Jump to content
The Dark Mod Forums

joebarnin

Member
  • Content Count

    561
  • Joined

  • Last visited

  • Days Won

    20

Everything posted by joebarnin

  1. 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.
  2. 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.
  3. 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.
  4. 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!
  5. 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?
  6. Nope. It’s a clean 2.08 release, as far as I can recall.
  7. image_useNormalCompression is set to 1 (I am running 2.08). If I change it to 2, the reflections look good.
  8. 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?
  9. 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.
  10. 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)
  11. 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 t
  12. 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?
  13. 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.
  14. 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
  15. 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
  16. Congratulations! This is a solid little mission - looking forward to more!
  17. Which is exactly why I wrote "I'll sit back now and let the real TDM developers tell me why I'm wrong" after suggesting that. I was admitting that I was clueless. I also spent several hours trying to recreate the problem on two separate missions (turns out it was two separate issues). I've learned my lesson - just recreate the problem and hand it off, don't try to figure it out.
  18. Another data point. I grabbed the save game from The Painter's Wife, and I was able to recreate the error ("Game Error. Event Overflow. Possible infinite loop in script"). I then ran my custom version of the DM exe that doubles the event limits. The error still happens. That indicates that this problem really is an infinite loop, and supports stgatilov's contention that upping the limit won't do any good. On the other hand, the crash in Hidden Hands goes away when I double MAX_EVENTS. Maybe these are two separate issues. Both errors happen in the event code, but in different places.
  19. New thread created for any discussion of this issue. Original post from Beta Testing 2.08 thread stgatilov's reply: There is also discussion here:
  20. [Forgive me if this is the wrong place for this discussion.] I've been beta testing two new FMs: JackFarmer's Hidden Hands: The Last Citadel, and The Painter's Wife. They are both large missions. In each mission, testers have run into a problem related to event limits. (Note: all of my testing is has been done on the most recent 2.08 beta). 1) In HH:TLC, at some point in the mission TDM crashes. There is no "The DarkMod.exe has stopped working" dialog - the process just disappears. One other beta tester reported a CTD as well. In addition, JackFarmer indicated that he had s
  21. Sorry, I was wrong about remove(); I don't think it works for inventory items? But I have had success with $player1.replaceInvItem($bienie_custom_item_part1, $null_entity); In my Heart of St. Mattis mission, you collect 3 key fragments and then they magically get combined into a special key. My script used replaceInvItem to remove the fragments from inventory. I know this didn't work for you. One thing I noticed, the inventory items I'm getting rid of are non-droppable. Spawnarg "inv_droppable" = 0. Maybe that's a requirement? Anyway, try setting that on your bienie_custom_item_
  22. Try $bienie_custom_item_part1.remove(); That removes the object completely (including from inventory). I've used this technique for getting rid of inventory items.
  23. I don't have 2.06 installed - how does one install an older version? Here is a test map: test.zip
  24. I'm running into an issue with projected lights. The behavior is different from 2.07 to 2.08, and to my (non-expert) eye it seems to be a regression. I have a light that projects on a wall (for lighting paintings in a museum). I created a simple test case. As you can see in DR, the light does not reach the floor: In the XY side view (bottom right) you can see that the light boundary doesn't reach the floor. In DM 2.07, it looks like this: The light cuts off on the wall, before it reaches the floor. But the exact same map in DM 2.08, the light reaches the floor:
×
×
  • Create New...