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Dutchy3010

10.000 anniversary surprise!

Recommended Posts

Chimpso
Indeed smile.gif

Why are mission names now much shorter? I remember making missions in DYOM V5 with longer titles. Long enough to make "Countdown To The Apocalypse Part One" a workable title. So what gives with the shorter mission title limit? I don't think I can make interesting mission titles with just ten spaces. I think I'll stick to V5 and not use V6 so I can keep making titles over 10, 20, even 30 characters long, it gives me the choice of making mission titles that are eye-catching.

I think she meant the raw filename of the storyline files, not the in game mission titles.

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12jango

Man, I'm glad you guys still working for DYOM... icon14.gificon14.gif

Anyway, thanks for the surprise, I'll pretend it as a happy new year present! biggrin.gifbiggrin.gif

I'm looking forward for the full release of the V6, keep up the good work! icon14.gificon14.gificon14.gif

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Chimpso

Another bug report here. After completing a mission. I've pressed the"Publish Mission" button. It tells me that it's saved and all. I exit and look in my San Andread User Files Folder... but there is no DYOM0 in there. It didn't create the file at all.

 

EDIT: Hmmm... this is troubling. I created a test mission (1 objective) and pressed "Publish Mission" and the mission published normally. But the mission I'm trying to publish (80 objectives-60 actors) won't save as a DYOM0 for some reason...

Edited by Chimpso

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billy7877

this is what i'm waiting for!! really nice.

 

EDIT::

Can we use this feature to make some decision missions, example like GTA IV mission to kill dimitri or work for him.

Edited by billy7877

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Levindski

Would it be possible for the missions to unlock in a way such that a mission is only available after another two missions have been done, but it doesn't matter what order?

 

This is what I mean:

 

Mission 1 unlocks after the intro

Mission 2 unlocks after Mission 1

Mission 3 also unlocks after Mission 1

Mission 4 unlocks after both Mission 2 and 3 are completed

 

This would be useful for making. say, "finale" missions etc.

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General Scrotum

 

Indeed smile.gif

Why are mission names now much shorter? I remember making missions in DYOM V5 with longer titles. Long enough to make "Countdown To The Apocalypse Part One" a workable title. So what gives with the shorter mission title limit? I don't think I can make interesting mission titles with just ten spaces. I think I'll stick to V5 and not use V6 so I can keep making titles over 10, 20, even 30 characters long, it gives me the choice of making mission titles that are eye-catching.

I think she meant the raw filename of the storyline files, not the in game mission titles.

Like Chimpso said.

 

Dutchy3010 meant the name of the .DSL files of the missions.

 

i.e. Your mission name is "The Beginning Of Gang Terror", the .DSL save file could or should look like, "TBOGT".

 

EDIT: Just noticed that the example of the .DSL file could also mean, "The Ballad Of Gay Tony". tounge2.gif

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Tug66666

Found a glitch.

 

 

Actors with "Leave Nearest Car" option don't leave the vehicle. Only the driver does, but the driver will not attack the player even if his relationship is set to "Enemy".

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AB0333

Wow! I have to try this! happy.gif

 

Nice work. icon14.gif

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Spider-Vice
Spider-Vice, we tried to reproduce the bug, but we really can't. Can you give us some more information?

Well I don't know how I can explain it, it's when I start a new mission and try to write its name. The game immediately crashes when I press a letter.

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PatrickW

@chimpso: could you send me the mission that you could not save as dyom0.dat, so that we can analyse the problem?

 

@billy7877: not really as each mission only has two possible outcomes: pass or fail. Fail wil mean the mission can be done agian, pass mean any succesive mission is enabled.

 

@Levindski: No, a mission can only depend one 1 other.

 

Thanks everybody for the support..

We're trying to stabilise this version, for a proper release version. One thing that will be added is a hotkey (probably ctrl-P) that will create a clone of the last added actor at the current location. This will simplify the process of adding a group of identical actors.

