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Bikerdude - Xmas FM


Bikerdude

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got a request rather than a question this time...:P

 

Under the light textures, tdm has stained glass window option,:-

 

models/darkmod/architecture/windows/round_stone01_small.lwo

windows/roundtop_diamond_pattern01_grey_moonlit

 

The pattern it puts on on the floor etc dosent match the windows, nor any windows of that type...

 

Do we know when a suitable one will be added to the mod..?

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Haha yeah. I laughed my ass off on that one!!! :laugh:

 

Reminds me a little about a quote from a german idiot who was filmed while building a pool do-it-yourself-style. He was getting pissed because the cement was already getting hard, while it was still a little tilted. So he complained that the watersurface would be tilted as well because of that... :D

Not that I would compare Fidcal to an idiot. I am sure it was just meant to be funny!! :)

Edited by STiFU
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Ok one of my testers has found 2 bugs...

 

1. I've used a prefabed footloacker - the player is able to partially walk into the locker when its open.

I have tried putting a player clip around the footlocker, I have made the locker/lid both solid - still the player is able to walk into the locker.

 

2. The sleeping guards, when awoken will run around and not go back to thier start location or go back sleep

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1. We've seen this before but can't explain it. It might relate to another problem though. Make sure you have the following:

 

There is a tiny lockpin lever that jiggles when you lockpick. Select it and make sure it has the property and values:

 

immune_to_target_setfrobable 1

solid 0

 

Select the chest lid and REMOVE the property (if it's there):

 

frob_peer

 

The property frob_master is OK, leave that.

 

Similarly on the chest body, remove the frob_peer (if any)

Make sure the chest body does NOT have solid 0 on it.

 

Make sure the chest body does not have frobbox_size on it, if so, remove.

 

Delete the file in your maps folder <mapname>.cm and the aas files while you are at it. Delete your pk4 file (making sure of course you have all the files elsewhere!) and dmap again. If you have the pk4 and the extracted files there can be conflict. I always delete the pk4 while I'm developing then create it anew after.

 

If you still get the problem, can you upload the map for me to look at? (remember to tell me the name of the footlocker.)

 

2. Use the filter menu to hide entities and patches but show worldspawn and monsterclip. Examine the area around the bed. Is there plenty of room for the guards to navigate?

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Are we sure guards are *supposed* to go back to sleep after being alerted? I can't remember, but it would be a bit strange if a guard was woken up by an intruder, chased him, lost him somewhere, and then went back to sleep. :unsure:

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Reminds me a little about a quote from a german idiot who was filmed while building a pool do-it-yourself-style. He was getting pissed because the cement was already getting hard, while it was still a little tilted. So he complained that the watersurface would be tilted as well because of that... :D

That would be awesome if it actually worked. :D

 

Are we sure guards are *supposed* to go back to sleep after being alerted? I can't remember, but it would be a bit strange if a guard was woken up by an intruder, chased him, lost him somewhere, and then went back to sleep. :unsure:

I haven't checked for combat-level alerts, but they certainly do after search-level alerts.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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Are we sure guards are *supposed* to go back to sleep after being alerted? I can't remember, but it would be a bit strange if a guard was woken up by an intruder, chased him, lost him somewhere, and then went back to sleep. :unsure:

 

I think this would be great if tied to a guard's give_A_Crap attribute.

 

Again, of course, as an outsider, I say these things.

"A Rhapsody Of Feigned And Ill-Invented Nonsense" - Thomas Aikenhead, On Theology, ca. 1696

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Each worldspawn brush is not treated uniquely by the D3 engine. After the map is compiled, it just gets changed into a bunch of polys, and it's no longer brushwork/patchwork in-game.

 

Putting an arg onto worldspawn (like the skip shop arg) is sort of like putting an autoexec command on the map. It's read and executed one time when that map is loaded.

yay seuss crease touss dome in ouss nose tair

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Just to back Mortem up: There is indeed only ever exactly one worldspawn entity, despite appearances to the contrary in the editor interface. Worldspawn spawnargs are map-wide settings.

My games | Public Service Announcement: TDM is not set in the Thief universe. The city in which it takes place is not the City from Thief. The player character is not called Garrett. Any person who contradicts these facts will be subjected to disapproving stares.
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@Bikerdude: OK, I've tracked the non solid footlocker to a bug which I'll report on the internal forums. It might mean you only need to change a spawnarg but I don't know how long before I can tell you so if you are desperate to proceed try this:

 

Create a slim panel brush and give it the texture: textures/common/tdm_nodrawsolid_wood and place it inside the front panel of the footlocker body. Probably not worth bothering with the side or back if the thing is against a wall. Test carefully it does not cause any other problems!

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Create a slim panel brush and give it the texture: textures/common/tdm_nodrawsolid_wood and place it inside the front panel of the footlocker body. Probably not worth bothering with the side or back if the thing is against a wall. Test carefully it does not cause any other problems!

Ok thanks.

 

On another note, who dso i ask about 2 of my objectives not ticking off? both of them are triggers connected to doors opening...

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Lots of people. If you don't want to publish a spoiler and if it's the copy I got from you then I can take a look. If so, tell me the objectives numbers and the door names.

yeah id rather no publish it etc, so if you can that would be great -

 

its objectives 2 and 8

 

thanks :ph34r:

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