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Frost_Salamander

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Posts posted by Frost_Salamander

  1. 8 minutes ago, hightide said:

    haha, yes, I've unlocked the doors. the ones behind the desk are fine, the one with musical instruments is unfrobbable.

    EDIT: weirdest thing, I closed the door and reopened it and everything could be frobbed. :huh:

    as for the key, it had blended into the color of the desk drawer and I missed it. even using show_keys I had a hard time getting the right angle for it to highlight.

    highex (2023-05-13 11-56-11) (509.15 -840.06 262.25).jpg

    OK.  The close-and-reopen thing sometimes happens, but it's rare.  It's something to do with the frob lock entities I think (the things that prevent you from frobbing through containers while the doors are closed).

    The musical instruments aren't loot so that cabinet doesn't open.  In retrospect, I shouldn't have put a lock on that cabinet door I guess...

    As for the key on the desk, I'll make a note to make it a different colour in a future update so it's not so easily missed.

    Thanks!

  2. @snatcher I hope you don't mind, I've added this here: https://github.com/thedarkmodcommunity/mod-handheld-lamp

    I was thinking I'd like to use some of this neat stuff you're doing at some point (hopefully soon 😉), and I would just end up putting it in Git like I do all my stuff as I tinkered with it.  I figured it might as well go into a public repository instead.

    If you would like to keep it up to date in this location, I'm more than happy to do that (or show you how to do it).  If not, people can always come to this forum thread and retrieve versions that are posted here 🙂

     

    • Like 2
    • Thanks 1
  3. 12 minutes ago, gokudo said:

    Love the mission so far. I seem to have run into a bug:

      Hide contents

    I've drowned Coates in a well and have made it back to the Safe House. I read the letter but there's no key. From other posts there's meant to be a key and a letter. Is this a bug?

     

    Spoiler

    Yes there should be one on top of the desk next to the letter.  It might be easy to miss.  If it's not there, it's either a bug or maybe it's fallen through the desk?  Maybe check inside the desk and/or on the floor...

     

  4. 7 hours ago, hightide said:

    I realized I had misread a hint in the thread and gotten ahead of myself. mission complete!

    at the shop there are 

      Reveal hidden contents

    several plates and candlesticks in a locked window display that do not highlight for pick up; tdm_show_loot outlines them

    there is also the safe upstairs, if I could get a hint for the key?

    Spoiler

    dumb question, but did you unlock the cabinet doors?  Nobody else has reported a problem with that loot.  Also, is it both cabinets or just one of them?

    regarding the safe, the store is called Harrington's.  Have you found Mr. Harrington?  He lives in the top-floor apartment in the building on the west side of the square.

     

  5. @hightide are you asking for hints?

    regarding the bugs:

    Spoiler
    • which gold items? I haven't had any bug reports about that
    • The guard keys not being frobable, yes that's a known issue.  I don't have a solution but you can lockpick the doors they unlock anyways
    • The locked chest in Coates' neighbor's house - there is a key in that room somewhere...
    • The afflicted priest: there are some explanations for this in the first post of this thread.  If you still need a hint let me know
    • yeah I think the cat sounds are annoying too.  Someone did a playthrough on Youtube and I found it annoying just watching it.  I may remove it in the next bugfix release.

     

  6. 15 minutes ago, irisx said:

    I had a series of bow-related crashes in the new mission The Lieutenant 2: High Expectations, on linux. In a specific part of the map, selecting any bow weapon and then pressing attack/fire caused an immediate crash --just as the animation starts.

    To avoid it I had to reload and shuffle a couple of times through weapons.

    what part of the map was it?  I can try to reproduce on Windows...

  7. 49 minutes ago, irisx said:

    A very well thought-out and balanced mission, and for some reason I found it fits perfectly with my playing pace. Lots of non-obvious places to explore but with enough hints to pick your curiosity. Some nice touches also

      Hide contents

    like the Exorcist-inspired subplot in the Abbey and a couple of places with characters suggestively interacting behind closed doors --little touches that, even in the absence of sophisticated scripted dialogue, greatly add to the atmosphere and the feeling that this is a little but self-contained world, with things happening around while the main plot progresses.

    A couple of potential small bugs:

      Hide contents

    In the Abbey's winery (?), the liquid in the large container does not reach its bottom, you can lie down breathing indefinitely 😀  I suppose this would also spoil any plan of drowning Coates in there.

    I also had a couple of crashes in the Cathedral when changing to the bow weapon and at the beginning of the shooting animation. Reloading and switching through weapons fixed this.

    Overall, another great mission for 2023!

