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Shop Lanmola Colored Font Amulet Stone of Agony Hookshot Guys Files

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#1 Lüt

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Posted 14 August 2015 - 06:12 AM

It's been a long 5½ weeks, but I'm nearly done with my quest. Thanks to everybody who answered my first round of questions and got me going. Now this should be the last round before finishing.
 
(Still using 2.50 BTW - got too far into development to comfortably change.)
 
Use-once shops - Since I'm doing a 24-heart quest, I felt the frequency of free life upgrades was getting a slight bit excessive, so I thought it would be good to have a few guys charge for the heart/magic containers (i.e., "Sorry, I'd let you have this, but I'm trying to build my retirement fund," etc.). So I set up some single-item shops, and they worked - until I realized that they kept coming back. Yeah I get it, but I spent the last 20+ years seeing heart-container rooms always disappear, so I guess I got the idea that shops would do the same.
 
The optimal solution would be to set a shop to disappear after first purchase, but I can't find a way to do that. I've tried a few workarounds, like using the door repair charge, then doing a 2-room cave using a separate DMap and a flame warning that the guy above would charge for a heart/magic container when the single-room didn't work - both of which sucked because you only get charged your maximum rupee count, and if you went in with 3 rupees, then you'd have a total steal. I also tried to do a lifeless version of "leave your life or money" - which I couldn't, and then realized that it would be incredibly stupid to pay a heart container just to pick up another one. I guess it's possible to set up a DMap with multiple short cave trials, but really, I'd just like to have a purchase-once item. Is it doable?
 
Lanmola Death Process/Settings - this thing is seriously screwed up. I set "Never Return After Death" in its "Misc Flags," - but it constantly returns regardless. For every other enemy, this has worked. It also works if I change the Lanmola monster type to Moldorm or anything else, so I know it's not the specific enemy id that's borked. Likewise, I've set other enemies' monster type to Lanmola, and they also return after death - so it seems to be a bug in the Lanmola monster type? Is there any way to work around this?
 
Furthermore, Lanmolas mess up any "boss" rooms they're placed in. I had a Patra with 2 Lanmolas in one room. I can walk out and back in with no problems - but, if I even so much as injure a Lanmola to the point that it loses a segment, then I walk out and back in, every enemy in the room has disappeared - including the Patra.
 
This thing just makes no sense whatsoever. I'm OK with confining them to their own rooms rather than mixing them in with other enemies, but some of them still need to stay dead. (And I already have the "Dungeon Boss" setting applied to another room, so that hack won't work.)
 
Colored String Font - I have an incredibly bright room in an ice dungeon. The text is near-unreadable against the background. I know colored text is possible based on the pictures in this thread, but I don't see any way to do it. I don't even need individual word colors, I just need the entire string to be black. Where do I set this attribute?
 
Amulets & Invisible Enemies - Wiki confirms no difference between Amulet 1 & 2. Fair enough, but the invisibility process is screwy. If I set an individual enemy's "Is Invisible" flag, the enemy is truly invisible, but isn't revealed by either amulet. However, if I check "All Enemies Are Invisible" in a room's "E.Flags," it gives them an annoying blur effect that reveals them rather clearly instead of making them truly invisible. It would be nice if Amulet 2 could reveal enemies marked "Is Invisible" in "Misc Flags," but in the meantime, is there any way to make them truly invisible while still being revealed by the amulet? Some way to remove the blur effect that the "E.Flags" creates?
 
Stone Of Agony - Is this thing completely useless? Apparently it's supposed to shake Link up when he's near a secret, but I've tried changing "Sensitivity" & "Vibration Frequency" to all kinds of different combinations and nothing ever happens. I was going to have a "Cave of Agony" trial to pick it up, but if it's useless then I guess I'll scrap that idea.
 
Hookshot Length - Hookshot 1 has a length of 50, Hookshot 2 has a length of 99. Hookshot 1 reaches entirely across the screen, so what's the point of Hookshot 2?
 
Adding Guys - There's a lot of caves in my overworld. Even with a spattering of Ama & Merchant, along with the occasional Moblin & Goriya, Abei is still the most-travelled nomad in the world - and I know I won't be the only one who's sick of him before halfway through. There's a lot of other good character sprites near the end of the tile index - how do I add them to the "Guys" list?
 
Project Files - Finally, what's with all the files for my quest? I have a QB0, QB1, QST, QT0 and QT1. Based on other quests I've downloaded, I only need to post the QST file for anybody to play, right? The rest are just some kind of backups? I don't have to compile them to a final output before distributing the QST file?
 