Another Version V6.1 in the near future is somehing we're still considering smile.gif

 

 

 

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Spider-Vice

Hey, I tried CLEO 3 and it seems to work now (writing a text and crash). smile.gif

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PatrickW

Well, we're developing DYOM against CLEO3, but I was under the impression that CLEO4 was backwards compatible sofar. I know that more people are using CLEO4, but I haven't heard this problem before. At least it works now, We'll look into CLEO4 compatibility in the future smile.gif

 

 

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Spider-Vice

Yeah but I still get a crash, when I try to start the first mission of a storyline (When I hit the mission trigger). :S

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Mattatatta

So it's just the raw DSL file that its limited to 10 characters? I was getting confused sorry...

 

I'm rather busy right now with New Year preparations and the like, so I cannot try out the Beta release right now. But by the looks of it there are plenty of reports and fixes being made already.

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Brian Walker

Guys skip me.. i'm busy with GTA LS

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General Scrotum
Guys skip me.. i'm busy with GTA LS

You're in the wrong thread, man.

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Chimpso
@chimpso: could you send me the mission that you could not save as dyom0.dat, so that we can analyse the problem?

 

Here it is.

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Levindski

 

@Levindski: No, a mission can only depend one 1 other.

 

Would it be possible at all to enable this? I think it would make DYOM storylines much more dynamic.

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PatrickW

@Chimpso:

Thanks.. We've tried and loaded it both in and outside a storyline, but sofar it dosn't crash for me sad.gif..

 

@Levindski:

I think it would be possible, but it would need quite some code extension and we're almost at the maximum SCM size already. It's a least on my todo list, after some code optimizations. Maybe in a future release.

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Chimpso
@Chimpso:

Thanks.. We've tried and loaded it both in and outside a storyline, but sofar it dosn't crash for me sad.gif..

 

It'n not crashing, it just won't save as a read only DYOM0 file. I click "Publish Mission" and it does not make one.

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PatrickW

 

@Chimpso:

Thanks..  We've tried and loaded it both in and outside a storyline, but sofar it dosn't crash for me sad.gif..

 

It'n not crashing, it just won't save as a read only DYOM0 file. I click "Publish Mission" and it does not make one.

Oops.. Confused it with a previous bugreport from another user.. sorry blush.gif

You are right.. gonna try it now..

 

 

EDIT:

Same problem occurs here. The DYOM0.dat is saved, but in the wrong place, it's now saved in the directory of the SA executable.

This will be fixed in the final V6.

Thanks for your report and help in solving it. cookie.gif

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Kalvin'

I found a bug: When you do the "Walk" animation, i did this with cutscene (do not know if its just the cutscene whats doing it) i did it with 2 peds walking east, in a lil' area, and instead of them walking east, they walk south.. and im wondering why, hope you fix it! cookie.gif

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Jackal1337

wtf i didnt get this storyline stuff i downloaded example storyline but all it does is rape me from using normal DYOM how to even activate missions

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PatrickW

Could you be a bit more precise?

 

* What exactly does not work for you?

* What option do you select?

* What do you expect and what happens?

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Dejan631

How to add 2 missions in Storyline,i mean to play missions like you do with Catalina,where you can choose 4 missions.

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Jackal1337
Could you be a bit more precise?

 

* What exactly does not work for you?

* What option do you select?

* What do you expect and what happens?

well i downloaded the example mission thingy and when i start DYOM normally, New Game > Design Your Own Mission

it jumps to CJ in grove with dozen of mission icons and i cannot use normal dyom unless i delete example thing

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Platinum Card

I think its the auto run thing in the DSL folder. Delete it and I believe you can go back and forth between the storyline and other missions.

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PatrickW

Yes, indeed.

Another option, for which you don't have to leave the game:

  • While all the mision-triggers and icons are shown, press [y]+[n]
  • In the menu that pops up, select "abort storyline"
  • You're now back in designmode. (Use [storyline->clear storyline] to remove the example mission triggers, if desirable)

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Officer Mitch

This new version sounds excellent, Thanks for the hard work Patrick & Dutchy.

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Junior.

What i think would be cool for next version is clothing feature smile.gif

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