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Dragofer

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Posts posted by Dragofer

  1. Can confirm that both completing an objective and making an objective visible are hardcoded to show those messages:

    Spoiler
    	// Only this objective is complete, not the entire mission
    	// Ongoing objectives don't play the sound or mark off in the GUI as complete during mission
    	// greebo: Don't play sound or display message for invisible objectives
    	if (!obj.m_bOngoing && obj.m_bVisible)
    	{
    		player->StartSound("snd_objective_complete", SND_CHANNEL_ANY, 0, false, NULL);
    
    		// greebo: Notify the player
    		player->SendHUDMessage( "#str_02453" ); // "Objective complete"
    
    		player->UpdateObjectivesGUI();
    	}

     

    Spoiler

    void CMissionData::Event_NewObjective()
    {
        DM_LOG(LC_OBJECTIVES,LT_DEBUG)LOGSTRING("Objectives: NEW OBJECTIVE. \r");
        gameLocal.Printf("NEW OBJECTIVE\n");

        idPlayer* player = gameLocal.GetLocalPlayer();
        if (player == NULL) return;

        player->StartSound("snd_new_objective", SND_CHANNEL_ANY, 0, false, NULL);

        // greebo: notify the player
        player->SendHUDMessage( "#str_02455" ); // "New Objective"

        player->UpdateObjectivesGUI();
    }

    Maybe string 02453 can be changed temporarily. Otherwise those functions would need to be modified to check some new variable, which is rather late in the 2.10 cycle.

    • Thanks 1
  2. 3 minutes ago, peter_spy said:

    Kind of a tangent, but modern developers also use this approach, where they ditch the whole concept of difficulty levels and relegate it to level design; players can choose the difficulty by taking or not taking a certain path in the game: https://youtu.be/iNEe3KhMvXM?t=1515

    Perhaps such approach could move the focus away from difficulty levels to something like gameplay types or challenge modes, to experiment further with interesting concepts.

    A prominent example of this is one of Springheel's missions (Score to Settle or Reputation to Uphold), where the "difficulty" settings are actually used to define different gameplay modes, for example one being that you cant hide perfectly in darkness if an AI is close enough. That kind of stuff is more interesting than just "more guards, higher loot goal, no killing".

    • Like 1
  3. 1 hour ago, thebigh said:

    Ah, that makes sense. Someone will probably need to edit the level to fix the lights, since kyyrma seems not to be active anymore.

    3 torch flame entities had LOD spawnargs (with very short hide distances for a light), of which 1 was extinguished at map start. I've removed the spawnargs, checked the FM and updated it on the FM server. @kyyrma

    • Like 1
    • Thanks 1
  4. 1 hour ago, JackFarmer said:

    @nbohr1more

    I have already made updates ony my end for the 2.10 release for all of the missions I have published.

    Will beta 5 be the last before the next release?

    Is it ok to check the cameras in HHVF, HHTLC and HHTA this weekend, maybe tomorrow nite?

     

    There is a bugfix after beta5 for new security cameras always reacting to AIs that are on hostile teams (i.e. zombies) regardless of the new seeAI spawnarg. Security cameras in existing missions shouldn't be affected at all by this bug anyway.

    Apart from that security cameras are more or less locked in for 2.10.

  5. 1 hour ago, esme said:

    So it's a way for players who want to "Iron man" whole sections of the game to avoid being tempted ?

    Yes, as well as a way to encourage players to try the game mode (how many people would have semi-iron manned Hazard Pay of their own volition?) and a way for mappers to know that (most) players will be playing by those rules on that difficulty. Like how a mapper knows the player will have limited equipment during the early phase of a jail-break mission.

  6. 2 hours ago, NeonsStyle said:

    I've heard a lot of talk about this so far, but no good reason for why there should be save rooms vs not! 
    Personally, I hate the whole checkpoint concept that took away the players ability to save where THEY
    wanted. After all, you're making a map for the player. I don't see the point in being so controlling,
    unless there's a very good reason for it. I havn't seen that yet. If it is implemented, it should be an optional
    thing for a mapper to use or not. If it was, I'd love to see some stats on before and after use of Expert mode. 

    It's a choice that players voluntarily subject themselves to by selecting that difficulty before starting the mission. The team has no plans to get rid of manual saving, and the missions can be played with regular saving on other difficulties.

    It's a way to force themselves to deal with the consequences of getting busted or missing a shot without having to resist the temptation of that quick-reload hotkey.  It's been described by several players who have played Hazard Pay as increasing adrenaline in tense situations.