    Edit: I also had the

      Hide contents

    unpickable key on the guard, spent some time harassing him -and getting beaten to death in response- before I realized it was a bug

     

    Thanks for playing and the kind feedback 🙂

    re: the bugs:

  8. 6 minutes ago, datiswous said:

    I think one type of versioning should be used. So maybe the "version" should be parsed, but instead use internal version in that place. The current versioning creates a lot of confusion.

    I think you just see it listed again in the mission dowloader as an update, but you don't get a notification.

    Often the updated version still has the same old version specified in the darkmod.txt file. Which adds confusion. Players don't know if they've installed the update or not.

    Yeah I agree, one type of versioning would be best.  I guess the problem is the dev team needs to control this, not the FM author because it's not always the author that does the releases (for example patching older FMs to work with newer versions of TDM).

    I'm not sure what the best solution is to be honest.  I like the 'version' field because it's useful for beta testing and you can make it clear what version the testers are playing.  But once it's released that field becomes useless. 

    I'm sure it's been debated extensively already though.  I think for my next FM I will just try and stick to integer version with the hope they will match!  It just feels weird because it's not semantic versioning which I'm used to (but that's not a good excuse).

     

    • Like 1
  9. 20 minutes ago, datiswous said:

    Why is it not a parsed keyword? I guess because tdm has it's own versioning? But still I think it's useful if "Version" is always displayed, for consistency.

    Version is displayed in the mission info page (missions list -> click on any mission and look at the page displayed on the left).

    But as you say TDM uses its own internal versioning which only an integer (e.g. version 1, 2, 3, etc.).  If you look at the missions list on the TDM website you can see them. For example, for In Plain Sight it says it's version 5, but the darkmod.txt for that FM is version 1.5).  So it's debatable what value that field brings.  I guess it is useful, but people need to be aware that the mission DB doesn't care about it.

    I'm not sure what happens if you have say version 1, and then version 2 appears in the mission database.  Do you get a popup that says a new version is available? What would be useful here is if it said what the new version was, but it would be weird if that version wasn't the same as the mission DB version like in the version 5 vs. version 1.5 example above.

    Maybe the mappers should just stick to the integer versioning in their darkmod.txt as a convention.

  10. 6 hours ago, cvlw said:

    Great map Frost Salamander!  Thick and rich in action and exploration.  Great looking map.  Lots of sweet, delicious thievery, too.  This series is bulking up nicely!

    I too had Coates...

      Reveal hidden contents

    ...in the Church.  I thumped him and then had problems getting to the river as I couldn't get out of the area with the body shouldered.  I ended up dropping him into the well which took some propping/flopping/pushing, but got him in and it completed the objective.  Then I read this thread and found that he just simply needed to be executed. The wording in the briefing seemed to gravitate towards dropping him into the river.  So, in a version.next, I might recommend a different wording.

    coatesintowellsmall.jpg.0e2ed2d788b0bdf72f315bd84295016e.jpg

    BTW he was walking face first into the back wall of the church sanctuary when I got there.  If he is supposed to be wandering around, he wasn't in my case.  I am on v1.1 of the map.

    coateswalkingintowallcontinuously.jpg.31902736f8116f0f534df0bb16227880.jpg

    Thanks much!

    Clint

     

    @cvlw Thanks for the feedback! Bit of a spoiler response:

    Spoiler

    Yes the idea is that you should try to be a bit more creative in offing Coates if you can (which is why you have no sword or broadheads), but you can actually kill him any way you want. the objective only checks that he's dead, not where he's placed or how he dies.  You don't need to drag Coates out of the church, you can drown him in the baptism font! Ideally you would also be able to chuck him off a building, but unfortunately TDM doesn't apply fall damage to ragdolls in a reliable way.

    There is also a bit of an exception for the church. Some arrows spawn upstairs in the church only if Coates spawns in the church as well.  There are broadheads in Griffin's room, and a fire arrow in the belfry.  I included these for people who might find creeping around the ground floor too difficult/tedious (plus it's just fun to snipe from the rafters).

    Regarding Coates being stuck like that - well that's a new one 🙄. He does have a bit of a path he follows but that's the first time I've seen that happen.  I've already done an update but I'll have a look regardless.  Thanks!

     

  11. 1 minute ago, Fidcal said:

    On PS5 I search for jodie foster and it comes up with a ton of movies that I'm sure she's not in. So, guessing it's searching for jodie OR foster, I try to do an exact search with quotes. But on the PS5 Netflix you can't. It's not the normal ps5 virtual keyboard but Netflix's own one, and only low case alpha plus digits plus space and backspace are allowed.

