grsnTrainingCenterMudRooms.prp
[Logic Modifier - cSfxRegSenMusic-Exit01_Exit] Added Python File Mod "wallControls" from grsnWallRoomClimbingPhys.prp into Receivers
grsnWallRoomClimbingPhys.prp
[Scene Node - Garrison_grsnWallRoomClimbingPhys] Added scene objects - NoFPRegionN and NoFPRegionS
[Scene Object - NoFPRegionN] New object that forces third person camera while on the climbing wall
[Scene Object - NoFPRegionS] New object that forces third person camera while on the climbing wall
[Coord Interface - NoFPRegion01] Coord Interface for NoFPRegionN
[Coord Interface - NoFPRegion02] Coord Interface for NoFPRegionS
[Simulation Interface - NoFPRegionN] Simu Interface for NoFPRegionN
[Simulation Interface - NoFPRegionS] Simu Interface for NoFPRegionS
[Logic Modifier - cNoFPCameraN_Enter] Logic Modifier for entrance to NoFPRegionN
[Logic Modifier - cNoFPCameraN_Exit] Logic Modifier for exit to NoFPRegionN
[Logic Modifier - cNoFPCameraS_Enter] Logic Modifier for entrance to NoFPRegionS
[Logic Modifier - cNoFPCameraS_Exit] Logic Modifier for exit to NoFPRegionS
[Generic Physical - NoFPRegionN] GenPhys for NoFPRegionN
[Generic Physical - NoFPRegionS] GenPhys for NoFPRegionS
[Object In Volume Detector - cNoFPCameraN_Enter] Obj in Vol Detector for NoFPRegionN
[Object In Volume Detector - cNoFPCameraN_Exit] Obj in Vol Detector for NoFPRegionN
[Object In Volume Detector - cNoFPCameraS_Enter] Obj in Vol Detector for NoFPRegionS
[Object In Volume Detector - cNoFPCameraS_Exit] Obj in Vol Detector for NoFPRegionS
[Python File Mod - wallControls] 53 - Changed to Link in point "LinkInPointDefaultWhite" on NexusWhiteRoom.prp
[Python File Mod - wallControls] 54 - Changed to Link in point "Black_LinkInPointDefaultBlack" on NexusBlackRoom.prp
[Python File Mod - wallControls] 67 - Added Activator - Logic Modifier "cSfxRegSenMusic-Exit01_Exit" on grsnTrainingCenterMudRooms.prp
[Python File Mod - NoFPCameraN] New File mod that uses script "xDisableFirstPersonCam" to disable First person camera while on climbing wall
[Python File Mod - NoFPCameraS] New File mod that uses script "xDisableFirstPersonCam" to disable First person camera while on climbing wall
[Volume Sensor Conditional Object - cNoFPCameraN_Enter] New Volume Sensor Conditional Object for NoFPRegionN
[Volume Sensor Conditional Object - cNoFPCameraN_Exit] New Volume Sensor Conditional Object for NoFPRegionN
[Volume Sensor Conditional Object - cNoFPCameraS_Enter] New Volume Sensor Conditional Object for NoFPRegionS
[Volume Sensor Conditional Object - cNoFPCameraS_Exit] New Volume Sensor Conditional Object for NoFPRegionS
[Interface Info Modifier - NoFPRegionN] New Interface info Modifier for NoFPRegionN
[Interface Info Modifier - NoFPRegionS] New Interface info Modifier for NoFPRegionS
trainingCenterObservationRooms.prp
[Layer Animation - Map #5986_anim] Halved all values for opacity to reduce the static flickering of screens
NexusBlackRoom.prp
[Scene Object - Black_BookMachineSubWrldReg] Removed from Modifiers - Subworld Region Detector "cSubworldRegBookMachine"
[Scene Object - Black_ELEVATORshaft] Added new Simulation interface and Coord Interface - "Black_ELEVATORshaft"
