun!! if only i could find out position of the camera so i can line up the camera at the same spot & put my other hero in the shot.

i'll report back with working def dist if i get it worked out before anyone else.... thx again.
 
OK, here's a rar with the sanbox + Lua with an updated times of day thing, as per idol's instructions.... this will give u shitface's alt times of day version 1 (so far) by R+arrow keys. each one going to a time. Idol use as see fit, if u want.... i also threw a little bonus in there that i doubt anyone will care about but if u ever wanted to get a picture of ur main character bumming cigarettes, tweaking like a crackhead, sleeping on a bench or just drinking at the bar then u'll appreciate it. otherwise it serves no relevant gameplay purpose. my personal customizable actions for u to browse at image as designed, check readme. again, nothing i expect anyone to be interested in, i just clicked on it to add to the rar just in case....


EDIT : OH YEAH, i should have mentioned, if anyone actually does wanna play with those animations, just cycle thru them as usual at image as designed, even though u wont see the cigarette or the drink or the nailgun in your mc's hand while ur browsing them, u will get them, so whenever u make ur choice, ur gonna wanna warp back & home & save, & then reload.... THEN, u'll be good to go with whatever ur choices were, & u'll eat ur grilled cheese only when u press the compliment, but the CONFUSING thing is that as soon as ur done choosing ur stuff at image as designed, ur gonna leave that store with every prop in ur hand that u scrolled over while browsing, so this means, 9 times out of 10, u'll be holding a protest sign, a jackhammer, a drink, a few dollar bills, a cigarette, a sandwich & whip, & a roadsign, all at once, just for starters, but not to worry. just warp home, save, & reload. or if theres an easier way to drop all ur props then i guess u can use that. anyone who plays with those will see that protest sign more than any other prop it seems like. thats always in my hand when i leave image as designed.... but again, thats just a heads up to those of u out there that like to play with the animations.... & a few brute ones worked too, i dont know if i left them all in that copy, but some did, some didn't, so certain ones play without the rig.


(EDIT : Deleted file by poster, (no longer needed & i saw i zipped the customizable_action copy that was just to test out as many as could, so half of them didn't work. i'll zip & put up the smaller one i meant to then where i got to check them all & see they if they actually worked first. lol, so all the ones i had on this b4 i threw a ton on just to test & havent even seen yet. lol))
 
Thanks for doing these. Everything seems to be working correctly, and it would be great if you could also do the 2nd set from shitface's mod as well. I'm going to be a bit critical though of a couple of problems so you know what to avoid for next time...

In default_districts.xtbl, The horizon_storm_strength section has 3 entries, and all for the 10 key. I removed the extraneous ones, but you'll want to be careful for future edits. Also, your formatting in default_districts.xtbl is kind of weird with some of the<key> tags not indented and extra blank lines added for only some of the entries. This makes it difficult to read, so you want to make sure that you follow the existing formatting whenever you make edits. Your formatting in sr3_city.lua also had some issues as well. You want to make sure that your commands are on new lines and indented correctly for readability. Just follow the existing structure I have setup and you'll be fine.

I went through and fixed everything and also consolidated all the alt times of day binds to a single key (R+END) so that it will toggle through all 6 alt states (vr, mars, and the 4 new ones.) This will free up more key combos for other special commands. If you do add the secondary set, please use the attached files as a base and simply add additional elseifs for each additional time like:
elseif Alt_TOD_Count == 7 then
[your code]
elseif Alt_TOD_Count == 8 then
[your code]
elseif Alt_TOD_Count == 9 then
[your code]
elseif Alt_TOD_Count == 10 then
[your code]
etc

Then just change the following line with your final #:
if Alt_TOD_Count < 10 then

Revised version attached.

EDIT:
Attachment deleted. There are some pretty severe issues with the new TOD slices where they are messing with cutscenes that are expecting a particular TOD, for example the intro to deckers.die. I need to look into why this is happening before moving forward.
 
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