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joebarnin

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Everything posted by joebarnin

  1. I just submitted a new bug report: https://bugs.thedarkmod.com/view.php?id=6292. In certain specific cases, projectiles don't collide with the player. I've got a test case where a atdm:func_shooter shoots an arrow right at the player, and it goes 'right through' them without damage. It seems to be related to the angle of the projectile (and whether the player is moving or not). This is new to TDM 2.11. It's the cause of the problem that @JavaGod reported playing my mission:
  2. I can recreate this problem on DM 2.11. It doesn't happen on 2.10, so something changed in the core that surfaced this issue. Whether it's a bug in DM or a bug in my mission, I don't know (I would assume the later). It's going to take a while to track this down, especially as I'm going to be out of town for the next few days. I'll work on trying to isolate the problem when I get back. If you can't wait, one option is to play the game with DM 2.10. You can install it separately from 2.11, and use it just for this mission.
  3. So, is this where you throw the Steampunk emperor at the end of the last mission?
  4. Thanks. Now, allow yourself to get hit by the blue (or orange) elemental, so you are transported, and send me that log. Actually, you could store out a save file and let me try to debug it on my machine. Go to <darkmod install>/fms/byanyothername/savegames and send me the <savename>.* files. Pick the save just before you get into the elemental section. That might be a more efficient way of debugging this. (You are using Version 2 of this mission, correct?)
  5. Weird - like you said, there was no additional logging. Do you have a save from earlier, like at the start of the elemental section? It would be great to have a console dump from that point, then playing to where the elementals don't work. Also, along the way, get hit by the working elementals (blue, orange) - that should log something too. Thanks.
  6. This is very strange. It may take a few iterations to figure out what is happening. Do you have logging turned on? I'd like to get a console dump (https://wiki.thedarkmod.com/index.php?title=Reporting_Problem#condump). If you have a save point at the start of the fireball section, that would be best - start there, and when you get to the point where the green balls fail, grab a console dump and send it to me. Thanks!
  7. Hmm, this is weird. What's supposed to happen, is that when you get hit by the green elemental you are transported to the nearby room with the green mushroom. Inside that room is a button that opens the gate to let you out of the green-mushroom room, and also opens the gate that lets you out of the big room (sounds like you figured that out when by noclipping). As for the next room, you have to get the keys in order (green, orange, white, blue), so since you can't get the green one, you're stuck. Something must be messed up in the script? Question: when you get hit by the green/white ball, does anything happen at all? Any fading on the screen? Any sounds? If I can't figure this out, you can just noclip beneath the cube in the middle (with the keys). Un-noclip near the metal rods (you'll see), because there's a Trigger that you need to activate to make things work further on. I'm sorry this is giving you trouble. (Also, how cool that you run an escape room IRL! )
  8. Thanks! Mission difficulty is always a struggle to get right - it's a delicate balance. As for loot and secrets, here's the deal: I'm not a completionist when I play other missions. I don't have to find every last loot item or secret. So when I build a mission, I'm happy making a few loot items and/or secrets really hard to find, to reward those who work hard (unlike me). I suppose that might be frustrating to those who are completionists - but since those goals are optional, I don't too feel bad I am making another mission, should be ready for beta this summer.
  9. Official support within DM would be great, but I suspect it could be done now using something like this: Create "go to location x" as the last objective in the mission. This is a "controlled by external script" objective.(assuming the last step in the mission is to go to a location) At location x, create a triggle_multiple that calls a script The script checks that all other objectives have been met. If so, display the GUI debrief page(s). Then, when the player finishes reading, set final objective to Complete. Mission will end. This assumes it is possible to display an arbitrary GUI in the middle of a mission. For my WIP, I want a debrief, so I'll experiment with this.
  10. Take a look at this, see if it helps: https://wiki.thedarkmod.com/index.php?title=Cutscenes_Part_5:_Somewhere_Above_the_City
  11. There is a script function to set the loot count, by type: changeLootAmount.
  12. mainmenu_briefing.gui has a windowDef called 'scrollDown'. It contains the following line: visible ("gui::ScrollDownVisible" == 1) ScrollDownVisible is set in C++ code, based on whether the briefing has more pages. Maybe you need to change this logic to be TRUE only if the briefing text is also visible. Something like: visible ("gui::ScrollDownVisible" == 1 && "BriefingText::visible" == 1) That way when your start location page is up, the arrow won't display.
  13. I converted the brush to a func_static, that seems to resolve the problem. I thought I had already tried that, but I guess not. I'll keep experimenting, but it looks like it might be as simple as that.
  14. I've got two brushes that are perpendicular, and they are "joined" with a curved patch (bevel) to create a smooth transition. This is what it looks like in a small test map: However, if I copy these objects into my big WIP map, I see lines along the patch: Here's a close-up: Reiterating, these are the exact same objects, just copied from one map to another. Does anyone have idea as to why this is happening? In general, what causes these types of lines on a patch?
  15. Really, really, really looking forward to this!
  16. Perhaps this is simply a matter of how we define "closet". The six items in the dining room, I would call them "cabinets". To me, a closet is a small room for storage, either just shelves, or walk-in. The room in question is 9x9 feet, perhaps a bit large for a closet. I'll change the hint to say "small room", to be clear.
  17. I’m glad you persevered! Sorry about the frustration; it seems like this mission has something to piss off everyone
  18. Thanks for the subtitles. I'll add them to the mission, along with fixes for the issues you found. I usually like to have the map be vague, but I am sorry that it misled you about that street. I guess I should make it more clear when areas are unreachable. That's a charitable way of looking at it.
  19. For the song thing (clever idea, btw), I have no idea if there is anything built in to do this; I doubt it. You might have to implement something along the lines of this: https://wiki.thedarkmod.com/index.php?title=Ambient_Sounds_-_Zone_(using_triggers). It would have to be smart enough to start both songs at the same time, but have one of them start at zero. Then when you transitioned, it would fade the volumes up/down as appropriate.
  20. Unfortunately I’m out of town for the next week but I’ll take a look when I get back.
  21. Yeah I think that the /script folder is the way to go here. Create my_campaign.script in the /script folder and add it to tdm_custom_scripts.script (i.e., #include "script/my_campaign.script"). And if your script needs to know which campaign mission is being played, don't forgot https://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns#Scripting.
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