[Scene Object - Black_TriggerElevatorRegion] Changed Coord Interface to Filter Coord Interface "Black_TriggerElevatorRegion"
[Scene Object - Black_TriggerNoClimb] Changed Coord Interface to Filter Coord Interface "Black_TriggerNoClimb"
[Coord Interface - Black_LinkInPointDefaultBlack] Moved Z up by 2
[Coord Interface - Black_TriggerElevatorRegion] Deleted
[Coord Interface - Black_TriggerNoClimb] Deleted
[Coord Interface - Black_ELEVATORshaft] New for Scene Object "Black_ELEVATORshaft"
[Simulation Interface - Black_ELEVATORshaft] New for Scene Object "Black_ELEVATORshaft"
[Logic Modifer - cRegSensorElevator_Enter] Removed from Receivers - Responsor Modifiers "cRespElevator" and "cResetElevator"
[Generic Physical - Black_HoleCapHub] Set Mass to 1
[Generic Physical - Black_ShaftProxy] Set Mass to 1, Added new triangles to give bottom of object
[Generic Physical - Black_SubworldTerrainRebuild] Set Mass to 1
[Generic Physical - Black_TriggerElevatorRegion] Removed Subworld, set transform and object bounds to cover entire nexus area instead
[Generic Physical - Black_TriggerNoClimb] set transform and object bounds to cover entire nexus area instead
[Generic Physical - Black_ELEVATORshaft] New gen physical for Black_ELEVATORshaft
[Layer Animation - Map #5986_anim] Halved all values for opacity to reduce the static flickering of screens
[Python File Mod - cPythonBookMachine] 14 - Responder - cRespElevator, 15 - Scene Object - Black_CameraGarrisonNexusCrcl, 16 - Scene Object - Black_WhtRmSubworldDummy, 17 - Int - 6
[Camera Brain Circle - Circle Camera01] Added "kCutPos kCutPOA" to Flags
[Subworld Region Detector - cSubworldRegBookMachine] Deleted
[Filter Coord Interface - Black_TriggerNoClimb] Created to keep Region in place during animations
[Filter Coord Interface - Black_TriggerElevatorRegion] Created to keep Region in place during animations
NexusWhiteRoom.prp
[Scene Object - BookMachineSubWrldReg] Removed from Modifiers - Subworld Region Detector "cSubworldRegBookMachine"
[Scene Object - ELEVATORshaft] Added new Simulation interface and Coord Interface - "ELEVATORshaft"
[Scene Object - TriggerElevatorRegion] Changed Coord Interface to Filter Coord Interface "TriggerElevatorRegion"
[Scene Object - TriggerNoClimbRegion] Changed Coord Interface to Filter Coord Interface "TriggerNoClimbRegion"
[Coord Interface - LinkInPointDefaultWhite] Moved Z up by 2
[Coord Interface - TriggerElevatorRegion] Deleted
[Coord Interface - TriggerNoClimbRegion] Deleted
[Coord Interface - ELEVATORshaft] New for Scene Object "ELEVATORshaft"
[Simulation Interface - ELEVATORshaft] New for Scene Object "ELEVATORshaft"
[Logic Modifer - cRegSensorElevator_Enter] Removed from Receivers - Responsor Modifiers "cRespElevator" and "cResetElevator"
[Generic Physical - HoleCapHub] Set Mass to 1
[Generic Physical - ShaftProxy] Set Mass to 1, Added new triangles to give bottom of object
[Generic Physical - SubWorldTerrainRebuild] Set Mass to 1
[Generic Physical - TriggerElevatorRegion] Removed Subworld, set transform and object bounds to cover entire nexus area instead
[Generic Physical - TriggerNoClimbRegion] set transform and object bounds to cover entire nexus area instead
[Generic Physical - ELEVATORshaft] New gen physical for ELEVATORshaft
