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boissiere

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boissiere last won the day on July 28

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  1. Would people go for puzzle-based rooms? The reaction to "Trials" in Vol 1 seemed a bit mixed.
  2. I think it is in As for finding the last bits of loot, I tend to use the console command tdm_show_loot.
  3. I can more or less reproduce the OP's behaviour if I use 'start mission' rather than executing the map command from the console. This won't work if there's no startingmap.txt file telling TDM the name of the map. As others have implied the surefire way to make this work is to do it all from the TDM console. If your map file is called m1.map then you should enter dmap m1 If that is returns success then enter map m1 It should show the default TDM map loading screen and then the usual "Press 'Attack' to start mission" message.
  4. @snatcherDo you save and reload a lot? If so, I think the mayhem maybe due to the known bug where frequent saves and reloads cause AI to respawn in very slightly different positions. Post 2.13 builds (which I think MirceaKitsune are using) contain a likely fix to this problem (apparently ported from Dhewm3).
  5. That's a pity because I was going to ask him about adding subtitles to 'Noble Affairs' which has quite a lot of speech in it.
  6. I think this happens when script code causes a new image to be loaded. The script (I think) is running in the front end code so the load has to be deferred. However, I don't understand why this should cause a problem at all - the point at which images are actually loaded shouldn't be noticeable by the player.
  7. That shouldn't be necessary, you can deactivate it (and then pick it up) using the lockpicks.
  8. My comments Maybe clarify to include in-game conversations and sotto-voce comments by the protagonist. Also, what about FMs that rely (intentionally or (most likely) otherwise) on a TDM bug that's fixed in a later release but that breaks the FM? I am not (yet) a mission author but if I was I would prefer that my mission would be fixed to still run.
  9. A topical one for the season which I don't think has been mentioned is "The Night of Reluctant Benefaction".
  10. Would using an atdm:absence_marker entity be of use here? These are, I think, used to indicate when loot has been stolen so an AI goes alert when it sees one.
  11. Are you thinking of perhaps putting some random element into the initial briefing? I don't think that the gui-scripting language (such as it is) is up to it - for a start I can't think of any way to generate a random value, whereas the regular scripting language has a random() method.
  12. Erm, you can get into that room from the kitchen.
  13. You might consider setting the 3 following CVars. tdm_ai_debug_blocked tdm_ai_showdest tdm_ai_showtasks They give visual indications as to what an AI is actually trying to do. Compare what happens when it works against when it doesn't. I've seen AI stop patrolling from time to time (but they're not using teleport) and think there's a bug somewhere.
  14. I just happened to have a save just before this point so I loaded it up to remind myself what happened. What should happen is
  15. Hard disk performance might have a bearing on point 2 as it's continually writing the render info to the disk. For point 3, I don't think the overall size of the FM particularly matters just 'busyness of scene'.
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