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joebarnin

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Posts posted by joebarnin

  1. 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.

  2. 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?)

  3. 9 hours ago, JavaGod said:

    Getting hit by the green or white does nothing, no fading, nothing.  they just pass through me.  Same thing with the previous puzzle - the green balls do nothing - just pass through me.  No teleport, no fading, nada.  Hope that helps!  I have stopped playing your FM until I get a resolution as the puzzles are too fun!  Don't want to cheat to finish them.

    Thanks!

     

    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!

  4. 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! )

  5. 14 hours ago, CountMorillonite said:

    I think your fan missions are excellent. But they are less for newcomers to DarkMod and more for veteran players who like the challenge(s). Some of your loot placement is phenomenally difficult to see or find. Same with the secrets. I don't think I completed ONE of your missions without help. Even though I groaned a couple of times, it was still a blast to play and enjoy.

    This applies to every mission you made:

    Mission Of Mercy

    The Heart Of Saint Mattis

    Now And Then

    By Any Other Name

    Thanks for those missions. Hope to see more.  

    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.

    • Like 1
  6. 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.

  7. 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.

    • Thanks 1
  8. 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:

    image.thumb.jpeg.6df4a5cfd82a0410e3d0c2bafbf5ea0c.jpeg

    However, if I copy these objects into my big WIP map, I see lines along the patch:

    image.thumb.jpeg.b5a7933f6913027dee63fd8021f38cce.jpeg

    Here's a close-up:

    image.thumb.jpeg.65a3ecd4fa39e658b0fa66f02be4f7c8.jpeg

    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?

  9. Thanks for the subtitles. I'll add them to the mission, along with fixes for the issues you found.

    23 hours ago, datiswous said:

    I found the (navigation) map a bit too vague

    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.

    23 hours ago, datiswous said:

    Btw. I noticed that some things, like the streets looked very similar to your newest mission that I betatested. Maybe it's supposed to be the same city?

    That's a charitable way of looking at it. 😉

     

    23 hours ago, datiswous said:

    Where can I find the ring that is lost in the museum?

    Spoiler

    It's next to a grate on the ground floor, but the only way to reach it is from the ducts underneath. Get to a place you can climb up, try to open the grate (it will open a bit and then get stuck), and you'll be able to peak and see a ring right on the edge of the opening.

     

  10. 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.

    • Like 2
  11. 5 hours ago, Wellingtoncrab said:

    After the briefest of delays we are entering the fourth beta phase of Grayman's "Seeking Lady Leicester". We would be grateful to any who might interested in pitching in to test the mission - feel free to state your interest here and we will be in contact.

    Unfortunately I’m out of town for the next week but I’ll take a look when I get back. 

    • Like 1
    • Thanks 1
  12. 4 hours ago, MirceaKitsune said:

    Had a question I should probably ask about to prepare: When you create a single FM you may have a custom script by naming it the same as the map, like my_fm.map / my_fm.script. Now if you're developing a campaign, can you have a script that's loaded for all maps in that campaign? I only remember using tdm_custom_scripts.script / tdm_user_addons.script and forgot which does what... don't want them overriding actual addons though, are they the right choice for campaigns?

    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.

     

  13. 22 minutes ago, Geep said:

    Assuming what you're trying to call is tdm_ai_elemental::onDeath() at tdm_ai_monster_elemental.script(141), then probably you should cast to tdm_ai_elemental, not atdm:ai_elemental. The parsing is choking on the ":".

    Excellent, that works great!

     

    void testDeathScript(entity ele)
    {
        tdm_ai_elemental elemental = ele;
        elemental.onDeath();
    }


     

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