[Layer Animation - Map #5986_anim] Halved all values for opacity to reduce the static flickering of screens
[Python File Mod - cPythonBookMachine] 14 - Responder - cRespElevator, 15 - Scene Object - CameraGarrisonNexusCrcl, 16 - Scene Object - WhtRmSubworldDummy, 17 - Int - 7
[Camera Brain Circle - Circle Camera01] Added "kCutPos kCutPOA" to Flags
[Subworld Region Detector - cSubworldRegBookMachine] Deleted
[Filter Coord Interface - TriggerNoClimbRegion] Created to keep Region in place during animations
[Filter Coord Interface - TriggerElevatorRegion] Created to keep Region in place during animations
WallAdditions.prp
Changed all sounds to be "NPC Voice" and use for a soft region - Soft Volume Union "cSfxSoRegUnion-Rooms-Verb" from grsnTrainingCenterMudRooms.prp
WallRoom.prp
[Scene Node - Garrison_WallRoom] Added Scene Object "WallRoomVisRegionMeshNew"
[Scene Object - WallRoomVisRegionMeshNew] New Object
[Draw Interface - Cable01] Vis region changed to "Greeblies01VisRegionNew"
[Draw Interface - Cable02] Vis region changed to "Greeblies01VisRegionNew"
[Draw Interface - Cable03] Vis region changed to "Greeblies01VisRegionNew"
[Draw Interface - Cable04] Vis region changed to "Greeblies02VisRegionNew"
[Draw Interface - Cable05] Vis region changed to "Greeblies02VisRegionNew"
[Draw Interface - Cable06] Vis region changed to "Greeblies02VisRegionNew"
[Draw Interface - redGrebblieLightFlare01] Vis region changed to "Greeblies02VisRegionNew"
[Draw Interface - redGrebblieLightFlare02] Vis region changed to "Greeblies01VisRegionNew"
[Draw Interface - Scanner03] Vis region changed to "Greeblies01VisRegionNew"
[Draw Interface - Scanner04] Vis region changed to "Greeblies02VisRegionNew"
[Draw Interface - Spike01] Vis region changed to "Greeblies01VisRegionNew"
[Draw Interface - Spike02] Vis region changed to "Greeblies01VisRegionNew"
[Draw Interface - Spike03] Vis region changed to "Greeblies02VisRegionNew"
[Draw Interface - Spike04] Vis region changed to "Greeblies02VisRegionNew"
[Draw Interface - WallMount01] Vis region changed to "Greeblies01VisRegionNew"
[Draw Interface - WallMount02] Vis region changed to "Greeblies01VisRegionNew"
[Draw Interface - WallMount03] Vis region changed to "Greeblies01VisRegionNew"
[Draw Interface - WallMount05] Vis region changed to "Greeblies02VisRegionNew"
[Draw Interface - WallMount06] Vis region changed to "Greeblies02VisRegionNew"
[Draw Interface - WallMount08] Vis region changed to "Greeblies02VisRegionNew"
[Soft Volume Simple - WallRoomSoftRegionNew] Duplicate of "WallRoomSoftRegion" but top bound lowered to -15, Owner set to Scene Object "WallRoomVisRegionMeshNew"
[Soft Volume Union - Greeblies02SoftRegionUnionNew] Duplicate of "Greeblies02SoftRegionUnion", Changed plSoftVolumeSimple "WallRoomSoftRegion" to plSoftVolumeSimple "WallRoomSoftRegionNew"
[Soft Volume Union - Greeblies01SoftRegionUnionNew] Duplicate of "Greeblies01SoftRegionUnion", Changed plSoftVolumeSimple "WallRoomSoftRegion" to plSoftVolumeSimple "WallRoomSoftRegionNew"
[Vis Region - Greeblies02VisRegionNew] New Vis Region
[Vis Region - Greeblies01VisRegionNew] New Vis Region
GahreesenEnglish.loc and GahreesenGerman.loc
Changes to Grammar due to wall game supporting more than 2 players.
