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Frost_Salamander

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Everything posted by Frost_Salamander

  1. 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...
  2. I did enjoy it! But I..
  3. 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?
  4. 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.
  5. 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.
  6. 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...
  7. 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!
  8. 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!
  9. 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:
  10. @irisx Glad it works now! Regarding the other thing:
  11. 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
  12. You CAN deactivate it though - see other posts in this thread about it.
  13. 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"
  14. Would you be able to send me a save game file where you know this is happening?
  15. 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.
  16. 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.
  17. 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....
  18. Yeah and this is the problem - there's no way really to tell why it's happening. To troubleshoot this issue, we would probably need someone who has experienced the problem to volunteer for a lot of really boring testing.
  19. OK thanks. In the same game, are they also frobable when you don't noclip? Just trying to understand if it's random or not.
  20. @Marbrien please use spoiler tags As to your questions:
  21. So regarding the frobbing issues. The thing in common with the two areas is a location script executes when entering/leaving the area which sets the frobability of the items. This is to prevent them being frobbed from outside their location, through walls, etc. I've used this technique in my last 3 FMs without any problems. I'm wondering if these aren't executing for some people? Also: So for people having the issue - at your convenience could you try starting a new game and noclipping to the problem areas to see if the issue still happens? The location scripts should still execute while in noclip mode.
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