    Kind of like bungee jumping, which is for those who get a kick out of it and no one else is going to be forced to do it.

    • Like 1
  7. 1 hour ago, esme said:

    I wanted to know which missions would use this so I didn't waste my time playing something I wouldn't enjoy

    This part has me thinking there's a misunderstanding. FMs that offer "save room" modes will also offer regular modes with unrestricted saving that you can choose instead. Is your argument that you only want to play a mission on Expert difficulty, which is probably going to be the difficulty that would have the restricted saves? The technical implementation of new gameplay modes can probably be improved so that it doesn't need to use up a difficulty slot.

    As for mapper time investment - some players enjoy this mode, and some more players would enjoy this mode but might just never try it without a mission that's designed for it. I think it's good to cater to a variety of playstyles in the mission catalogue. Thief FMs intentionally change up gameplay all the time.

    • Like 1
  8. 35 minutes ago, thebigh said:

    Take a look at In a Time of Need. The torches outside are doing something very weird that I didn't see them do in 2.09. It's like they're switching on and off depending on the player's distance from them; I'm seeing guards relight lit torches; and there are a few torches with no flames that are nevertheless emitting light. @kyyrma might have some useful input.

    That's probably the result of LOD for lights being fixed in 2.10. Kyyrma probably attempted to apply LOD to these lights, found it didnt work, and left the spawnargs on them.

  9. @AluminumHastewell, you did learn all that in missions without save restrictions and can now apply that, in a pinch, to help you get through survival FMs like highest-difficulty Hazard Pay.

    I think the main problem here is that you risk up to an hour of progress. If it were more like 10 minutes I think the outlook would be somewhat different. For a veteran player that loss shouldn't happen too often, while still having to be mindful of the possible consequences of your choices.

  10. 39 minutes ago, chakkman said:

    If it doesn't make sense not to knock out people in the context of the mission, I don't see any reason why you would force the player to not knock out anyone.

    This is my approach to arbitrary restrictions too. They often feel to me like a quick & dirty shortcut to having multiple difficulty levels without putting effort into organically making the mission harder by changing how it's designed.

    That said, I think for a horror survival mission like Hazard Pay there is a believable justification to restrict saves, just as there is a believable justification to start a jail break mission without your blackjack. It's an intentionally designed gameplay experience to make you feel at risk, cautious and plan for what to do if things go wrong. As peter_spy says, there are whole games designed around this kind of gameplay. For a regular mansion heist save restrictions would feel artificial, but for a survival mission it's a part of the experience that the mission has been designed for. And as said, if players don't feel up to it they can choose a different mode.

    My regrets are that this takes up one of the difficulty slots, so one potentially can't have expert-level mission design without save restrictions, as well as my earlier points about unfair deaths and losing progress if you run out of RL time for your session before you make it to the next save room.

  11. Personally I think objective types that typically fail a mission instantly like no kills or no knockouts can be disabled relatively safely. But as kingsal says it's possible that authors foresaw something else to happen than the mission failing when such objectives are failed, so you'd have to identify what the consequences of failing the objective are. This could be done by checking for the Mandatory flag and checking whether the mission has specified custom mission failure logic that includes these objectives.

    For disabling loot objectives I would lower the loot requirement to a symbolic amount like 1, just so that any associated events can still fire.

    Regarding the save restrictions, I think having a console-based cheat for them would make sense just like we have for god mode, notarget, noclip. It's on us if we use cheats irresponsibly (i.e. playing the whole mission with notarget enabled), but cheats do have their place and would in this case allow to experience Hazard Pay's expert-level AI placements etc. without having to make enough time IRL to make it to the next save room.

    • Like 1
  12. 25 minutes ago, STRUNK said:

    Hmm ... I had all sorts of problems with aas where my map didn't even start: "can't use aas*"
    When I change it to aas96 my map doesn't start again.
    aas_96 is incorrect indeed so something is going wrong with aas things .. but where?

    I fixed that the first time around by reducing the size / mins / maxs spawnargs of the bat to fit inside the maximum bounds allowed for that aas type. You can see the max bounds allowed by looking at the aas entities in the Create Entity menu.

    • Like 1
  13. 2 minutes ago, datiswous said:

    I noticed that in tdm_ai_bat.def it says:

    "use_aas" 	            "aas_96"

    While I think it should be (correct?):

    "use_aas" 	            "aas96"

    At least that's how the dmod log states it. Changing that in the def file does not make any difference..