Garrison_District_Textures.prp
Added "alpha*0#0.hsm" to mipmap
Garrison_District_WallAdditions.prp
Adds the Event Handler that does Ki announcements and announcer sounds
Adds new live camera feeds to both meeting rooms to watch the players climb the wall live
SFX
Announcer sounds recorded by DoobesURU for TOC wall 2.0
Co-authored-by: Mystler <developer@mystler.eu>
Co-authored-by: ChristopherS <Pfannkuchen2@googlemail.com>
Co-authored-by: Filtik <filtik@gmx.net>
Co-authored-by: DoobesURU <Ptrck10381@gmail.com>
This prevents anyone that links in during the animation from falling out of the world.
Garrison_District_NexusBlackRoom.prp
[Coord Interface - Black_WhtRmSubworldDummy] Scene Object "Black_LinkInPointDefaultBlack" added to children
[Coord Interface - Black_LinkInPointDefaultBlack] Local to Parent X/Y/Z changed to 0.153015/0.100963/2.471710 from -470.357/-0.13592/-9.69999
[Coord Interface - Black_LinkInPointDefaultBlack] Parent to Local X/Y/Z changed to -0.153015/-0.100963/-2.471710 from 470.357/0.13592/9.69999
Garrison_District_NexusWhiteRoom.prp
[Coord Interface - WhtRmSubworldDummy] Scene Object "LinkInPointDefaultWhite" added to children
[Coord Interface - LinkInPointDefaultWhite] Local to Parent X/Y/Z changed to 0.153015/0.100963/2.471710 from -376.559998/-0.135920/-10.353600
[Coord Interface - LinkInPointDefaultWhite] Parent to Local X/Y/Z changed to -0.153015/-0.100963/-2.471710 from 376.559998/0.135920/10.353600
Changes needed for Wall Game Panel Lights to work correctly
[Python File Mode - wallControls] Added ID 61, Material Animation, Layer Animation "Map #73890_anim"
[Python File Mode - wallControls] Added ID 62, Material Animation, Layer Animation "Map #7389_anim"
[Python File Mode - wallControls] Added ID 63, Scene Object List, Scene Object "YellowPanelLight"
[Python File Mode - wallControls] Added ID 63, Scene Object List, Scene Object "YellowPanelLight07"
[Python File Mode - wallControls] Added ID 64, Scene Object List, Scene Object "YellowPanelLight01"
[Python File Mode - wallControls] Added ID 64, Scene Object List, Scene Object "YellowPanelLight06"
[Python File Mode - wallControls] Added ID 65, Scene Object List, Scene Object "YellowPanelLight02"
[Python File Mode - wallControls] Added ID 65, Scene Object List, Scene Object "YellowPanelLight05"
[Python File Mode - wallControls] Added ID 66, Scene Object List, Scene Object "YellowPanelLight03"
[Python File Mode - wallControls] Added ID 66, Scene Object List, Scene Object "YellowPanelLight04"
Changes made to prevent Walls Bottom collider from trapping player on walkway and stairs
Turned Bottom colliders into wall blocker similar to bottomblocker
This changes how the bottom of the wall game works now though
If you climb too low, you will be dismount from the wall anywhere instead of just the center two squares
[Scene Object - wall_blocker_bottom_edge01] Added "fallOffDownBlocker_350" to Modifiers
[Scene Object - wall_blocker_bottom_edge02] Added "fallOffDownBlocker_351" to Modifiers