I suppose that's about it. Hopefully I'll have a near-complete beta by next week!


#2 Timelord

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Posted 14 August 2015 - 07:00 AM

It's been a long 5½ weeks, but I'm nearly done with my quest. Thanks to everybody who answered my first round of questions and got me going. Now this should be the last round before finishing.

Use-once shops - Since I'm doing a 24-heart quest, I felt the frequency of free life upgrades was getting a slight bit excessive, so I thought it would be good to have a few guys charge for the heart/magic containers (i.e., "Sorry, I'd let you have this, but I'm trying to build my retirement fund," etc.). So I set up some single-item shops, and they worked - until I realized that they kept coming back. Yeah I get it, but I spent the last 20+ years seeing heart-container rooms always disappear, so I guess I got the idea that shops would do the same.
The optimal solution would be to set a shop to disappear after first purchase, but I can't find a way to do that. I've tried a few workarounds, like using the door repair charge, then doing a 2-room cave using a separate DMap and a flame warning that the guy above would charge for a heart/magic container when the single-room didn't work - both of which sucked because you only get charged your maximum rupee count, and if you went in with 3 rupees, then you'd have a total steal. I also tried to do a lifeless version of "leave your life or money" - which I couldn't, and then realized that it would be incredibly stupid to pay a heart container just to pick up another one. I guess it's possible to set up a DMap with multiple short cave trials, but really, I'd just like to have a purchase-once item. Is it doable?

 
 
Now you know why you've never seen one inside a shop... :D
 
There are possible methods to 'cheat' into this, but really, the simplest fix, is via scripts. An alternative is via string control codes (see my answer to coloured text on the same subject, below). Setting a screen state, or a warp, so that the player can never return to the shop, once he purchases the item, is the usual solution.
 
It is possible to give a heart container with a door repair room, but it wouldn't work like a shop:

 

  • The cost would be involuntary, and
  • the player would receive the item, even with insufficient rupees.

You should review ZQuest.txt, starting at Line 999 for more information, or read the Wiki Entry.
 
String 1: \6\1\100\2 Have a heart, and help out an old man by donating a-hundred rupees...
String 2: 'Have a heart, for helping out an old man...' \20\20 \16\28
 
If there was a way to set Screen->D[] with SCCs, then using them for this would be more...forgivable.
 
That may work. (Scripting remains the best answer.)
 
(Hint: I can make this script for you, in about ten minutes flat; possibly fewer, to avoid messy SCC item giving, and silly door repair room antics that don;t belong in modern games.)
 

Lanmola Death Process/Settings - this thing is seriously screwed up. I set "Never Return After Death" in its "Misc Flags," - but it constantly returns regardless. For every other enemy, this has worked. It also works if I change the Lanmola monster type to Moldorm or anything else, so I know it's not the specific enemy id that's borked. Likewise, I've set other enemies' monster type to Lanmola, and they also return after death - so it seems to be a bug in the Lanmola monster type? Is there any way to work around this?
 
Furthermore, Lanmolas mess up any "boss" rooms they're placed in. I had a Patra with 2 Lanmolas in one room. I can walk out and back in with no problems - but, if I even so much as injure a Lanmola to the point that it loses a segment, then I walk out and back in, every enemy in the room has disappeared - including the Patra.
 
This thing just makes no sense whatsoever. I'm OK with confining them to their own rooms rather than mixing them in with other enemies, but some of them still need to stay dead. (And I already have the "Dungeon Boss" setting applied to another room, so that hack won't work.)

 
I remember that, and I don't recall if it was fixed in 2.50.1. Lanmolas do have somewhat broken behaviour in general, with the general philosophy that 'Lanmolas do whatever they please'.
 
You can script their removal, and spawning, rather easily, if you need this effect. I have no idea why killing an enemy on a screen with a lanmola and the enemies never return flag, causes them all to vanish, but I can confirm it is a 2.50.0 bug. I'll need to test that in 2.50.1, and if it still exists, report it.
 

Colored String Font - I have an incredibly bright room in an ice dungeon. The text is near-unreadable against the background. I know colored text is possible based on the pictures in this thread, but I don't see any way to do it. I don't even need individual word colors, I just need the entire string to be black. Where do I set this attribute?

