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joebarnin

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Everything posted by joebarnin

  1. @GUFF Thanks for your comments. Re: updating readables. Re: similar theme.
  2. I recreated the bug, and I have a fix to the script file. [For other players, the problem occurs in the "empty room" (you'll know what I mean when you see it)]. The crash can be avoided if you wait before frobbing any light switch, until the lights are done flickering. Just avoid hitting the switch right away again, after switching it once. This script fix will be included whenever I next update the mission, but I don't know when that will be. I might let the mission shake down for a bit more?
  3. Congrats! Never played this one before, so now I will!
  4. A famous painting is on display at the local museum. Steal it, of course! ------------------------------------------------------------------------------------ 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 Special thanks to Bikerdude, whose did a quick beta test of this version and whose suggestions I mostly (but not completely) implemented. ------------------------------------------------------------------------------------ Title: Now and Then Filename (version 2) : nowandthenv2.pk4 (download) Author: joebarnin Date of release: 08 September 2020 (Version 2: 25 January 2021) Version: 2 EFX: Yes Requires: TDM 2.08 Author: joebarnin Custom ambients: JackFarmer Gameplay notes Thorough investigation is encouraged. Scary AIs: No spiders, skeletons, undead, or ghosts. One live rat and one dead one. Makes use of the 'peek' ability, allowing the player to peek through a keyhole by leaning forward. The use of this ability is optional (it is never necessary resolve the mission). Thanks to: Beta Testers: Cambridge Spy, thebigh, JackFarmer, Amadeus, Kerry000, wesp5 Voice actor: Mike Components: Builder Compound models & textures - Peter Spy (dr.judym81@gmail.com) Museum painting lights - Grayman Gramophone with record - Goldwell & Epifire Custom ambients - JackFarmer Main menu screen & music - JackFarmer Ambients - Orbweaver Many many modules - Springheel https://freesound.org/people/LucasDuff/sounds/467697/ https://freesound.org/people/humanoide9000/sounds/422245/ Thanks to Springheel, Sotha, and Fidcal for their tutorials. I keep going back to them and I always learn something new. Notes Slight spoiler: Fun fact: I have released 3 missions, each almost exactly one year apart: Mission of Mercy - September 14, 2018 The Heart of St. Mattis - September 10, 2019 Now and Then - September 8, 2020. Not by design, it just worked out that way. So I guess look for my next mission in early September next year! Hints (contains spoilers)
  5. Jedi - I'm available in a day or two, once I publish my mission. If you're looking for fresh blood, feel free to use others, but if you don't mind me looking at it again, I'll be happy to have another go at it.
  6. Today I tried the original Mission or Mercy on 2.08 and it failed loading (“Script object ‘numberwheel’ not found on entity ...”). So I assum that the script files still need to be included in each FM that uses an atdm:combination_lock_small?
  7. Apparently this mission has been broken since 2.07 (or 2.08?), because of the numberwheel script issue. I didn't realize it until now. Here is a link to the repaired FM: https://www.dropbox.com/s/ymy4v38x7k286tx/warehouse.pk4?dl=1. It is listed as version 2 in the darkmod.txt file. Can I ask that the mission repository be updated with this new version? Thanks!
  8. Possibly. But I think there were reasons for removing the script from the release. According to this post talks about it: Looks like I need to fix my "Mission of Mercy" FM. It is broken now - I guess I didn't see that notification.
  9. 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.
  10. See https://wiki.thedarkmod.com/index.php?title=Triggers#trigger_hurt.
  11. 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.
  12. 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!
  13. Sorry for the delay in responding, for some reason I didn't get notified about your post
  14. 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.
  15. @kinIn case you haven't found this already: https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls
  16. 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.
  17. 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.
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