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Bienie

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Bienie last won the day on June 20

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About Bienie

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  • Birthday 05/18/1985

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  1. Just finished it. A good little mission you've made! The setting feels quite unique, and the factory, while small provides a lot of interest and challenge. Patrols were tight and brutal on Ghost difficulty, which is good though some of their routes bordered on unfair. The loot goal was also very challenging. I only found 187 organically over my 30 minute playtime, and some of the pieces were incredibly hard to find. I suppose that's fair enough on the highest difficulty.
  2. Finally finished the mission last night! Great work! It really held quite a few surprises which is always enjoyable. The city section is really well made and the places and people you can visit feel natural and organic.
  3. Congrats on the release! Looks promising! Will be looking in to this one very soon, probably tonight.
  4. Congrats on the release, will definitely give this a go soon!
  5. Looks great so far! Maybe you want to link up with @Petike the Taffer who does most of the work on the wiki when it comes to making pages for individual FMs. Maybe there could be at least a link to the wiki page embedded in each FM entry. The only thing I noticed was that there seems to be a bit of inconsistency with some missions having the loading screen as the first screenshot and many others not having it at all. That and the Undead/Spiders/Ghosts spoilers seem to be wrong in many cases. I saw my mission Langhorne Lodge was listed as having neither, when in fact it has essentially nothing but ghosts and undead
  6. Isn't that the one that Springheel made specifically for A New Job?
  7. I've done a bit more observing now and I've made a few discoveries: 1. Some cases of broken patrols were due to me not adding the correct "can_unlock" args to the revenants, causing them to not have a clear path to follow their patrols. But this is not the only problem. 2. The console shows a brief message of "GetPointOutsideOfObstacle" (or something similar) failing even on those that have the correct unlocking privileges, this is presumably caused by dead bodies blocking their way, causing them to abandon their patrols, even after moving the body out of the way and proding them with the blackjack. Is there a way around this? Maybe making the revenants able to "piledrive" through dead bodies? 3. Quite often guards and revenants caught in a fight will freeze, their animation mid strike will stop and they will just stand there looking at each other making no sound, like a still frame. Smacking them with the blackjack won't do anything, but once one actor in the fight is killed the others unfreeze and continue. Sometimes their upper bodies are frozen and they are able to run around but not attack. This happens quite frequently, but not with specific AI, it seems to happen at random. Any ideas what this could be and if it's fixable? If either 2 or 3 is unfixable I will have to rethink the event. Maybe kill all the humans before teleporting in the revenants, and piling them somewhere outside of patrolling areas.
  8. It's a good idea in theory, but as you hinted at it's more of a brawl between multiple revenants and guards, so I'm not sure that it would help. I suppose what I could try though is set the timer on the changetarget high enough that all fighting should be over when it hits, at least for debugging purposes. Ok, well if they use the same AAS system then it's not a pathing issue, since they are using the same nodes as the guards and the guards are fine. The console error could have been an effect of a dead guard blocking the way near to a seating node. Will continue debugging and see if I can solve it or at least narrow it down some more.
  9. I did see one odd message in the console, where there was an error in a path_sit node. Something about there not being enough room? These are revenants taking over the patrols of regular AI guards. Do they have different size requirements? If so that could make sense, though the hallway they are supposed to patrol is quite wide. I turned on the show AI destination command and they're not trying to get somewhere they can't, they're just standing there as if their patrol is finished and they have no more nodes to walk to.
  10. I'm having some trouble with pathing. I'm teleporting in some AI to fight some other AI, they are then to assume the same patrol route as the people they killed. Some of them work fine, but others will just stand there after the fight and not ever go back to patrolling. The way I set it up is to use a atdm:target_changetarget one second after they are teleported from the blue room, and they all assume patrols as they should, but only for a few seconds before they see the other AI and start fighting. Is the fighting somehow breaking their patrols? Can this be avoided or remedied somehow?
  11. Have you tried opening and closing the doors a few times? That usually clears that bug, and is usually what causes it as well. The game can be a bit finnicky sometimes with doors triggering certain things, like a target_set_frobable.
  12. Agreed, that would be interesting and should be within compliance of any data regulations. I feel like it shouldn't be too hard to have a little download counter somewhere that can track each individual FM and/or the mod as a whole.
  13. Glad you enjoyed! Matter of fact I recently also replayed it with the VR mod!
  14. Fun! I got most of it from a renaissance name generator, so I think they will seem very old timey, if recognizable at all. Hopefully the setting was still convincing to our Italian playerbase!
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