Over a YEAR ago I Tried to put together my dream NPC, and while I had lots of help from the friendly folk here, I am a forty-something man who just barely knows how to do basic computing much less program something for a game.
I have enjoyed my time here, and I do plan to stick around for the D/L's of other modders, but I can truthfully say (Before the pounding of my head on my desk brings about another heart attack) for me - it just ain't Worth it anymore!!!
Still, I have written some WONDERFUL (I believe) dialogs and have a pretty good quest, and my ego is such that I would hate to see the only thing that I am good at go to waste. So...If anyone wants the stuff , drop me a line and it is yours to use. if your feeling generous you might give my writing credit.
MIGHT I make a suggestion or two for tutorials though?
YOU (The writer of the tutorial) KNOW what the hell you are doing, therefore you might feel it not important to put in every little detail. For people like ME, who don't have a clue, this can be annoying.
For instance: In the Area making tuto it reads:
Image 1 - The Tileset Editor
* Select 'Load External tis'
* Change Files of type to 'Bitmap' and load your area bitmap
DTLCEP will import the bitmap, convert it to a tileset and preview it for you. In this case I am loading a warehouse that is part of my mod; we will use this warehouse for the rest of the tutorial. Look at the top left of the screen and note the figures in the Frame Count box - you're going to need them.
Image 2 - Area Preview
* Select 'Back'
* Select 'Save tis as'
* Select 'Create Minimap'
DLTCEP will generate the .mos file. The .mos file is the small area map that you see in the game when you select the Map icon.
A word of advice here. Although areas can share .wed files, it's not a good idea unless you know exactly what you're doing - in which case, you wouldn't be reading this. .wed files must be of six alphanumeric characters; no more, no less. The advice is to name your .tis file with the same name that you will give to its associated .wed file. When you have saved the tileset
* Select 'Exit'
* Select 'Reload chitin'
You'll be doing a lot of the last command; quite often DLTCEP requires to be reloaded to recognise parts that you've just created.
Now... YOU know what the hell you are talking about, and following these directions is great - EXCEPT:
Select "Back" // Okay
Select "Save Tis as" // Can do. (oops, I can't save it to desktop or I find I can't get to it later.)
Select "Create Mini Map" // And...is something supposed to HAPPEN?
Followed by:
Image 3 - My basic wed file data
Save your area and again, give it the same name as the tisfile and the wedfile. We now need to import the tisfile as Overlay 1, the background overlay.
* Click on 'Edit Wed'
You will be presented with a blank Wed Editor.
* Click on 'Set Overlay'
The Tileset Editor will re-appear (image 2).
* Select 'Load External tis'
* Select your tisfile
DLTCEP will preview the tileset as a long list of individual tiles. This is not the result of any bug in DLTCEP; a tileset (.tis) does not contain any information as to exactly how it is laid out. If you were to view the same tileset from the Area Editor, it will display correctly because the .are file does contain the x,y sizes. One thing to be aware of is that if you have more than 704 tiles in the tileset, they will not be displayed here but they do still exist.
Click "Edit Wed" // Which is great, sez please name your wedfile, or something like that) You can browse from the override folder (and noplace else)
Click "Set Overlay" // And I will just ASSUME that that button is SOMEWHERE on the panel...even the picture in the tututorial didn't show it...
Select "Load External tis" // Uhm, yeah... Would that mean "Load External AREA"? based on the fact that the picture in question doesn't have THAT option either... I will just guess.
Anyway, you see where I am going with this. I DID finally get to the box I wanted, going back to the First screen, but...
...Going back to NPC's... Another fun little Item is the policy of TRA'fing... Basically, coding the thing with " @ " where the @ represents...something...that not only makes it easier to mod (I suppose) but has the extra bonus of keeping newbees like me clueless as to what the hell is going on in coding when we open up a Working NPC made by an experienced modder.
Cute.
Like I said, it is simply no longer worth it. For all of you out there who are now cursing me and telling me a I am a stupid b...ard, well, I am a damned good WRITER and such, but for modding... from now on I will lurk and play others (WONDERFUL!) mods.
Dialog and quest free to good home.
Minotaur In maze - EX modder wannabe who has had ENOUGH!!!


