Jump to content
The Dark Mod Forums

Frost_Salamander

Member
  • Posts

    854
  • Joined

  • Days Won

    22

Everything posted by Frost_Salamander

  1. There is a readable in one of the bank offices upstairs that explains what's going on with the safes.
  2. Instead of the teleport thing you could try func_aas_obstacle, that's basically what it's designed for: https://wiki.thedarkmod.com/index.php?title=Pathfinding#Dynamic_blocking.2Fclipping_with_func_aas_obstacle
  3. Maybe try closing and re-opening the safe door? I don't know the answer about your save games - maybe try backing them up to make sure first?
  4. I've made a new version available: 1.2. I've updated the top post, and notified the devs to get the mission database updated.
  5. Thanks - glad you enjoyed it And that is indeed a bug, I'll need to get that fixed! EDIT: @Kopfrkingl I just quickly tried to reproduce that, and couldn't. Also, the mechanism used should prevent that from ever happening, and it never seemed to happen in beta testing. Could you maybe DM me the details of how it happened? Thanks EDIT 2: Nevermind, I figured it out. Will patch this today.
  6. Hmm I'm not sure what's causing that issue with the menu, but thanks for raising it
  7. I'd like to announce the release of my 2nd fan mission: In Plain Sight. "You are an intelligence officer tasked with revealing the source of a political uprising in the city of Watchgate" Mission Type: City Missions Credits: @Frost_Salamander: Author @Airship Ballet: All custom content, including signs, loading/menu screens, in-game map, menu music and creative input. Also sets the standard for beta testing. W10 (my son) and @Frost_Salamander: Mission briefing Beta Testers: @AluminumHaste @nbohr1more @Obsttorte @Mawerick @madtaffer @wesp5 @Airship Ballet @Acolytesix @Cambridge Spy @jaxa @prjames Notes: TDM 2.10 required This FM rewards stealth play, although it can be done without KO'ing anyone Read the readables! They trigger some mandatory objectives that aren't initially visible. Follow this and you shouldn't have a problem figuring out what to do next. There are multiple ways to access some parts of the city. Some are riskier than others! If you are finding it too hard, maybe there is an easier way The only differences between the difficulty levels are the (optional) loot objective, the availability of some player tools and the difficulty of the bank objective. There is an in-game map. It's found in a location near the start. This FM contains 5 secrets (hints below for anyone who's given up ) Secret hints: Secret spoilers (did you mean to look the hints above instead?): Download link until the mission database gets updated: https://github.com/FrostSalamander/tdm-fm-inplainsight/releases/download/v1.4/inplainsight_v1.4.pk4 Screenshots: https://www.flickr.com/photos/196169449@N05/albums/72177720301116716 NOTE: Some of the initial versions have bugs. Ensure you have the latest version (currently 1.4)
  8. Yeah some of the best ideas just kind of happen that way, don't they? I think I found that one because
  9. Just finished this, really enjoyed it. I found it pretty challenging, but fair. I thought the builder area/church was really well done. God knows where the secrets are - I only found one, and just barely got the loot goal on medium (I got 685). Good use of verticality too, and I like these small but packed maps. Good stuff Oh and I loved it when
  10. The frob box becoming solid doesn't seem to be limited to this prefab - I just added one to another model and the same thing happened. However, I think it's probably not really an issue, and is only a problem in this case because the frob box is way bigger than it should be. I'll raise a bug about the prefab frob box being too large and mention the solid thing in there. If someone thinks that's a bug as well they can look into it.
  11. I have some questions about frob boxes. In the screen shot below, you can see the frob box for the wall_lever01.pfb prefab. In my FM, I made the lever non-frobable while you were outside the room it was in because you could frob it through the wall, and I didn't want to reduce the frob_distance. However, when you make it non-frobable, the frob box becomes solid, and if the player passed by that wall outside the room, it would appear they were being blocked by an invisible entity. I didn't really understand the problem at first so I just moved the lever. Since then I've played around with the spawnargs and have realised you can just change the frob box size, or get rid of it altogether. So questions are: Is the frob box supposed to become solid when the entity is not frobable? If so, why? This prefab works fine without the frob box, is it really needed? If the frob box is needed, why is it so big?
  12. I raised a bug report which kind of covers this, although I found it more severe than what you describe here: https://bugs.thedarkmod.com/view.php?id=5988
  13. I didn't do anything weird I don't think. I just used the usual path nodes to make the AI sit and sleep. Only one person mentioned it, but I tested it myself and sure enough most times damage was dealt to the AI, and maybe 20-30% of the time it was enough to kill them. I might set up a little test map and share it if anyone's interested in looking into it. At the end of the day I'm not too bothered by it - it's just something that seems like it probably shouldn't happen though.
  14. I was looking forward to playing this since I realised it was a train mission. Just finished it - great stuff. Such a refreshing change from what I've been working on Got to about 2600 and change before I had to pull out the old tdm_show_loot (I'm a terrible loot hunter). I missed an obvious one in a drawer, but not sure I would have got some of the others as they were very close to AI. Made for the exit after that with a stealth score of 17. I liked how in some situations I pretty much had to use my tools (or if I didn't it made it a hell of a lot easier). I also got busted by the spotlight on top of the train. I have shadow maps enabled but didn't notice a volumetric effect - not sure why. Anyways - nice job and looking forward to whatever you cook up next!
  15. I have some AI in my FM that are sleeping. Some in a chair, some on a bed. Sometimes they die if you blackjack them. There are logs in the console saying they are taking 'landing damage'. In one case it was 252 damage at once. Other times it was several small amounts like 5, 7, etc. Does anyone known what causes this and how best to avoid it? I've heard things like use moveable chairs and making sure the AI isn't touching them, but I don't want the AI to be sitting on air if you move the chair, or see them floating above the chair/bed just to avoid this.
  16. Not off hand no. Say you have an abstract class or interface you need to implement and it has a method called 'doSomething()'. In the implementing class you have to implement the method, but say it doesn't make sense to have it do anything, so you just implement it and have it do nothing. There could be various reasons for this, like early in a project and it's just not implemented yet, or bad design, or using base classes from a totally different game...
  17. well I meant more like it's implemented but does nothing just to satisfy interface requirements, like you see in some OO code. Not sure if that's a thing here or not.
  18. Is this because the script events are just not implemented? I get this sometimes too and wonder if there is a way to tell? It's just a lot of trial and error it seems. If that is the case, something in the script reference for each event would be helpful.
×
×
  • Create New...