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[Updated] FM: The Siege Shop (v4) by PranQster and lowenz (2015/2/23)


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#26 id3839315

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Posted 20 October 2013 - 05:47 AM

This version has been completely overhauled. I recommend giving it another try.

The hot-air balloon ride didn't work in v1. Posted Image
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#27 PranQster

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Posted 20 October 2013 - 05:07 PM

The hot-air balloon ride didn't work in v1. Posted Image

Yeah. It was a one-way ride in the previous version, and easy to screw it up. At least now, if the player jumps/falls out, etc, there is still another way in and the balloon can still be ridden later. :)

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#28 PranQster

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Posted 30 October 2013 - 11:06 PM

I just was working on re-building my fms directory, deleting anything older than late September. When I went to check siegeshop (marked as update), it claimed version 3, but had only the old info (missing lowenz as co-author, etc), file date, screenshot, etc from 2 years ago. I didn't bother downloading it, since I already have it installed.
Can anyone verify if the version in the in-game mission downloader is indeed version 3?

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#29 lowenz

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Posted 31 October 2013 - 03:51 AM

It's the 3rd version ;)
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Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#30 Thiefette

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Posted 04 November 2013 - 12:04 AM

Congrats to both of you on the update. I am finally getting a chance to play this and so far love the changes you've made except the
Spoiler
. I've been through it but must go back as I seem to have missed some loot but I did want to mention one thing that is a carry over from previous version:
Spoiler
Will try and write some more when I finish up. Thanks again for all your hard work.

Edited by Thiefette, 04 November 2013 - 12:05 AM.


#31 lowenz

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Posted 04 November 2013 - 04:37 AM

*The first one is PranQster choice! :D
Spoiler

*The second one is a known problem.

Edited by lowenz, 04 November 2013 - 04:37 AM.

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#32 PranQster

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Posted 04 November 2013 - 12:52 PM

#1:
Spoiler

#2:
Spoiler

Edited by PranQster, 04 November 2013 - 12:54 PM.

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#33 Oldjim

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Posted 05 November 2013 - 04:54 PM

Not a happy bunny
Spoiler
As a side issue I am really struggling with the loot objective so I resorted to using the show loot command and quite a few items which are showing aren't there because I have already got them I assume

Update - not as bad as I thought - see spoiler
I completed all the other objectives and went back to the campfire and it triggered the mission complete despite the objective not being triggered as being done

Edited by Oldjim, 05 November 2013 - 06:05 PM.

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#34 PranQster

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Posted 06 November 2013 - 12:38 AM

I figured that would come up. lowenz and I talked about that scenario.
Spoiler

As far as loot already picked up still showing when you showloot... I've seen this in a few maps before. Does it seem to occur with loot which is in jewelry boxes, maybe chests? It might be the frob control box being highlighted, even though the loot which was in it has already been picked up. If I learn how to fix that, I will.

Edited by PranQster, 06 November 2013 - 12:45 AM.

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#35 Oldjim

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Posted 06 November 2013 - 07:03 AM

Overall impression - the changes and improvements from the previous version are really impressive and I enjoined playing it except - and this may be just me - some of the loot was just too hard to find.
I went through using my normal look everywhere routine and I only collected about 3,700 which wouldn't have even met the medium difficulty.
I suggest relaxing the loot requirements a bit
A few comments
Spoiler
Regarding the show loot problem these are screenshots of two of the areas if it is of any help
Spoiler

Edited by Oldjim, 06 November 2013 - 07:05 AM.


#36 PranQster

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Posted 07 November 2013 - 01:13 AM

Overall impression - the changes and improvements from the previous version are really impressive and I enjoined playing it except - and this may be just me - some of the loot was just too hard to find.
I went through using my normal look everywhere routine and I only collected about 3,700 which wouldn't have even met the medium difficulty.
I suggest relaxing the loot requirements a bit
A few comments

Spoiler

Spoiler

Regarding the show loot problem these are screenshots of two of the areas if it is of any help

Spoiler

That's the frob control I was referring to. I've seen this happen in other missions...no idea how to fix it. Since it is only an issue when using showloot, I'm not concerned about it.

* Correction: That was all caused by a newb mapper error. I think I had tried taking a shortcut to making the scroll by converting an already-existing loot item (gold nugget) to using a scroll model and inventory icon.

Edited by PranQster, 09 November 2013 - 02:56 AM.

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#37 Thiefette

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Posted 07 November 2013 - 11:34 AM

Well got the rest of my loot
Spoiler
All in all I enjoyed this revision. Thanks again for your hard work.
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#38 lowenz

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Posted 07 November 2013 - 11:52 AM

:blush:

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#39 Florian

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Posted 08 November 2013 - 10:03 AM

[spoiler]

That's the frob control I was referring to. I've seen this happen in other missions...no idea how to fix it. Since it is only an issue when using showloot, I'm not concerned about it.


