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JackFarmer last won the day on October 7 2024
JackFarmer had the most liked content!
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Ingolstadt; Upper-Bavaria
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Certain sections remind me of Dark Project and DX Human Revolution ambient tracks. @taffernicus Somehow I have the feeling you know this band?
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You could try to replace the rotating door with a sliding door and check whether this makes a difference. If that does not help and it is not vital for gameplay, then you might consider deleting the door entity completely and simply leave a door frame.
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Hm...when in flee mode, there is something blocked? You can try tdm_ai_debug_blocked This "enables a visualization of the blocking object and the AI direction arrow" (info provided by nbohr; I have never tried this cvar till now). Other things you could try: check if portal is snapped to grid on the relevant two axises shift the position of the portal on the non-relevant axis just a little bit rotate the door entity so that the door knob is now on the other side (maybe you have to invert rotation on the door then if the hallway is too narrow). I know, this sounds trivial, but doing so sometimes works wonders.
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Have your tried the following cvars for further debugging? tdm_ai_showdest tdm_ai_showtasks
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Try the entity "Path Flee Point". If my recollection is correct, flee points must not be targeted from the AIs; just place it in the location you want AI to flee to.
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AI and elevators are driving me crazy
JackFarmer replied to grodenglaive's topic in TDM Editors Guild
So, this isn't always the same problem? AI refuses to enter the floors completely arbitrarily? -
AI and elevators are driving me crazy
JackFarmer replied to grodenglaive's topic in TDM Editors Guild
That*s a good question, and I wished I had a good answer for you (I only used the other two methods in the past). @nbohr1more: I cannot find a description for tdm_ai_debug_blocked in the wiki. Do you know what it is supposed to do? @grodenglaive There is another cvar you could try: tdm_ai_showelevator - Debug output during operating elevators. -
AI and elevators are driving me crazy
JackFarmer replied to grodenglaive's topic in TDM Editors Guild
Have you tried tdm_ai_debug_blocked or tdm_ai_showdest or tdm_ai_showtasks for further investigation? -
AI and elevators are driving me crazy
JackFarmer replied to grodenglaive's topic in TDM Editors Guild
Oh dear, please check the following - make sure, that the surrounding brushwork is snapped to grid 8 or 16. - make sure that the vertical bars are snapped to grid - make sure that the green AAS brushes are snapped to grid - make sure to have portals in the openings that are snapped to grid If that does not help, then you can PM me a download link and I will have a look later today. Yeah, the elevators are "good" if you want to provoke strange AI behaviour. When on alert mode, they fall through openings, they kill each other by pressing the buttons (while others on deeper floors stand in the shaft), etc.. A consequent overhaul should be considered as (as you say) this problem limits mission design significantly. -
When you get to AOD, there are now two (improved) methods of control you can choose from:' Modern Control: This is actually the original controls scheme (at least it was on the PS2). Does not allow for the "side jumps with a looping in the air" (you know what I mean). Lara turns around when you press the opposite move button. However, you can also do the tank controls flic-flac for that action now (I think that was not possible before). Tank Control: This is the old scheme from TR 1-5 transferred to AOD. Check both. Keep in mind: both are far from perfect. Turns out that I played the whole time with tank controls enabled. Switched then to modern controls and went back to tank controls after a few minutes because I think it works better (and I just managed some tricky jumps properly with the old scheme). In the meantime, I made it into the Prague area. Playtime: 7:30.
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I went straight to play AOD last night and made it into the Louvre. The controls are really better and I have the feeling that it is "harder" to fall from edges. Nevertheless, the quicksave option is heaven sent.
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Comes with all the pros and the cons of the first trilogy remaster. New general feature in the new remastered three games: quicksave/quickload (!) But actually everyone is just interested: has TRAOD really been improved? Well, they fixed lots of bugs in, restored left out content and it also comes with enhanced original controls; the latter is much better than 20 years ago, but still far from perfect. The laughable RPG interludes are still there, at least (as far as I can see) the terrible fist fighting options with Lara have been completely removed. You can actually buy stuff in the stores in Paris now, and the second character Kurtis can now do some things that were removed 20 years ago due to time constraints.The original TRAOD was simply too “underdeveloped”. You can't expect miracles. I would have completely remade the game...not based on the terrible reboot series, of course. However, when it comes to atmosphere, these three titles are in no way inferior to the previous bundle. And for 30 Euros you get around 30 - 40 hours play time. @chakkmanCheck a view reviews if you consider buying. I for myself am deligthed though TRAOD still has its problems.
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Fan Mission: Footloose Museum Theft (V.2)
JackFarmer replied to Goblin of Akenash's topic in Fan Missions
Springheel created a video tutorial consisting of 10+ video tutorials for beginners. If you want to learn the fundamentals of TDM mapping, then I strongly recommend you to watch this video series. -
Yeah, feels like mapped after too much LSD, thus Hidden Hands: Blackstone Island will replace this mission sometime in the future. It will be a complete remake of HHI as a five-mission campaign. Each area will be build from scratch and two of the original locations (the cabin and the mansion) will be replaced with totally different areas.
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Hidden Hands: Blood & Metal (Campaign) - 01.09.2024
JackFarmer replied to JackFarmer's topic in Fan Missions
Yeah, the shop after mission 4 is a convention. Regarding your amusing bug: A future update will include a script event that hinders the player to do what you have done.