    Thats probably the problem. Did you restart TDM or reloadDecls after changing that to aas96?

  14. 12 minutes ago, datiswous said:

    Or at least it is defined in tdm_ai_base.def and then possibly overridden by the def file, because for example the file tdm_ai_animal_rat.def has

    "animal_patrol"					"1"

    Editor tooltips are defined separately from the values for the spawnargs. For example:

    Quote

    "editor_var animal_patrol" "Causes the AI to move around randomly."

    "animal_patrol" "1"

    Tooltips are inherited in the same way as the values, so if an entityDef doesn't override them then they'll be used from the inherited entity.

    The fact that you dont see the tooltip might be because of a bug in DR 2.14 with inherited spawnargs that causes, among other things, the tooltips to not be shown on inherited spawnargs.

    • Like 1
  15. 4 hours ago, madtaffer said:

    Thank you. It's ok. You don't have to write in spoilers.

    I've found another door I have to use blowtorch on but I don't have any fuel for it. Where do I find the fuel?

      Hide contents

    Also I've found a secret book which opens something but I can't find what has opened.

    l8IRyB.jpg

     

    Yeah please use spoilers in order to avoid spoilering people who haven't found the things you have found, especially the 2nd half of the mission. You can put something in spoilers by clicking on the eye symbol, at the top of the text box.

    Re: blow torch - I think that's a question from the Hazard Pay mission by Kingsal.

    Re: where that leads to:

    Spoiler

    it opens something in the northwest part of the room, along the north wall, on the ground floor.

     

  16. 1 hour ago, madtaffer said:

    Where do I find the real formula for elixir? With mage's glasses? Or is it written in stone somewhere as a punchline?

    Spoiler

    It's in a well-guarded room in the library that you can see through a gate, but can only access by a different route by using a special item on something. The formula is written in stone, no glasses required to reach or see it.

     

  17. 1 hour ago, Zerg Rush said:

    I am on the last 2.10beta, but it don't work. Maybe the download from GDrive is corrupt., I'll see.

     

    Edit: No way, Used TDM Update to the last 2.10 dev, download the written.pk4 this time from OneDrive. Same script error, don't work for me 🤔

    The dev builds are older than the beta builds - you need to download the latest build from the "beta" category in the installer. The script error happens if the TDM .exe doesn't contain certain script events ( so, outdated ).

    • Like 1
  18. 50 minutes ago, stgatilov said:

    If anyone cares about the results, changing the rules now will be bad for him, since he tried to improve on a different goal function. And people probably won't confess that they care if you ask them

    The goals of the contest are unchanged (connect to other FMs and use new core features), its just about making sure the reward for using new features doesnt weigh more than the voting. Its also not the first time it was mentioned.

    And I'm a little surprised that most of us don't seem to really care about the contest aspect. I don't really mind since I generally prefer collaboration over competition, but I was around to see the Vertical (2010), Beginner (2012) and Halloween (2015) Contests and it felt to me like most participants were in it to win it. Ofc the outcome was only symbolic (i.e. no rewards except a title below the avatar) but I think people just enjoyed the good-spirited competition aspect and the voting at the end was an important part of that experience.

    Well, maybe that's just not feasible here with several of the participants dropping out and an uneven playing field overall in terms of mapping experience (12 years after TDM's release), number of authors and prior work on the FMs.

    On 1/28/2022 at 12:45 AM, nbohr1more said:

    To reduce the impact of this, I would multiply the vote score x2 then multiply the amount of votes x2 then add the bonus perfect votes to that doubled vote count. Therefore the features would only account for 30% of the votes.

    Yeah 30% of the score sounds alright. My feedback would be that it's quite easy to max out the reward since you only need 2 features and 1 asset (i.e. volumetrics, secret tracking and a cabinet1-type furniture piece). Could reward use of more features by giving fewer points per feature, i.e. 2x and 1/2.

  19. 5 minutes ago, datiswous said:

    Is there some way to see they are following a path? I set a path, but they don't seem to follow it, but it's hard to see.

    Well I guess I can make them wait at certain points..

    Also, is Animal patrol mode supposed to be on? I don't know what it does (no wiki page afaik).

    Animal patrol causes them to randomly path around in a 240 unit radius, ignoring actual path nodes. Its intentional.

    Btw, you can put a tick in "Show help" atop the Entity Inspector in DR to show editor tooltips for spawnargs that have them.

    • Like 2
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