[Scene Object - wall_blocker_bottom_edge03] Added "fallOffDownBlocker_352" to Modifiers
[Scene Object - wall_blocker_bottom_edge04] Added "fallOffDownBlocker_353" to Modifiers
[Generic Physical - wall_blocker_bottom_edge01] PhysicalParams - MemberGroup changed to kGroupDetector from kGroupStatic
[Generic Physical - wall_blocker_bottom_edge01] PhysicalParams - ReportGroup changed to kGroupAvatar from Nothing
[Generic Physical - wall_blocker_bottom_edge01] PhysicalParams - LOSDBs changed to 0x0000 from 0x0008
[Generic Physical - wall_blocker_bottom_edge01] Transform changed to X="0" Y="0" Z="-3" from X="0" Y="0" Z="0"
[Generic Physical - wall_blocker_bottom_edge01] Bounds changed to kHullBounds from kExplicitBounds
[Generic Physical - wall_blocker_bottom_edge02] PhysicalParams - MemberGroup changed to kGroupDetector from kGroupStatic
[Generic Physical - wall_blocker_bottom_edge02] PhysicalParams - ReportGroup changed to kGroupAvatar from Nothing
[Generic Physical - wall_blocker_bottom_edge02] PhysicalParams - LOSDBs changed to 0x0000 from 0x0008
[Generic Physical - wall_blocker_bottom_edge02] Transform changed to X="0" Y="0" Z="-3" from X="0" Y="0" Z="0"
[Generic Physical - wall_blocker_bottom_edge02] Bounds changed to kHullBounds from kExplicitBounds
[Generic Physical - wall_blocker_bottom_edge03] PhysicalParams - MemberGroup changed to kGroupDetector from kGroupStatic
[Generic Physical - wall_blocker_bottom_edge03] PhysicalParams - ReportGroup changed to kGroupAvatar from Nothing
[Generic Physical - wall_blocker_bottom_edge03] PhysicalParams - LOSDBs changed to 0x0000 from 0x0008
[Generic Physical - wall_blocker_bottom_edge03] Transform changed to X="0" Y="0" Z="-3" from X="0" Y="0" Z="0"
[Generic Physical - wall_blocker_bottom_edge03] Bounds changed to kHullBounds from kExplicitBounds
[Generic Physical - wall_blocker_bottom_edge04] PhysicalParams - MemberGroup changed to kGroupDetector from kGroupStatic
[Generic Physical - wall_blocker_bottom_edge04] PhysicalParams - ReportGroup changed to kGroupAvatar from Nothing
[Generic Physical - wall_blocker_bottom_edge04] PhysicalParams - LOSDBs changed to 0x0000 from 0x0008
[Generic Physical - wall_blocker_bottom_edge04] Transform changed to X="0" Y="0" Z="-3" from X="0" Y="0" Z="0"
[Generic Physical - wall_blocker_bottom_edge04] Bounds changed to kHullBounds from kExplicitBounds
[Simple Region Sensor - fallOffDownBlocker_350] Created it based off of fallOffDownBlocker_349, Target set to wall_blocker_bottom_edge01
[Simple Region Sensor - fallOffDownBlocker_351] Created it based off of fallOffDownBlocker_349, Target set to wall_blocker_bottom_edge02
[Simple Region Sensor - fallOffDownBlocker_352] Created it based off of fallOffDownBlocker_349, Target set to wall_blocker_bottom_edge03
[Simple Region Sensor - fallOffDownBlocker_353] Created it based off of fallOffDownBlocker_349, Target set to wall_blocker_bottom_edge04
Updates Chiso Preniv's PRPs with the latest Korman export. Also, a new(ish) LOC file to better adhere to URU's current naming conventions (plus for the new book to read).