 
This works via string control codes. You enter these into the string editor, with slashes, followed by a sequence of numbers, and separator slashes for arguments. See ZQuest.txt, or Formatting Control Codes
 
Assuming that you want red text, and that you are using the default ZC palette:
 
String: Take this\1\8\1 Key\\1\0\1 and find the\\1\8\1 Secret Door\\1\01\.
 
The text 'Key' and 'Secret Door' would be in red (CSet 8, colour 1), while the rest would be white. Note the need to shift back to white text with \1\0\1 too.
 
I'll also mention that every character of a string control code, including the slashes, counts against the maximum string length. It is possible to spend an entire string on control codes, and it is possible to use only control codes in a string, with no other characters. This is usually intentional.
 
 
You can also use SCCs to give items, take items, and do other tasks, without scripts, if you so desire. (Their effects in that field, are far more limited, than actual scripted control.)
 
If this is not a DMAp intro text string, set a background tile to it. In fact, be sure to do that for all of your strings...
 
If it is a DMAP intro text, I can give you a simple FFC script to replace those with a Screen->Showmessage function.
 

Amulets & Invisible Enemies - Wiki confirms no difference between Amulet 1 & 2. Fair enough, but the invisibility process is screwy. If I set an individual enemy's "Is Invisible" flag, the enemy is truly invisible, but isn't revealed by either amulet. However, if I check "All Enemies Are Invisible" in a room's "E.Flags," it gives them an annoying blur effect that reveals them rather clearly instead of making them truly invisible. It would be nice if Amulet 2 could reveal enemies marked "Is Invisible" in "Misc Flags," but in the meantime, is there any way to make them truly invisible while still being revealed by the amulet? Some way to remove the blur effect that the "E.Flags" creates?

I've wanted to see other invisibility options for a while. You can change the draw style of an enemy with scripts, but otherwise, the amulet only reveals cloaked enemies. This was due to user complaints about true invisible enemies being too difficult, and overused.
 
In fact, this in a global active script may be enough:
 

const int CMB_BLANK_ROW = 65000; //Row of 16 blank combos.

void InvisEnemies(){
    for ( int 1 = 1; q < Screen->NumNPCs(); q++ ) {
        npc n = Screen->LoadNPC(q);
        if ( n->DrawStytle == DS_CLOAKED && !Link->Item[I_AMULET1] ) {
            n->OriginalTile = CMB_BLANK_ROW;
        }
    }
}

 
 

Stone Of Agony - Is this thing completely useless? Apparently it's supposed to shake Link up when he's near a secret, but I've tried changing "Sensitivity" & "Vibration Frequency" to all kinds of different combinations and nothing ever happens. I was going to have a "Cave of Agony" trial to pick it up, but if it's useless then I guess I'll scrap that idea.

 
I'm fairly certain that it's useless, and I've never seen it used, to any effect.
 

Hookshot Length - Hookshot 1 has a length of 50, Hookshot 2 has a length of 99. Hookshot 1 reaches entirely across the screen, so what's the point of Hookshot 2?

 
I don't recall how the length is calculated, but you can adjust the values, to allow different reach lengths. The chain links setting is for the animation/graphics, if you're wondering. You can also set different block flags for different 'levels' of hookshots. The L2 version is there, primarily because it was a 2.11 hard-coded item, so it's set up by default, for compatibility with older quests.
 

Adding Guys - There's a lot of caves in my overworld. Even with a spattering of Ama & Merchant, along with the occasional Moblin & Goriya, Abei is still the most-travelled nomad in the world - and I know I won't be the only one who's sick of him before halfway through. There's a lot of other good character sprites near the end of the tile index - how do I add them to the "Guys" list?

 
You cannot modify the 'Guys' list. You can do either:

  • Use the 'None' Guy Type, and place a combo on the screen, with the desired NPC, or;
  • Script NPCs.

There's no reason that you couldn't do both, fully, or partially. They play happily together as a team. :P

 

Project Files - Finally, what's with all the files for my quest? I have a QB0, QB1, QST, QT0 and QT1. Based on other quests I've downloaded, I only need to post the QST file for anybody to play, right? The rest are just some kind of backups? I don't have to compile them to a final output before distributing the QST file?

 
.QB* are backup files, and .QT* are unencoded quest files.  You do not, and should not, distribute those, as they are uncompressed. Only the .qst file is needed by a player--unless you use enhanced music (e.g., MP3 files), in which case, they also need those files.
 
Note: You can disable, or limit, .QT* and .QB* files by modifying ag.cfg, or using ZLaunch.
 

