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Frost_Salamander

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Everything posted by Frost_Salamander

  1. Hi @nightchild and thanks for playing! Regarding your question: Stronger hint:
  2. Sorry you didn't actually finish the mission - I didn't think it was terribly complex navigation-wise (at least I was told it wasn't in beta). Regarding inaccessible areas, if you mean...
  3. Thanks Snatcher that is very kind of you. A note about the latches: it turned out both @Wellingtoncraband I were working on them independently and he got wind of it and we decided to collaborate. He was inspired by Dishonored whereas I was fresh off from playing The Black Parade, both of which featured latches. I was using some (rather pedestrian) DR-crafted models for the latches which I promptly ditched in favour of Welli's far superior models. @Dragofer did an initial draft of the script object for the latch which I expanded on to support a bunch of other features. We were hoping to get it added to the core mod but there are still some hiccups with it (for example AI can't use it as you pointed out). I'm very happy we got them working because we needed an alternative to the lock-picking/key hunt thing.
  4. No I don't think you're missing anything, the lift should just work. Did it ever work? If so, when did it stop working? I'm wondering if some AI fell into it and is blocking it or something? Can you try to noclip around it and see?
  5. I too have an RTX 3060 Ti, but don't have these issues. Maybe share the rest of your configuration and it might make it easier to narrow the issue down? What OS is it, what's the rest of the hardware config, etc...
  6. Version 3 now available: Changelog: https://github.com/FrostSalamander/lt3/releases/tag/3.0 Download #1: https://github.com/FrostSalamander/lt3/releases/download/3.0/faffairs.pk4 Download #2: https://drive.proton.me/urls/Z0ZWGGRHWG#tVoIh1bm1WjU @nbohr1more can you do the honors please?
  7. Basically what happened is this: with the new layout of the jewellery shop in v2 I adjusted Jerry's path nodes slightly this causes him to bump into the chair at the desk where the key is when the chair moves, it sends the key flying. It could end up on of the floor or God-knows where else - it probably can clip through the floor as well or disappear completely So as a fix I: made the chair non-moveable and monster-clipped around it so Jerry won't get as close to the key made the key non-pushable (so it doesn't go flying when AI get near it) There is something strange about that key - most moveables don't behave like that and don't require any adjustment to account for strange physics. EDIT: to be clear, the fix will be in v3 which I will publish later today.
  8. Yep can confirm. If Jerry (or the player for that matter) gets anywhere near the key it goes flying off the desk. Think it must have come up now because I adjusted his path nodes slightly. The fix is in, will release tomorrow.
  9. Just checking a couple of things: And is this stove messed up on purpose? Looks like the whole thing should be shifted to the left a bit and the pot is stuck in the pipe...
  10. This was super, really enjoyed it. Although I somehow missed about 1500 loot and 2 of the secrets. I can't quite put my finger on it but there is something old-school TDM about it that gave me a really nostalgic feeling. Great example of a small and focused FM and hope to see more from you!
  11. Hmm probably the AI knocking it off the desk, or it simply fell through. I'll create a bug ticket for it and will maybe address it if I do another update. Thanks!
  12. Just finished this. As others have already said, it's a pretty good first mission indeed and I also really liked the start area. Looking forward to your next one! I did have similar issues to others about the ending though:
  13. Version 2 now available for download. The main fixes are these pesky frob issues. I wasn't able to determine the cause, but assuming it was something to do with the scripts, I've rearranged things a little bit so they are no longer needed. Also I would normally wait a while longer before releasing a fix, but this issue seems to have affected a few people. Apologies again, it never came up in beta for whatever reason. @nbohr1more could you please add to the mission database? Changelog: https://github.com/FrostSalamander/lt3/releases/tag/2.0 Download: Github: https://github.com/FrostSalamander/lt3/releases/download/2.0/faffairs.pk4 Proton: https://drive.proton.me/urls/JPRPJQH8Z8#Pl2a52TQy0WA
  14. You CAN deactivate it though - see other posts in this thread about it.
  15. Thanks for playing! I'm not sure what you mean by the following though: "Only the secret chamber works well." "With the rune stone works from the inside" "The switch didn't come out though"
  16. Would you be able to send me a save game file where you know this is happening?
  17. I wonder if just leaving/re-entering the room will fix the issue with the jewelry cabinets. I've left a 'known issues' section in the original post to try that. As this seems to be far too common, I will probably need to release an update.
  18. Here are some guidelines I sort of use: err on the small side rather than large. A common complaint in maps from new mappers is too much open space, rooms too large, etc. Smaller rooms also provide a more medieval feel. If you make a room you need to fill it with stuff to avoid the above - so the smaller the better keep room for AI to move - minimum of 36 units to pass between objects Place an AI and/or furniture in the room first thing as a reference point Also need to make sure there is room for AI to open/close doors. Test the AI in your room as early as possible work in multiples of 8 - so hall width of 64/96/128 and room height of 128, etc. And then just pick whichever one suits your scene the best.
  19. The problem with the lever is if people have the frob helper turned on... And you're right about the cabinets - they can probably be moved. I guess I'll have to add these scripts to the ever-growing list of unreliable TDM features....
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