

joebarnin
-
Posts
1167 -
Joined
-
Last visited
-
Days Won
47
Posts posted by joebarnin
-
-
What sad news. RIP greyman. Condolences to his family and friends. He was an important contributor to TDM, and the William Steele series will live on.
-
Congrats! This is an excellent mission - enjoy, everyone!
-
1
-
1
-
-
Excellent! Sign me up!
-
1
-
-
Congrats!
-
1
-
-
36 minutes ago, Bienie said:
Well since the objective completes but mission simply doesn't end I don't that code is the problem. Hopefully it's not a bug like JackFarmer is describing... Maybe deleting and remaking the objectives could help, haven't tried that.
I can upload just the map file I guess, if you would like to take a look for me: dropbox
I think I see the problem. The "don't kill" objectives need the "Ongoing" flag set on them. The wiki says: "Important: No kill objectives need be set as "Satisfied at Game Start" and "ongoing" or they will not work!". You've got the "satisfied" checked, but not "ongoing". See if that helps.
-
3 hours ago, Bienie said:
I didn't realize that was a thing. It's completely empty though so I'm guessing that's not the problem.
The logic in the code is:
Check each objective that is visible and that applies to this difficulty level:
For each of these objectives, do the following four checks:
objective state is Complete
objective state is Invalid
objective is not Mandatory
objective is Ongoing
If, for a given objective, any of those four tests are true, then that objective is "done", from the point of view of completing the mission.
If, for a given objective, all four of those tests are false, then the mission can't be completed.
If all of the checked objectives are "done", the mission is complete.I hope this makes sense. If you want to attach your map I can take a look at the objectives section. Or just the atdm:target_addobjectives section from the map.
-
1 hour ago, Bienie said:
I'm running in to a weird problem where my map doesn't end when all mandatory objectives are complete. I've never seen this bug before... When I playtest it and go to the exfil area it says "objective complete" and continues on instead of getting the "mission complete" screen. I've triple checked all my objectives to make sure none have the mandatory flag that shouldn't have it. Any one have other ideas of what might be happening?
Wild guess here. In DR, the Mission Objectives dialog, at the bottom there's an Edit Mission Success Logic button. Is there anything specified in that dialog? Anything in there overrides the "normal" mission complete logic.
-
I just tried my most recent FM (Now and Then). On 2.09, dmap took 60 seconds. On 2.10 (dev16215-9215), it took 23 seconds. Nice! The build succeeded, and the mission seem to run fine (I played it for a few minutes). Good stuff!
-
1
-
-
Very nice mission!
SpoilerI actually liked the minimal population; a nice change of pace. The sounds/voices were nicely done, and just about the right frequency for me. The red thing coming down when you're looking up the ladder near the end, that was excellent! Good story (sad though). Key hunting isn't my favorite thing to do, but this one was reasonable.
I did see a couple minor bugs. On the outside of the building I saw moonlight particles that had leaked from the inside. Can't remember exactly where. And the lamps in the mansion don't look right when "off" (too black):
I had the same problem with Now and Then, and I ended up fixing it by making a new unlit skin for the lamp. Let me know if you want the details.
I don't know if it matters to you, but the canonical "current" year for DM missions is approximately 1630. Your readables put the date of the mission in the 1860s.
At the end, it doesn't seem to matter if you keep the artifact or not. One of the voices told me not to take it, so I thought that maybe if I left it behind, things would turn out differently. But the ending seems the same whether you take it or not?
-
23 hours ago, chakkman said:
You pick up bodies in the same way, by the way. Just so you know, and don't realize after a year of playing the mod, like me...
I'm embarrassed about how many missions I played, dragging bodies around the hard way, before I realized this...
-
1
-
2
-
-
Congratulations - I'll give this a try soon!
-
@GerberoxThanks for your comments.
SpoilerThe fireplace secret: you have to put out the fire with a water arrow, then the switch will open the secret.
SpoilerThe safe with the static treasures: another player found this bug too. It seems to be intermittent - it works for most players. Try closing the safe and opening it, that might fix it.
-
On 3/4/2021 at 11:36 AM, Riper said:
Thanks. I see the problem: I should mark that objective "complete" when you
Spoilersteal the painting. Regardless if you have found the other clues.
You can complete the mission without finishing that objective. Or,
Spoilerread the document in the safe in Addison's room.
-
7 hours ago, Riper said:Spoiler
I'm not sure exactly what the 'second' objective is, because different objectives get added depending on your actions. What's the text of the objective?