I suppose that's about it. Hopefully I'll have a near-complete beta by next week!


Edited by ZoriaRPG, 14 August 2015 - 07:29 AM.

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#3 Mani Kanina

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Posted 14 August 2015 - 07:00 AM


Colored String Font - I have an incredibly bright room in an ice dungeon. The text is near-unreadable against the background. I know colored text is possible based on the pictures in this thread, but I don't see any way to do it. I don't even need individual word colors, I just need the entire string to be black. Where do I set this attribute?

You can use String codes for that. Alternatively, you can use a border box with coloured background. (See the tile box in the second page of the string editor.)
 

Hookshot Length - Hookshot 1 has a length of 50, Hookshot 2 has a length of 99. Hookshot 1 reaches entirely across the screen, so what's the point of Hookshot 2?

When used from the left side of the screen to shoot to the right the level 1 hookshot won't quite reach. However, these values are there to be edited if you want to make a shorter chain hookshot. (and it's very easy to do so!) :P

 

Project Files - Finally, what's with all the files for my quest? I have a QB0, QB1, QST, QT0 and QT1. Based on other quests I've downloaded, I only need to post the QST file for anybody to play, right? The rest are just some kind of backups? I don't have to compile them to a final output before distributing the QST file?

Correct, the QB files are backups. You only need to distribute the QST file for others to play. (And MP3 files if you use use extended music.)


Edit: God damn it, you ninja posted me! >:V


Edited by Lunaria, 14 August 2015 - 07:01 AM.

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#4 DaLink

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Posted 14 August 2015 - 07:07 AM

1.)?

 

2.) I have no idea... Which version are you using? 2.50 or 2.50.1?

 

3.) To make colored strings naturally just put /1/X/X before and after desired text. First constant (X) means the CSet number and second is the color within the CSet.

 

4.) ?

 

5.) I honestly have never used that, so I dunno.

 

6.) You can just edit the hookshot lengths to get the effect you desire.

 

7.) I think you can just have an empty guy sprite just replaced with a combo where the guy will be.

 

8.) The QT0 and QT1 files are backups.

 

EDIT: God damn it, you both ninja-posted me!  >:V


Edited by DaLink, 14 August 2015 - 07:13 AM.


#5 Timelord

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Posted 14 August 2015 - 07:26 AM


EDIT: [...] you both ninja-posted me!  >:V

Welcome to GMT, where we ninja everyone, with massive, documented responses. :P

 

Documenting out all the SCCs with examples was the only tedious part, essentially because I never use SCCs  between \3 and \20. I rarely would use \21 (play MIDI), and the rest are text formatting, which is always useful; although I primarily use Tango, and hard-coded, scripted strings now. I use formatting SCCs for temporary effect, or in simpler styled games. :shrug:


Edited by ZoriaRPG, 14 August 2015 - 07:32 AM.


#6 Lüt

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Posted 14 August 2015 - 08:06 PM

Wow, you guys and your immediate responses :odd:
 
Seriously, this is the most helpful "help forum" I've ever used.
 
First, the quickies:
 
Colored String Font - \1\9\1 = beautiful :D
 
Hookshot - Set length of #1 to 75, all good.
 
Stone Of Agony - Alright, forget it.
 
Project Files - No extended music used, so I'll simply distribute the QST.
 
Undead Lanmolas - I'll find something to replace them. Would've preferred Moldorms, but due to space constraints, they simply disppear into the walls, leaving a collection of 7's and 8's behind them.
 
Now then:

If this is not a DMap intro text string, set a background tile to it. In fact, be sure to do that for all of your strings...
No, it's just regular text. But why the tile? I tried some, and they seem to drag in a number of surrounding tiles as well. Not only that, but some of them seem to get chopped into 8x16 rather than 16x16 tiles. Plus, the tiles cover up the top half of the guy speaking, not to mention block out so much of the room, so it doesn't seem very practical.
 
Unless there's some kind of special background tile to select, the white strings (with my 2 black exceptions) all appear to be displaying just fine without further modification.

I've wanted to see other invisibility options for a while. You can change the draw style of an enemy with scripts, but otherwise, the amulet only reveals cloaked enemies. This was due to user complaints about true invisible enemies being too difficult, and overused.
Yeah, I can imagine that happening. Totally understandable.
 
Still, I'd like to see more options as well, but the blur effect vs true invisibility certainly isn't a quest-breaker, so I'll go with the blur. I was just hoping to force the amulet a bit harder.

