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joebarnin

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Posts posted by joebarnin

  1. 2 hours ago, wesp5 said:

    Couldn't this be fixed for all missions by readding numberwheel_lock.script with the changes you added?

    Possibly. But I think there were reasons for removing the script from the release. According to this post talks about it: 

      

    On 1/10/2019 at 6:27 AM, nbohr1more said:

    In 2.07 it was decided that the numberwheel script from "A New Job" was too specialized to that mission and

    that it shouldn't be a mod asset because it was causing mission developers too much trouble when they tried to

    use it. To my knowledge, we sent the word out that this change would be happening and any mission using the script

    has been repacked to include it in the mission package rather than inheriting from the mod asset base.

    Looks like I need to fix my "Mission of Mercy" FM. It is broken now - I guess I didn't see that notification.

     

    • Like 1
  2. 3 hours ago, wesp5 said:

    I think it's time to take a closer look at the "Open Doors on Unlock" feature, as I got once again stuck because I had this set to off. Missions that are affected are the upcoming "Now and then", according to the forum search function also "The painter's wife", "The Alchemist" and "Hidden Hands: Initiation", and I remember another mission where it happened to me.

    Can this somehow be circumvented by updated dev or script files or do the mission authors need to fix this on their side? If there is no common solution, shouldn't this option be removed? I don't know how many players there are who don't come looking here for help, but if they don't some of these missions are just completely not playable when this option is set to off.
     

    I can only speak for my mission (the soon-to-be-released "Now and Then"), but this issue can be resolved in the mission scripts. I fixed it yesterday so it'll be in the released FM. Here are the details.

    In this mission I use the atdm:combination_lock_small. As is discussed in various threads, when using this asset you have to include the appropriate script file(s) in your <fm>\script folder. In this case, atdm:combination_lock_small has spawnarg "scriptobject" = "numberwheel_lock". At some point, when I was developing my first FM, I got a hold of numberwheel_lock.script (which was at the time included the TDM release. Subsequently it was removed, I think). I've put this in my \script folder for each FM I've built, and it works fine.

    Except in the following case: the door is a secret door that isn't frobable, and it has open_on_unlock=1. The default code in numberwheel_lock.script makes the following call when the combo is correctly entered:

    t.Unlock();

    The variable 't' is the target of the combo lock (the door). This statement unlocks the secret door, which, because open_on_unlock=1, opens it. Except: if the user has "Open Doors on Unlock" = Off, that overrides open_on_unlock. So in that case the door isn't opened. And since the door isn't frobable, there is no way to open it even if it is unlocked.

    The fix is to modify numberwheel_lock.script to call t.Open() as well t.Unlock(). This unlocks and then opens the door. Oh, and you have to remove the open_on_unlock=1 spawnarg from the door too.

    These changes work fine, and are appropriate IMHO, since each FM 'owns' their copy of numberwheel_lock.script. It's a shame that each FM developer may need to make this adjustment, but I think that's an artifact of numberwheel's history.

    • Like 2
  3. Good comments by @Andersonand @Obsttorte. But if you’re looking for another ‘gamey’ option, you could implement some sort of Fast Travel mechanism. Perhaps an artifact the thief carries that when used transports then back to the western zone. That way at step 4 they aren’t irritated, they’re like “cool, I can use the Orb of Movement”. 

    Of course, you’d have to explain why they have it, etc. 

    • Like 1
  4. On 7/18/2020 at 8:38 AM, Cotillion said:

    Great mission overall, I really like the extra objectives that force you to think a bit. I have 1 question left, regarding a secret:

      Reveal hidden contents

    I don't really know where I am supposed to shoot the rope arrow to reach the loot on the oil lamp in the cathedral. I read the solution in the original post but I need a more specific location please.

     

    Spoiler

     

    Aim for the orange globe (wood) that the lamp chains hang from:

    heartstmattis_2020-08-06_21_30_13.thumb.jpg.c8d842ca0c87dd671c2d7a5cef14918c.jpg

     

    Sorry for the delay in responding, for some reason I didn't get notified about your post

  5. 14 minutes ago, Geep said:

    I'm trying to create a .tga with transparency, that I can use as a decal. I erased part of the image in Photoshop (old Elements 8 ) to add transparency. I can save as a .png file, and all appeared to be good. But if I try to save as .tga (32 bit, uncompressed), the transparent section comes out white (on reload into PSE, or in TDM). I gather from the Photoshop forums that you have to do backflips and blood sacrifices to get .tga with alpha channel to be emitted. A trip of the .png file through GIMP and exported out resulted in a corrupted .tga

    I know there are online file converters, so maybe it will come to that. But I'd like to hear your recommendations.

    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.

  6. 2 hours ago, Ryan101 said:

    I'm having an issue where the music that plays when the elementals are released keeps repeating itself - even as I delve further into the Citadel. It's overwhelming all the other ambient sounds and obviously makes lockpicking extremely difficult, lol. Loading a save doesn't seem to help, nor does quitting. Is there a way to use a console command to stop it from playing? I've been quick saving, so I really don't want to have to start over.

    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.

  7. 2 hours ago, Lzocast said:

    If that is indeed possible I'd submit that as a new way to give the player options for play style. I know it would be an extra thing to have to account for when building missions, a dev could perhaps prevent the player locking the guards out of important areas by having them return to a central location once they fail to enter a locked area (key stolen) at which point a new one spawns on them (as if they've gone back to the boss and reported a lost key), you could even add in more difficulty by say once this event has occurred a certain number of times the guards all get a bump up in alert status.

    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.

  8. 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.

    • Like 1
    • Thanks 1
  9. On 7/21/2020 at 5:49 AM, Lzocast said:

    Speaking of keys, would Dark Mod support a set up where guards you have stolen keys from could no longer open locked doors?

    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.

    • Like 1
  10. 10 hours ago, Bienie said:

    I already had to add knobs to the windows in CoS 2 to signify that they are openable. That was silly of me to forget. I'll put that on the list.

    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.

  11. 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. 

    Spoiler

    Played on medium difficulty. 3:45 to complete main objectives, 6075 loot, plus six of the optional objectives (Clara, Reliquary, Cosimo's letter, Adolfo, Carlo's statue, rats). Only got 2 of the secrets (because I suck at secrets). Later I'll go back and look for additional objectives and secrets. I did not do the 'challenge' objectives, and I likely wont, because I'm not good enough 🤪

    No real problems running it. Only noticed one layout glitch - right across from the starting point there are 3 package cubes, and they are floating above the ground a bit. That was the only thing I did a screen grab of.

    Thank you, Bienie!

  12. 54 minutes ago, nbohr1more said:

    Please delete your tdm_base01.pk4, any glprogs folders, and your darkmod executable then run tdm_update.

     

    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?

  13. 10 hours ago, nbohr1more said:

     

    This looks like what happens if you enable RGTC. Is image_useNormalCompression set to 1 ?

    (RGTC is fixed in SVN \ 2.09 )

    image_useNormalCompression is set to 1 (I am running 2.08). If I change it to 2, the reflections look good.

  14. 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):

    207.thumb.jpg.cdee1a05776a3fc66aab7be9e863d93d.jpg

    But in 2.08 the reflection is wonky:

    208.thumb.jpg.8085199e4d87e678130afadaee7b399a.jpg

    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?

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