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Frost_Salamander

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Everything posted by Frost_Salamander

  1. 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!
  2. 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:
  3. @irisx Glad it works now! Regarding the other thing:
  4. 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
  5. You CAN deactivate it though - see other posts in this thread about it.
  6. 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"
  7. Would you be able to send me a save game file where you know this is happening?
  8. 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.
  9. 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.
  10. 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....
  11. 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.
  12. 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.
  13. @Marbrien please use spoiler tags As to your questions:
  14. 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.
  15. If you mean I just retried both this and the cabinets in Jerry's on my test install of TDM and they both work fine. EDIT: I'm not saying there might not be an issue, but I can't reproduce them and if anyone can I'd be keen to hear the details.
  16. Maybe it's the volumetric lights? There are some in the ship. Can't remember if they are in the admin building, but apart from that they are used sparingly so hopefully you'll be ok.
  17. Basically someone always asks. We're all grownups here and it's in spoiler tags so...
  18. With as little fanfare as possible, I'd like to announce the release of the third installment of The Lieutenant series: Foreign Affairs. Huge thanks for my beta testers: @Bergante @Cambridge Spy @chakkman @Mat99 @Shadow @wesp5 For a full list of credits, please see the readme.txt that ships with the mission, or go here. More screenshots can be viewed here: https://flic.kr/s/aHBqjBr44M Latest version: 4.0 Download link #1: https://github.com/FrostSalamander/lt3/releases/download/4.0/faffairs.pk4 Download link #2: https://drive.proton.me/urls/FTE3WRST48#yvnLUZBtBpDD @nbohr1more here's the 800x600 versions of the screenshots: https://drive.proton.me/urls/MFGZ3WXCAW#WXXAnYkPgGZX Stuff to be aware of: TDM 2.12 required The only difference in difficulty settings is the (optional) loot goal If you see a tile material, chances are it's a custom version changed to sound like stone. I did this in order to preserve the aesthetic of the setting without making it maddening to play. Some vines are climbable, some aren't. Just try them and see. The FM makes use of latches on doors, a new feature created by @Wellingtoncrab and myself. Read more here: https://github.com/thedarkmodcommunity/test-latch/wiki Known Issues (UPDATE: This has been fixed in version 2.0). A minority of players are having an issue with things being unfrobable, particularly the jewelry cabinets in Jerry's Jewels and also another lever in a secret place. Try exiting/re-entering the area to see if that fixes anything, as the frobability is triggered by entering and leaving the room/area. Secrets Here's a list of the secret locations. Obvious spoilers:
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