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34
Posts posted by Frost_Salamander
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21 hours ago, Ansome said:
Thanks for playing my first FM, I hope you enjoyed it!
I did enjoy it! But I..
Spoilergot freaked out by all the spirits suddenly appearing and bolted out of the house to the map exit. When it finished i realised I missed an awful lot so I need to go back and replay it!
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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?
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21 minutes ago, CrisiusXIII said:
i found the key, UNDER a vitrine, when i touched it, it lighted up and MOVED away, like other things might move rather quick and sudden, eg a body takes heavy swimming lessons after being knocked on a chair, it looks like crawling.
so the key point is its there after all, i used a viewcommand to find it
i just REstarted the game with all nasty settings and flow direct to the key, there it is on the correct spot were i found it the first time...
(the picture is on the floor)
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.
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9 hours ago, Marbrien said:
I have just played the update part way through on Expert. The fireplace lever is now sorted, but I too have a problem with the jeweler's shop key.
It is not on the desk. I noclipped into the room, searched on, around and under the desk, even in the room below, but I cannot find the key at all.
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.
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Just checking a couple of things:
SpoilerAre the spirits supposed to be all black like this? I don't know if these warnings about the images not loading has something to do with it:
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...
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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!
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1 hour ago, Braunro said:
@Frost_Salamander I did a second run through a few days ago v1 to see if I would have the lever/case frob issue again and I did. But I also had a second issue which I was going to tell you about but then we had a freak windstorm Saturday night that knocked out our electricity and it was just restored an hour ago.
When I went to get the key to the jeweler's store through the window, it wasn't there. After spending a good while messing with it trying to see if I just didn't have the angle right, I finally did a show keys and spotted it. On the floor beside the table next to (iirc, it's been a few days) a wastebasket.
I figured it was a freak thing, but maybe that's what happened to irisx also.
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!
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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:
Spoiler- I didn't see the note at the start to find Astrid
- I came back to the boat when all objectives were ticked, and nothing happened
- I read the note, and got the 'new objective' notification. But they were all ticked, I think because I had already found Astrid earlier (despite not reading the note)
- At this point, getting back in the boat still did nothing, so I went over to Astrid and used the antidote. This was just a guess that I had to do this since just leaving her there seemed weird and I had the antidote in the inventory.
- Then Astrid and I walked back to the boat and it ended as expected.
I would offer the following feedback if that's OK:
- having lots of objectives with little dependencies like that often doesn't work. I probably would have put the thing about Astrid missing in the briefing, or somehow make it unmissable (e.g. a giant trigger + pop-up message on the shoreline saying to go look for her because she's not there to meet you)
- For the objective about finding an antidote, why not have it say 'find an antidote for Astrid and use it to revive her'? And then only make it complete after she's been revived. Might have saved some confusion.
- I had forgotten the exact place where I came in with the stone wall and it took me a while to find it again (thanks to the mushroom lights placed there). You can also mantle to the top of the gate posts, but not actually climb over which seems kind of weird. Just making the wall higher would have fixed that.
- The 'service entrance' looked like a front door so I tried the service entrance key on pretty much every other door instead after walking around the house about 4 times, and didn't realise until I already got in which door that key was for. (I used the manor key to actually get in).
- The lockpicking got pretty tedious if I'm honest. I feel that unless it's a really fancy lock there is no reason to to have more than one lock_picktype
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44 minutes ago, irisx said:
Thank you @Frost_Salamander, the lever and the lids are working as they should now!
But in v2 I find it impossible to grab the jeweler's key through the window, even after stacking crates outside, leaning forward etc. so I had to noclip. I cannot recall exactly how it worked for me in v1, was there any change re the location of the key?
@irisx Glad it works now! Regarding the other thing:
SpoilerNo, no change to the key. If you could frob it with noclip the problem isn't whether it's frobable or not, must just be the angle. Who knows?
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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
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1 hour ago, huntaffer said:Spoiler
look for the basement in the mosque
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10 minutes ago, Heuli said:That's exactly what I meantI didn't find a switch around the gas trap.To deactivate. All good
You CAN deactivate it though - see other posts in this thread about it.
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10 minutes ago, Heuli said:Sorry the translated one makes mistakesEverything okOnly in a secret room with the gasDoesn't the switch also go with the rune
If you mean:
SpoilerWhy doesn't the rune work if the gas trap is activated?
It's because the trap disables it so you get stuck in the room. However I think players find this confusing so I've added a pop-up message to explain that in v2 which I will release soon
If that's not what you meant - sorry
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2 hours ago, Heuli said:Congrats on the releaseThanks for the great mission.I played through the mission... everything hasOnly the secret chamber works well.With the rune stone works from the insideThe switch didn't come out though1000 and 1 thanks for 1000 and 1 night
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"
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16 minutes ago, Marbrien said:
I haven't tried with the fireplace lever, but I have tried leaving and re-entering the jewelry shop (with various combinations of leaving the doors open, closing the doors, locking and unlocking the doors) but for me the cases remain unfrobbable.
Would you be able to send me a save game file where you know this is happening?
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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.
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2 hours ago, Ansome said:
Yep, sorry about that! I know from experience that figuring out using space effectively in a new engine/editor comes with experience, I just wanted to see if anyone had any thoughts that could put me on the right path for my anniversary mission. I'll play through those levels you mentioned again and take some notes. Thank you as usual, Nbohr1more!
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.
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2 hours ago, Underwood said:
Hi,
SpoilerThere is a way to disable the trap. Did you search Salim's office carefully?
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56 minutes ago, Marbrien said:
Are you sure the script is necessary at all with the lever, which is fairly hard to find? And might it not be simpler to move the jewel cases further from the window and dispense with the script?
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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2 minutes ago, Marbrien said:
OK, I went to both locations with noclip on, and the items were frobbable. In both locations I then turned noclip off, and the items were still frobbable.
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.
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1 hour ago, Marbrien said:
With noclip on, both jewelry cases and the fireplace lever are frobabble.
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.
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3 minutes ago, Marbrien said:
Oleron, I don't think you can actually enter the room where they are sitting. Instead you need to find the apartment of the guy with the model ship award. I can't be exact, but its in the same courtyard as the restaurant windows you are trying to reach, on the opposite side to the mosque. Go to the top floor of that apartment, on to the balcony, climb the railings, and make your way along a very narrow ledge to relieve the man of his special bottle and the lady of her necklace.
I have a query of my own: below the room where you arrive after the outdoor pool event, there's a window with a gold telecsope on the ledge. I may have already been in that area, but can't find my way back. Any clues please?
Also, in addition to the jewelry cases not being frobabble, neither is the lever in the mage's fireplace, despite my leaning every which way. Can someone please remind me how to noclip?
@Marbrien please use spoiler tags
As to your questions:
SpoilerTo get to the room with the gold spyglass, you need to frob that lever in the mage fireplace. Sorry it's not working, this wasn't an issue in beta. To noclip, see here: https://wiki.thedarkmod.com/index.php?title=Console_Useful_Controls (bring down console and type 'noclip' )
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33 minutes ago, Oleron said:
ok, so
Spoilerthat area is not accessible on purpose. Anything to be obtained from that area can be taken without entering the building.
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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:
Spoilerregarding the lever in the mage fireplace - it's not easy to frob. Make sure you use your lean left/right controls to really lean into the fireplace. It's not THAT hard but you probably do need to use your lean ability. And if you noclip into it, you need to be inside the fireplace.
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.
Graphics glitch and arrows passing through bodies
in TDM Tech Support
Posted
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...