Female02
[Clothing Item - CItm_Icon_DRCVest] Custom Text changed to "DRC Vest" instead of "DRCVest"
[Clothing Item - CItm_FReward_DRCVest] Custom Text changed to "DRC Vest" instead of "DRCVest"
[Clothing Item - CItm_Icon_LeatherJacket01] Custom Text changed to "Leather Jacket" instead of "LeatherJacket01 Icon"
Female04
[Clothing Item - CItm_03_FLegs_Atrus] Custom Text changed to "Atrus's Pants" instead of "Atrus Pants"
[Clothing Item - CItm_FReward_BBallJersey] Custom Text changed to "Explorers Jersey" instead of "ExplorersJersey"
[Clothing Item - CItm_Icon_Atrus] Custom Text changed to "Atrus's Jacket" instead of "Atrus Jacket"
[Clothing Item - CItm_DniHelmet] Custom Text changed to "D'ni Helmet" instead of ""
[Clothing Item - CItm_03_FHAcc_DniFace] Custom Text changed to "D'ni Helmet" instead of ""
[Clothing Item - CItm_FReward_Atrus] Custom Text changed to "Atrus's Jacket" instead of "Atrus Jacket"
Male02
[Clothing Item - CItm_Icon_DRCVest] Custom Text changed to "DRC Vest" instead of "DRCVest"
[Clothing Item - CItm_MReward_DRCVest] Custom Text changed to "DRC Vest" instead of "DRCVest"
[Clothing Item - CItm_03_AussieHat] Custom Text changed to "Sharper's Hat" instead of ""
[Clothing Item - CItm_Icon_Bomber] Custom Text changed to "Bomber Jacket" instead of ""
Male04
[Clothing Item - CItm_03_MRFoot_Catherine] Custom Text changed to "Catherine's Shoes" instead of "Catherine"
[Clothing Item - CItm_03_MLFoot_Catherine] Custom Text changed to "Catherine's Shoes" instead of "Catherine"
[Clothing Item - CItm_03_MLegs_Catherine] Custom Text changed to "Catherine's Pants" instead of "Catherine "
[Clothing Item - CItm_03_MLegs_Atrus] Custom Text changed to "Atrus's Pants" instead of "Atrus Pants"
[Clothing Item - CItm_03_MHAcc_DniFace] Custom Text changed to "D'ni Helmet" instead of ""
[Clothing Item - CItm_Icon_Atrus] Custom Text changed to "Atrus's Jacket" instead of "Atrus Shirt"
[Clothing Item - CItm_MTorso_Atrus] Custom Text changed to "Atrus's Jacket" instead of "Atrus Shirt"
This is mostly a cosmetic thing for consistency with the other
languages, but it also works around an unfortunate line wrapping
problem: the line "2.Une fois que vous disposez d'un KI version 2.0"
gets wrapped at the version number, between "." and "0". This is
probably because it interprets the "." as an end of sentence, and there
seems to be no good way to prevent this (we can't use a non-breaking
space, because we don't want a space). By adding the spaces in the
numbered lists, the problematic line becomes long enough that the entire
version number gets wrapped onto the next line, as expected.
In the Yeesha font, non-breaking spaces are much wider than they should
be. This seems to be the only place affected by this problem, so just
remove the non-breaking space. The number is readable enough without it.
In French, some punctuation characters (question mark, exclamation mark,
colon, semicolon) also have a space before the symbol, not just after
the symbol as in most other languages.
We don't do this for special cases like "(?)", where a preceding space
makes no sense and would look strange.
In French, some punctuation characters (question mark, exclamation mark,
colon, semicolon) also have a space before the symbol, not just after
the symbol as in most other languages. This preceding space should be a
non-breaking space, so that the punctuation is not wrapped onto a new
line separate from the preceding word.
[Fe]maleFan02 rebuilt - Includes PR#74
philRelto_District_PhilsRelto.prp
[Scene Object - DRC Vest] Added to Modifiers - Python File Mod "cPythTakeablePlainVest"
[Python FIle Mod - cPythTakeablePlainVest] Duplicate of "cPythTakeableClothing", but with clothing set to plain vest
[Logic Modifier - cClickDRCVest] Added Python File Mod "cPythTakeablePlainVest" to Receivers above "cPythTakeableClothing"
No other part of the game uses single quotes, and even some of the KI
system messages use double quotes already.
This does not touch the French and German translations, because they
have already been adjusted in the previous commits.
The French translation was inconsistent about its quote style. Some
parts used guillemets, but others used double quotes. As far as I know,
guillemets are the standard quote form in French.
Note that in French, there are spaces on the inside of the guillemets as
well, not just on the outside as in most other languages. These inside
spaces should be non-breaking spaces, so that the guillemets are
line-wrapped together with the text being quoted.
Most parts of the German translation already used double quotes, but
especially some city notebooks used single quotes for some reason. As a
native German speaker, double quotes also seem more natural to me, and
they are the standard quote form in German, as far as I know.