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Floor Texts (DMute)
Posted: Fri Jan 07, 2005 12:47 pm
by Ian Clark
I am currently working ona dungeon using DMute. I did a bit of it a couple of years ago, now I thought it's time to get my arse into gear and get this dungeon knocked out complete with new graphics and texts. However, I have been doing floor texts (speaking pads) in the same way I always have (can't remember of the top of my head, it's written down somewhere) and some are causing the game to hang, can someone run me through it again please. The ETA for the dungeon is early February by the way.
Cheers
Posted: Fri Jan 07, 2005 3:39 pm
by Zyx
Did you check the texts are not too long? Did you put the floor texts on unusal fllor tiles (like stairs?). Did you use original texts, or partial texts, or textmuted (=new) texts?
If you can solve it with Dmute, try switching to Sphenx's editor or Paul's (but there will be no come back to Dmute then)
Posted: Fri Jan 07, 2005 7:19 pm
by beowuuf
The normal way to get the speaking pads in DMute were to:
a) place a wall text somewhere with the text,
b) hex edit the tile where you want the floor pad to be and put in the ident numbers
c) blank not delete the original wall text
if you delete the wall text, then thisi would cause the game to hang...otherwise dmute and textmute combined shouldn't cause a crash...
Posted: Sat Jan 08, 2005 1:40 pm
by Ian Clark
It might be because I placed it on the same square as a teleporter. I'll have a look
Posted: Sat Jan 08, 2005 1:52 pm
by beowuuf
shouldn't affect it, but all things are possible...the game owuld hang if the actual teleporter floor object had been replaced by the floor text only i would think...