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Everything posted by joebarnin

  1. I'm looking for a few beta testers for my new mission, "Now and Then". It's a medium-sized mission. I'll create a thread in the Beta Testing forum shortly. Please sign up here so I can get a feeling for how many testers are involved. Thanks!
  2. Sorry for the delay in responding, for some reason I didn't get notified about your post
  3. In my version of Photoshop, the Save As dialog has a Save Alpha Channels checkbox. That does the trick for me. Disclaimer: my Photoshop version is very old (CS2) and I'm no graphics expert.
  4. @kinIn case you haven't found this already: https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls
  5. I ran into this problem early on during beta test, and it was fixed in a later build. But maybe not fixed completely? I don't know of any console command. Maybe try back tracking until the music changes - go back to the underwater station, see if that 'resets' the music, then go forward. Just an idea.
  6. The way I've done it is to make the Lock an atdm:froblock, with spawnargs: used_by=shelfkey, target=swingdoor and then your swingdoor doesn't need used_by or locked.
  7. Do you have the release version of DM 2.08? There was a crash in beta versions that wasn’t fixed until just before 2.08 was officially released.
  8. I tested this. It does work, but only if you use the def_attach method for attaching the key (https://wiki.thedarkmod.com/index.php?title=Attaching_Props_to_AI#Belt_Objects_-_Keys). It does not work if you use the bindToJoint method for attaching the key.
  9. Congratulations! This is a massive and enjoyable mission. Get ready for multi-part fun! Interesting, that this mission and The Painter's Wife were released close together. They don't have much in common, other than they are excellent (IMHO) and HUGE. A tribute to the modders, and a tribute to TDM platform that enables two very different missions.
  10. I think it will work that way. There are two ways to allow a guard to pass through locked doors: if they have the key, or if they have the 'can_unlock' spawnarg. So if you attach the key to the guard but don't give them 'can_unlock', they can pass through the door if they have the key, but once you steal it from them they won't be able to open the door. At least, that's my understanding of how it works. I haven't actually tried this.
  11. Another option is to leave the window slightly ajar. This shows, from a distance, that it is openable. Use the "open" spawnarg (set to '1'), along with 'start_rotate' or 'start_position' (depending on whether the window is a mover_door or mover_door_sliding). Give you total control over how open the window is.
  12. An excellent mission! Nice layout and architecture - exploring is rewarded. Wonderful set of interlocking stories, full of politics/factions/intrigue/corruption. Lots of opportunities for thieving (of course) and for doing good. Thank you, Bienie!
  13. Thanks, that solved it - I did as you suggested, and set image_useNormalCompression back to 1, and now reflections look good. So I guess I didn't have a clean release after all. In general, are the steps you listed a good idea for getting a clean release? So, if I run into strange behavior, is it best to do those steps first to see if that resolves the issue?
  14. Nope. It’s a clean 2.08 release, as far as I can recall.
  15. image_useNormalCompression is set to 1 (I am running 2.08). If I change it to 2, the reflections look good.
  16. I'm seeing some weirdness in the 2.08 final regarding reflections. I've seen it in two different missions that I'm beta testing. Here is an example in HHTLC, in 2.07 it looks like this, a nice mild reflection (the plant pot): But in 2.08 the reflection is wonky: Same graphic settings. I deleted the darkmod.cfg, just to see if that made a difference - nope. I saw this problem in another FM too. Is anyone else seeing this?
  17. I think I found it in script files of other FMs? Or maybe, like you said, in the source code. I don't recall exactly.
  18. AI_KNOCKEDOUT EDIT: as in ai guard = $atdm_ai_builder_guard_lesser_1; if (guard.AI_KNOCKEDOUT) { } Edit 2: One more thing, if you knock out an AI and then kill him, I think AI_KNOCKEDOUT is still true. So if you want to check that an AI is knocked out but not dead use: if (guard.AI_KNOCKEDOUT && !guard.AI_DEAD)
  19. I gave that a try, and it didn't work. The reason: the flame already has a response to water (and fire) in its base class, and those inherited responses already do the appropriate deactivation. So adding a response of the same type doesn't work, since that type was deactivated by the existing response. However, there is a solution, and it's pretty simple. The existing (inherited) responses on flames call script functions (response_extinguish and response_ignite) in tdm_lights.script. Those methods both activate all of the targets on the flame. So all I have to do is set this spawnarg on the flame: "target" "trigger_hurt_1" (or whatever my trigger_hurt entity is called). That toggles the trigger_hurt off/on as appropriate. Easy peasy.
  20. I've got a flame, say a campfire. I want the player to take damage if they stand in the middle of it, so I create a trigger_hurt above the flame. That works fine. But if you douse the flame with a water arrow, I want to turn off the trigger_hurt (and likewise, if it's relit with a fire arrow, turn the trigger_hurt back on). How do I do that?
  21. Congratulations to the entire team for a fantastic achievement! I did a small amount of beta testing on this, and I have to say that it was one of the best thieving experiences I've had in years. The geometry/geography is amazing, the story and gameplay flow is excellent. Brilliant stuff.
  22. This is how I've gotten door locking to work, using scripting. Write a script function that locks the door, something like void lockMyDoor() { $myDoor.Lock(); } where 'myDoor' is the name of your door entity. Then on your atdm:target_call_scriptfunction you need a spawnarg "call" "lockMyDoor" (I've always used lowercase "call"). Edit - fixed typo in the spawnarg
  23. The FM that I'm creating uses the getMissionStatistic() script function, to gather info about how stealthy the player has been at a certain point in the mission. While testing, I've seen some strange results. What I think I'm seeing is that various stealth counters don't get incremented if a non-combat civilian sees you. Specifically: sys.getMissionStatistic("numberTimesPlayerSeen") sys.getMissionStatistic("sightingScore") sys.getMissionStatistic("stealthScore") do not increase if a civilian sees you and runs away. I created a simple test map (attached). When it starts, the noblewoman has her back to you. Walk around so that she can see you - she will run to the flee point at the other end of the room. Now go frob the stone pillar - that will display various mission statistics. Note that numberTimesPlayerSeen, sightingScore, and stealthScore are all zero. Run the test again, and this time sneak up behind her and bump into her before she sees you. She'll flee again, and this time numberTimesPlayerSeen is 1 (and sightingScore and steathScore are 5). That seems appropriate. Replace her with an armed guard, and he will immediately chase you, and numberTimesPlayerSeen is 1. Are these results expected? I would think that if you went around being seen by civilians and making them panic and run away, those stealth statistics shouldn't remain at 0. test2.pk4
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