Dutchy3010 Posted November 5, 2012 Report Posted November 5, 2012 DYOM V7 - Beta release Introductie De laatste maanden zijn Patrick en ik bezig geweest met een nieuwe versie van DYOM. We hebben veel nieuwe functies gemaakt, andere verbeteringen gedaan en bugs gefixt. Natuurlijk zorgt dit altijd voor een risico: veel veranderingen betekent veel kansen op bugs. Daarom zouden wij graag jullie hulp willen in het vinden van deze bugs! DOWNLOAD De installatie is precies hetzelfde als voorheen, alleen wordt er nu een MPACK6 gecreëerd in plaats van een MPACK5. Zo kan je bij "New Game" zelf kiezen welke versie je wilt: zowel het creëren van missies (met versie 6) als het testen van de nieuwe versie. Bugs Rapporteer a.u.b. duidelijk alle bugs in dit topic. Graag zouden we dan een uitgebreid verslag hebben. Belangrijk Een paar belangrijke opmerkingen: UPLOAD GEEN BETA V7 MISSIES NAAR DE DYOM DATABASE! Deze beta is niet voor gewoon gebruik, slechts om te testen en debuggen. Missies gecreëerd met deze beta kunnen niet gebruikt worden in de uiteindelijke versie. DYOM V7 Release Notes Aangezien het nogal veel is, heb ik besloten om niet alles te gaan vertalen. Ik ga ervan uit dat jullie allemaal Engels kunnen, wanneer iets onduidelijk is kan je dat natuurlijk altijd reageren!! New Features Moving cutscenes For cutscene objective, you can now choose between four options: Static: Identical to the old (v6) cutscenes linear: Camera moves with constant speed from the previous position to the selected position. smooth: Camera moves with acceleration and deceleration from the previous position to the selected position. Follow actor: After you position the camera, you will be able to select one of the available actors ( with Y and N), that the camera will follow during the cutscene Sound Support This version support custom sounds during your mission, by means of mp3 files. Each mission is assigned a random "audiocode" when created (or saved for the first time with V7) This code determines the directory where the mp3 files for the mission must be placed. The audiocode can be viewed in the missions menu. mp3 files must be stored in my documents\GTA San Andreas User Files\SD\XXXXX\ where "XXXXX" is replaced by a random 5 character code. Two types of mp3-files can be placed here: am.mp3 : file with ambient-sound, that is looped during your entire mission 01.mp3, 02.mp3, 03.mp3, nn.mp3: sounds that will be player once at the start of each objective. If a objective doesn't need a sound, you can just skipt the mp3 file for that mission. Note: The directoryname: SD\XXXXX is in uppercase. The filenames: am.mp3, 01.mp3, .. are in lowercase Teleport to car as passenger with option to enable drive-by For Teleport to car the menu is extended with 'seat selection' and driveby. This allows you to put the player in a passenger seat, and assign another actor as driver. If you switch-on drive-by, the player can shoot from the window. Moving object on approach When placing an object, a menu is shown, in which you can select "move on approach". You are than enabled to select another position for the same object. The object will normally at the first position, but is the player approaches the object, it will move to the second position. You can configure the distance at which the player triggers the movement as well as the time it takes the object to move between the two positions. This can for example be used for gates. Moving objects along path In the new menu when placing an object there is another entry to let an object move along a path. You can choose between three speeds, and you can define a number of positions/orientations for the route. This works similar to defining a walking route for an actor. You can choose between a single movement or a repeated loop over the route. Ammo configurable For player, teleport, actors, objective actors and weapon pickups. Healthbar option for 1 actor The actor menu has the option to display a healthbar for that actor. Note that only one healthbar can be display at a time. If you have multiple actors with healthbars, only one of them will be shown. "must survive" option available for all actors This is now a regular option in the actor menu, and can be used for any actor, not just for friends. A second enemy gang There are noe two enemy gangs for actors and objectove actors, which will not only fight the player and friends, but also eachother. Note that "kill all enemies" has been changed to "kill whole gang", thus refers to al actors of the same gang as the objective actor. Pickup all similar pickups (optional with counter), for Pickup objective Similar to "kill all enemies/kill whole gang" this option for an objective pickup, makes you have to pickup all available pickups of the same kind as the objective pickup itself. "Sprint" route animation Walking a route with a speed above "running" "crouch" route animation Walking a route in a "crouched" walk. "Multiple locations" animation. Chooses randomly from set list of possible locations An "animation" for an actor. You can select several positions for this actor, and when playing, one of those positions is choosen at random, and the actor is positioned there. The orientation of the actor will be such, that it faces the original location, where the actor was defined. "Random" option for actors When choosing actor-models, you can now choose "random". In game, a random skin will be choosen. "Random" option for weapons When choosing weapons, you can now choose "random". In game, a random weapon will be choosen. New objects stairs, houses, walls, bridges, loopings, trees, furniture, roadblocks New Animations swat-moves, stances, etc Camera movable during object placement To make it easier to position objects, during object placement you now have the option to move the camera. BY holding the capslock lock, you can use the cursor keys to reposition the camera. Minor Improvements Shift-6 gives ":" instead of "=" display model-id during actor, object and car model selection Better camera placement during carselection Display during routepoint now indicates and checks maximum of 64 points per route (existing limit) Bug Fixes Several stability issues solved Health regeneration fixed Route edit improved (faster, more stable) Phone model shown during "talk on phone" Turn of CJ's voice when not in CJ's skin Display bug during editing pickups fixed Space during cutscene skips "all in a row" Error in timelimit handling fixed Fix handling of secondary color during "edit vehicle" Fix messages referring to 'ENTER' key for cancel We hopen dat jullie deze versie leuk vinden en graag horen we al jullie meningen en gevonden bugs! Quote
Thundercover Posted November 6, 2012 Report Posted November 6, 2012 Ik had al wat nieuwe functies meegekregen, maar dit blijft een fantastische lijst! Ik ga eens kijken of ik vanavond tijd heb om GTA: San Andreas op te starten en deze versie uit te proberen. Heldenwerk, dame en heer! Quote
Bassieboy35 Posted November 6, 2012 Report Posted November 6, 2012 We hadden inderdaad al wat previews kunnen zien en nu is hij er! Goed werk, ik zal eens proberen tijd vrij te maken om hem te proberen. Quote
xoex23 Posted November 6, 2012 Report Posted November 6, 2012 (edited) Jullie zijn wat mij betreft wereld verbeteraars, als ik tijd heb zal ik hem proberen te testen en spelen! Goed werk Dame en Heer! Edited November 6, 2012 by xoex23 Quote
mekane Posted November 6, 2012 Report Posted November 6, 2012 Werkt goed ! tot nu toe geen bugs ontdekt behalve dat SA crashte toen ik iemand wou dood slaan dat was ff een snelle test missie ik wou hem niet dood maken en toen crashte SA. ik heb een tip misschien is het leuk als jullie de optie maken dat bijv CJ met een homie in 1 auto kunnen dan vervolgens andere auto's Cj volgen naar een willekeurige plek. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.