Aller au contenu

Photo

Can't Return From New Areas


  • Veuillez vous connecter pour répondre
5 réponses à ce sujet

#1
AmstradHero

AmstradHero
  • Members
  • 1 239 messages
So I've created a new area to add to the Single Player campaign, and am able to travel to it just fine.  I followed the steps in the wiki to a tee: http://social.biowar...mpaign_Tutorial
I've got a new module that extends Single Player. It interacts with the game fine, journal entries appear, I can travel to my locations, etc, etc.

My module has added a location to the Denerim map rather than the world map.  But when I try to return from my location to another location on the Denerim map - ie from my location to the Denerim Market, I end up at 0,0,0 on that map.  This is very undesirable. It's the same problem if the player chooses to go to The Pearl - at
least this time they end up in the area, but definitely not where they
are supposed to be.

Now, in trying to troubleshoot this, I noted that these areas have no waypoint override value in the denerim map - if this is the case, how does the game know where to put the player normally?  And how can I make sure that the player ends up in the right location when they leave my module's areas?

I'd really like to know how to get around this - because it's the last step in releasing my module, and I don't want what is a rather horrible bug to be present in it.

#2
doctorofdarkness

doctorofdarkness
  • Members
  • 40 messages
Curious. Maybe you could sidestep the issue by having your module exit return you to the Market direct, rather than to the Denerim map?

#3
thebigMuh

thebigMuh
  • Members
  • 98 messages
target_wps_climax_denerim.gda

target_wps_denerim.gda

target_wps_fade.gda

target_wps_underground.gda

target_wps_wow.gda



Those are the tables you want to take a look at, they contain a matrix defining where you end up in each area when you come from a certain other area.



Ciao, muh!

#4
AmstradHero

AmstradHero
  • Members
  • 1 239 messages
So I'm going to have to override the GDAs within my module's override directory?  I just did some digging around the sp_module_travel script and was worried that might be the case.

I am worried because I'm still not entirely confident with using 2DAs.  As I understand it, I'll need to create my own target_wps_denerim.gda (for an area in Denerim), and remove all the existing lines from it so I don't override the default content. (Except the two header lines, that is)

I create a new line with my own unique ID for my area, then the area's name as the source location, then the destination waypoint for all the areas that the player can travel to as per the original file. 

This will be merged with the core target_wps_denerim.gda file when the player is running the game so they get the original correct destinations and my destinations when they travel from my area?

Is this correct?

#5
thebigMuh

thebigMuh
  • Members
  • 98 messages
Almost. You should name your .gda with an additional extension, target_wps_denerim_ah.gda for example. But everything else is correct.



Ciao, muh!

#6
AmstradHero

AmstradHero
  • Members
  • 1 239 messages
Awesome. Thank you very much, problem is now happily solved. Now if only I could solve my "Story So Far" save summary information being incorrect, I would be set for release!