Actually I think only the construction plans are highlighting in show_loot even after having been taken. So perhaps you defined some loot properties to the plans and that might be the solution to change this? Just an idea of a non-mapper ;)
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#40 PranQster

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Posted 09 November 2013 - 01:26 AM

Actually I think only the construction plans are highlighting in show_loot even after having been taken. So perhaps you defined some loot properties to the plans and that might be the solution to change this? Just an idea of a non-mapper ;)

I'll look into that entity first then :)
Now the deja vu is starting to hit..I think I need to re-check the process about which I made that item go to inventory.

Edit: Aaah yeah. Newbie error I think.
It appears that I had started with an gold nugget loot item, which I modified to be the scroll :blush:

Edited by PranQster, 09 November 2013 - 01:39 AM.

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#41 PranQster

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Posted 09 November 2013 - 02:11 AM

Spoiler
All in all I enjoyed this revision. Thanks again for your hard work.

Spoiler

Ummm... I just checked. I had made those changes, but for some reason I reverted back to a movable chair and no player clip. I must have re-loaded from an auto-save after one of those occasional DR crashes.
Also, it appears that the lantern in question defaults to no shadows...fixed.

Edited by PranQster, 09 November 2013 - 02:19 AM.

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#42 PranQster

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Posted 09 November 2013 - 02:52 AM

I'll look into that entity first then :)
Now the deja vu is starting to hit..I think I need to re-check the process about which I made that item go to inventory.

Edit: Aaah yeah. Newbie error I think.
It appears that I had started with an gold nugget loot item, which I modified to be the scroll :blush:

OK. I replaced the first of the scrolls with a proper scroll entity. As a newb, I had created a loot item first, then converted it to a scroll :)
I just tested it and that is now fixed. The loot box now no longer shows in showloot after picking up that first scroll. I'll fix the other two (obviously).
Will post update maybe this weekend.

Edited by PranQster, 09 November 2013 - 04:06 AM.

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#43 PranQster

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Posted 09 November 2013 - 05:44 PM

I think I also fixed Pyle's swan-dive-of-death. He was standing awfully close to monsterclip, so I moved him and his seat back a few units. I KO'd him 3 times last night and each time he simply slumped unconscious and fell next to his stool.
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#44 lowenz

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Posted 09 November 2013 - 07:14 PM

Perfect :D

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#45 PranQster

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Posted 10 November 2013 - 06:00 AM

http://jdchoate.mcn....d/siegeshop.pk4
Give this one a try. In addition to what I mentioned above, I also fixed a few more things.
Spoiler

Edited by PranQster, 10 November 2013 - 05:21 PM.

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#46 lowenz

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Posted 10 November 2013 - 07:46 AM

Most fixed/tuned FM ever :D
Your dedication is admirable PranQ ;)
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Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#47 Oldjim

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Posted 10 November 2013 - 02:28 PM

Playing through again
Spoiler

Edited by Oldjim, 10 November 2013 - 03:17 PM.

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#48 PranQster

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Posted 10 November 2013 - 03:38 PM

Playing through again

Spoiler

Ok, I'll check again. I might have to downgrade him to a lesser CW guard. Or tweak settings to make him KO'able again. He defaulted to elite guard, non-KO-able. Will fix tonight.
The timing on this release is actually working in my favor. Since TDM 2.0 was released and everyone is playing all of the maps, Siegeshop v.3 was not swamped with people playing it after release. I can treat this time as public-beta :)

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#49 PranQster

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Posted 10 November 2013 - 03:52 PM

Most fixed/tuned FM ever :D
Your dedication is admirable PranQ ;)

History of siegeshop, in a nutshell...
  • Installed DR and followed the newbie tutorial with map name 'john01', quickly renamed 'j1' when I started dmapping.
  • After doing most of the newb tutorial, I made 'j2' through 'j7' maps, all small temp maps to work on individual experiments. For instance, 'j4' was nothing but a chain model wrapped around a windlass drum with levers and rotators to get the windlass to turn in opposite directions when levers pulled (later scrapped due to technical issues...was too easy to screw up the drawbridge).
  • I built the drawbridge in 'j1' and used it as a starting prefab for map 'j8'...'j8' became an experiment to build a map around the working drawbridge.
  • 'j8' became two hallways with an arch between them. These later became the workshop and drawbridge areas and doorway between.
  • I decided to build a catapult in the back hall...for the hell of it. Walls were put up and the concept of a siege workshop in a small fortress was born...the map suddenly had somewhat of a purpose and I realized it would become a real mission, maybe.
  • Copied map 'j8' and named it 'siegeshop' with intent of making a mission.
So, this essentially an offshoot from my WIKI tutorial A-Z map. I have no qualms about upgrading, fixing, experimenting and improving upon this mission. I am working on about 4 or 5 other maps, but always return to siegeshop to tweak it further. :)

Edited by PranQster, 10 November 2013 - 03:56 PM.

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#50 PranQster

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Posted 10 November 2013 - 05:19 PM

http://jdchoate.mcn....d/siegeshop.pk4
  • Bentley fixed. Now a regular CW guard with chain coif, not elite with helmet.
  • Bentley idle bark intervals greatly reduced. He is now much more drunkenly vocal, as he should be.
Spoiler

I have a few other things in this map which may take a long time before anyone notices.

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