Lanmolas do have somewhat broken behaviour in general, with the general philosophy that 'Lanmolas do whatever they please'.
Well, they can "please" themselves right out of my dungeon.

I have no idea why killing an enemy on a screen with a lanmola and the enemies never return flag, causes them all to vanish, but I can confirm it is a 2.50.0 bug. I'll need to test that in 2.50.1, and if it still exists, report it.
Actually, it wasn't even a screen with the no-return E.Flag set, it was just 2 regular Lanmolas with a Patra. Even weirder. But, I should try recreating it under different circumstances just to be sure it's a consistent issue.

You cannot modify the 'Guys' list. You can do either:
1. Use the 'None' Guy Type, and place a combo on the screen, with the desired NPC [...]
But wouldn't that require the cave to be in a separate DMap, where I can set a different NPC on every screen rather than putting one in the cave template? Or is there a way to stick certain NPCs in caves per screen using the standard overworld cave system?
 
Either way, I figure a partial "hack" is to replace Tile 87 for Abei 2 with one NPC, and paste another NPC into Tile 259 to make Empty become Visible.
 
Honestly, I think that might add enough cave-dude balance for now.
 
Maybe I could even replace Tile 65 to change Fire into another NPC (provided it's a symmetrical tile to account for the flipping animation). The guide says it hurts you, but if I remember correctly, message rooms don't let you walk into it anyway, so that might be a moot point.
 
As for all this...

You can script their removal, and spawning, rather easily, if you need this effect.

In fact, this in a global active script may be enough:

2. Script NPCs

(Scripting remains the best answer.)
OK, but, it also remains the most hopelessly convoluted answer as well.
 
Not a single thing about this stuff makes sense. Not the code, not the help files, not the user instructions. I can barely get a few paragraphs into any scripting guide. And I've wanted to. I've had a game for 20 years, Hexen, that introduced scripting to that particular engine, and even knowing what was possible, I've never been able to crack it. This and legal-speak are two things just immediately shut my brain down. I don't know why. It's not like I can't be technical - I private-tutor music students in theory and analysis at the local college after all.
 
I even tried implementing the mirror darknut script from the db. Tried to do everything it said. Not everything it said I could even do. The little 3-step "guide" couldn't be used. I looked at the example file, copied all the settings, on and on. Spent an hour trying to make it work. Nothing happened. Can't make sense of any trouble-shooting guide. And that was supposed to be one of the simplest ones.
 
I seriously don't know. My head just stops processing and I find myself staring at the screen a few moments later. I wish I was exaggerating. But I'm just a visual designer who can balance extensive amounts of gameplay, and that's that. However...

(Hint: I can make this script for you, in about ten minutes flat; possibly fewer, to avoid messy SCC item giving, and silly door repair room antics that don;t belong in modern games.)
Look, if you're good with this (and apparently nothing I'm looking for is within a million miles of "intermediate"), I'd be happy to work out some kind of skill-trade with you. I'm not sure what kind of worthwhile anything I'd have to offer - but if nothing else, I'll put you on my IOU list :P
 
From the sound of things, my little issues are probably as easy for you as turning out a 7-level dungeon is for me. So if you could help with any of the things, I'd be more than grateful.
 
Either way, thanks again everybody for the quick and helpful replies.

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#7 Timelord

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Posted 16 August 2015 - 11:26 PM

 

Wow, you guys and your immediate responses :odd:
 
Seriously, this is the most helpful "help forum" I've ever used.
 
First, the quickies:
 
Colored String Font - \1\9\1 = beautiful :D
 
Hookshot - Set length of #1 to 75, all good.
 
Stone Of Agony - Alright, forget it.
 
Project Files - No extended music used, so I'll simply distribute the QST.
 
Undead Lanmolas - I'll find something to replace them. Would've preferred Moldorms, but due to space constraints, they simply disppear into the walls, leaving a collection of 7's and 8's behind them.
 
Now then:

 

No, it's just regular text. But why the tile? I tried some, and they seem to drag in a number of surrounding tiles as well. Not only that, but some of them seem to get chopped into 8x16 rather than 16x16 tiles. Plus, the tiles cover up the top half of the guy speaking, not to mention block out so much of the room, so it doesn't seem very practical.
 
Unless there's some kind of special background tile to select, the white strings (with my 2 black exceptions) all appear to be displaying just fine without further modification.

 

Yeah, I can imagine that happening. Totally understandable.
 