No matter which objective it is, I believe it isn't mandatory, so you should be able to finish the mission without doing it.
-
2 hours ago, stgatilov said:
@joebarnin, could you please post some easy-to-follow instructions how to get to the place where @JBERT has the crash? For the poor devs who don't want to play the whole mission
Like the sequence of main locations with getviewpos coordinates...
Here is the quickest way to get to the part of the mission that has the crash:
> notarget
> setviewpos -2371.72 1124.54 -910.26 4.8 7.2 0.0You will be clipped "inside" of a small closet - don't move, just grab the painting right in front of you.
> setviewpos -2461.61 1236.86 -1057.22 22.5 177.7 0.0
Frob the big lever right in front of you. A few seconds of video & audio will play
> setviewpos -447.87 -95.21 -580.38 10.2 -89.8 0.0
You're at the top of some stairs. Walk down the stairs and keep walking for a few feet. The cutscene will play (it lasts a few seconds), and then you'll get a new objective. I think this is about where it crashes for @JBERT .
-
1
-
-
An update, version 2, is now available: https://www.dropbox.com/s/ciesyfcqu1ct6pj/nowandthenv2.pk4?dl=1. This fixes many of the problems found by those who played version 1. Besides general clean up, the primary goal of this version is to
Spoilerresolve some of the logical issues that could happen, depending on your actions.
Special thanks to Bikerdude, whose did a quick beta test of this version and whose suggestions I mostly (but not completely) implemented.
Could someone please update the in-game downloader? Thanks!
-
2
-
-
3 hours ago, pbruno37 said:
Questions that i have are why are they part if the maps when you might be getting stucked : behind eloise's house and behind the clifton's house ?
Can you show me where you got stuck (screen grab)?
3 hours ago, pbruno37 said:And my principal request IS : should you tell me where are the secrets ? I could only find 3 of them so i'm kind of unsatisfied (by my poorsome skills above all)
Don't feel bad about the secrets - I made some of them really hard to find. Unfair, really
. The first post in this thread has some hidden spoilers, including hints for each of the secrets. Have a look at those; if you still need some more hints, let me know.
-
Looks like this is on Linux? Maybe you could submit a bug report to the dev team. If it can be recreated every time, then perhaps with a save file (just before it happens) and instructions, they can recreate the problem in the dev environment.
-
@JBERTSome users have seen this issue, occasionally. Try closing and opening the case. Or, close it and see if you can take the turquoisium when the door is closed.
-
@MirceaKitsuneThanks for your comments - I'm glad you liked the mission. Next time I load it I'll take a look and see if I can see what's wrong with the Priest. As for
SpoilerNeimath, I think he's a goner. He's been dead a day or two; long enough to be noticed missing. Nice idea though - it would have been nice to be able to save him. Oh well...
-
1
-
-
@JBERTCan you try a "clean up" of your install? Delete the darkmod\glprogs folder, then run tdm_update. See if that fixes the problem. (Maybe delete your darkmod.cfg also).
-
@Clumsy OafThere are hints for this in the Hints section of the OP in this thread. Repeated here:
SpoilerThere’s a second story apartment facing the museumYou can only get into it via ventsVent is across from Jacob's door, look upLet me know if you need more hints on this.
-
1
-
-
On 12/7/2020 at 8:28 AM, joebarnin said:
I’m working on an update, which may be released in the next few days. Fixes several issues that folks have found.
Never mind, the update won't be ready for a few of weeks. Life Got Busy™, for several reasons.
-
1
-
-
For checking if an AI is dead, I had to define a variable and cast it to the AI name. Like this:
ai guard = $atdm_ai_guard_elite_1; if (guard.AI_DEAD) ...
I suspect AI_AlertLevel is the same. E.g.
if (guard.AI_AlertLevel > 10) ...
Suggestion: How about a Tightrope Arrow
in The Dark Mod
Posted
Clever idea. How does it attach on the player's side? I can see how it sticks into the other side, just like a regular rope arrow. But what happens to the 'end' of the rope near the player? Does it magically attach to something?
Maybe you have to be standing next to some sort of attachment object, and then the end of the rope attaches to it once the arrow is shot.
Or maybe after you shoot the Tight Rope arrow, the end is 'attached' to you, and you have to walk over to the attachment object and interact with it to make it stick.
Also, I think the rope will have to sag a bit or it may look cheesy?