    So I go back to my pc and type "jodie foster" in quotes. I'm still not convinced the movies listed are all hers. If I click one, it doesn't provide any info, instead it begins showing the movie.

    I try to escape back to the search. I can't. There is a left arrow top left. If I click it, I get a black screen with the message "showing picture in picture" and the movie shows in a tiny window bottom left. If I hit the back arrow again then it goes back to the movie in a full window. So, no way out that Netflix provide that I can see.

    So I hit my main Netflix bookmark again and start over. Same. Rinse and repeat. Am I cursed, stupid, or what?

    What, you mean you actually want to choose what you want to watch? 😂

    It's not you - I'm on the verge of cancelling Spotify for similar reasons.  The other day I couldn't even figure out how to find the stuff in my own library after one of their updates.  But it would have been very easy to just do nothing and be force-fed 'we thought you'd like this'-type content.  

  12. 2 minutes ago, mango777 said:

    Absolute beauty Frost_Salamander!! Well done on making such a superb level!! The standard was so high I cannot possibly find fault with it. I never found the code for the safe in the hotel though - where did you ferret that away you sly old fox? :)

     

    Again - beautiful work!!!!!!!!!!!!

    Thanks! 

    Hint for the safe code here: https://forums.thedarkmod.com/index.php?/topic/21837-fan-mission-the-lieutenant-2-high-expectations-by-frost_salamander-20230424/&do=findComment&comment=485264

    Actually, it's probably time I added these hints to the original post....

  13. 40 minutes ago, Geep said:

    As far as I can see from looking at the source code (and in agreement with @nbohr1more that FM "Version" is not parsed), the New Missions popup is just showing lines* associated with FM darkmod.txt "Title:" fields. So I guess what's happening is that you edit your darkmod.txt like this:

    Title: In Plain Sight  <enough spaces here to wordwrap to next line when displayed> Version 1.3

    Then, in the main mission list, because of all the spaces, the "Version 1.3" won't appear due to clipping. Assuming that's what you want.

    *It also starts with #str_02143,  "New Mission(s) Available" in English, and if there's more than 3 new missions, stops listing them and just says so.

    Are you saying I forgot the EOL character?  That doesn't appear to be the case:

    image.png.91afb438fd5d3b19b288a5926a998ec4.png

     

  14. Version 1.1 is ready: 

    Proton Drive: https://drive.proton.me/urls/6E6GRW28EM#Kbv446IaKHe6

    Github: https://github.com/FrostSalamander/fsx/releases/download/1.1/highex.pk4

    This should fix the 2 biggest issues:

    • target not spawning
    • crash near start of map on Linux (but was also happening on Windows, just much less often)

    Full changelog here: https://github.com/FrostSalamander/fsx/releases/tag/1.1

    @nbohr1more could we get this updated in the mission database please? 🙏

  15. 9 minutes ago, JiriH said:

    Possible bug: Guard patrolling

      Reveal hidden contents

    the green-glowing pool

    (heavy helmet, cannot be knocked-out) carries a golden key. I was not able to steal it from him. I tried notarget+noclip to check if it is just a question of wrong boundary (?) - or my inability as a player - but was not successful either.

    Yes we saw that in beta and couldn't get to the bottom of it. I could never reproduce it myself. As a result, the doors the key opens are also pickable.

    • Thanks 1
  16. 1 minute ago, JiriH said:

    Player stuck at an end-game objective asks for help:

      Hide contents

    I got "Well done. Now check in at Lennard's safe house." objective.
    I use roofs to drop down on pipe in a small shaft, then traverse the house and meet Lennard. What should I do to advance in the objective?
    I tried running arround, frobbing everything, looking for hidden switches,...
    (I know it is Lennard, because when nothing worked, I knocked him out and lifted the body to check who he is:).

    Probably I'm missing something obvious.
    Thank you!

    PS: Awesome mission - levels like these are a game of their own!

    In the upstairs room in the safe house there is a letter and a key on the desk. You just need to read the letter.

    • Like 1
  17. I got it to crash on my Windows debug build. I clicked 'debug', and in VS I was able to see the stack trace:

    https://drive.proton.me/urls/B06A4E8MV4#2lezsq0gsgfd

    I think I might know what that is.  The entity in question is a door (atdm:arched01_111x40_left) that I didn't want to be openable.  If I remember correctly, the usual tricks weren't working (making it a func_static made it disappear, and making it non-frobable the AI were still using it).  So I changed the spawnclass to an idStaticEntity. Because it was a prefab, I think I thought it was a custom brush door as well.  I see now it's just using a model, so I can probably just change it to that.

    Anyways, those are all my excuses.  I'll fix this and send out a new version that someone can test.

     

     

    • Like 1
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