Still, I'd like to see more options as well, but the blur effect vs true invisibility certainly isn't a quest-breaker, so I'll go with the blur. I was just hoping to force the amulet a bit harder.

 

Well, they can "please" themselves right out of my dungeon.

 

Actually, it wasn't even a screen with the no-return E.Flag set, it was just 2 regular Lanmolas with a Patra. Even weirder. But, I should try recreating it under different circumstances just to be sure it's a consistent issue.

 

But wouldn't that require the cave to be in a separate DMap, where I can set a different NPC on every screen rather than putting one in the cave template? Or is there a way to stick certain NPCs in caves per screen using the standard overworld cave system?
 
Either way, I figure a partial "hack" is to replace Tile 87 for Abei 2 with one NPC, and paste another NPC into Tile 259 to make Empty become Visible.
 
Honestly, I think that might add enough cave-dude balance for now.
 
Maybe I could even replace Tile 65 to change Fire into another NPC (provided it's a symmetrical tile to account for the flipping animation). The guide says it hurts you, but if I remember correctly, message rooms don't let you walk into it anyway, so that might be a moot point.
 
As for all this...

 

 

 

 

OK, but, it also remains the most hopelessly convoluted answer as well.
 
Not a single thing about this stuff makes sense. Not the code, not the help files, not the user instructions. I can barely get a few paragraphs into any scripting guide. And I've wanted to. I've had a game for 20 years, Hexen, that introduced scripting to that particular engine, and even knowing what was possible, I've never been able to crack it. This and legal-speak are two things just immediately shut my brain down. I don't know why. It's not like I can't be technical - I private-tutor music students in theory and analysis at the local college after all.
 
I even tried implementing the mirror darknut script from the db. Tried to do everything it said. Not everything it said I could even do. The little 3-step "guide" couldn't be used. I looked at the example file, copied all the settings, on and on. Spent an hour trying to make it work. Nothing happened. Can't make sense of any trouble-shooting guide. And that was supposed to be one of the simplest ones.
 
I seriously don't know. My head just stops processing and I find myself staring at the screen a few moments later. I wish I was exaggerating. But I'm just a visual designer who can balance extensive amounts of gameplay, and that's that. However...

 

Look, if you're good with this (and apparently nothing I'm looking for is within a million miles of "intermediate"), I'd be happy to work out some kind of skill-trade with you. I'm not sure what kind of worthwhile anything I'd have to offer - but if nothing else, I'll put you on my IOU list :P
 
From the sound of things, my little issues are probably as easy for you as turning out a 7-level dungeon is for me. So if you could help with any of the things, I'd be more than grateful.
 
Either way, thanks again everybody for the quick and helpful replies.

 

 

I don;t require 'trades', although I appreciate people working with me on various projects.

 

If you want specific scripts, just to do what you detailed here, I'll add them into your quest. The best way to discuss this, is via Skype. I have the same user ID there, as I do here.



#8 Lüt

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Posted 18 August 2015 - 10:38 AM

I don;t require 'trades', although I appreciate people working with me on various projects.

 

If you want specific scripts, just to do what you detailed here, I'll add them into your quest. The best way to discuss this, is via Skype. I have the same user ID there, as I do here.

 

OK great, yeah it should be super-simple for anybody who knows what they're doing.

 

So... Skype... alright I'm looking into this. Seems it's based around "calls" - or video chats? It says switch between calling and messages, but it looks like those are voice messages? I don't have a camera, and I guess I can dig up a microphone, but it's "professional" so I'll have to hook up my mixer. Is there possibly anything else you'd prefer? Or can it do regular text also? It looks like they want to charge for phone texting...



#9 Avaro

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Posted 18 August 2015 - 11:04 AM

OK great, yeah it should be super-simple for anybody who knows what they're doing.
 
So... Skype... alright I'm looking into this. Seems it's based around "calls" - or video chats? It says switch between calling and messages, but it looks like those are voice messages? I don't have a camera, and I guess I can dig up a microphone, but it's "professional" so I'll have to hook up my mixer. Is there possibly anything else you'd prefer? Or can it do regular text also? It looks like they want to charge for phone texting...

With skype you can do text-chatting too.

#10 Timelord

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Posted 19 August 2015 - 04:49 AM

With skype you can do text-chatting too.

 

That's my primary use for the Skype protocols, and my secondary use if for direct file transfer. I use Skype for 'voice calls' infrequently, and have never--not ever--used its video functions.





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