Jump to content
The Dark Mod Forums

boissiere

Member
  • Posts

    45
  • Joined

  • Last visited

Posts posted by boissiere

  1. My comments

    On 12/5/2024 at 1:22 AM, nbohr1more said:

    2) Subtitles can be added to missions with cut-scenes or videos by the TDM Team

    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.

  2. 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.

  3. 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.

    • Like 2
    • Thanks 1
  4. 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

    Spoiler

    When you open the door, the portcullis should drop and you will see various objective complete and new objective messages (which I think you are  seeing).

    After that the people in the chamber should leave one by one (through another door to the left). Before the last person leaves they will activate a switch which frees a revenant in another part of that room.

    You should see the revenant come into the room and move about a bit. After about 20 seconds or so the portcullis should lift back up.

    If you aren't seeing all that then there is clearly something wrong somewhere. Have you by any chance used noclip earlier in the mission which might have upset the scripting?

     

  5. 17 hours ago, kingsal said:

    Or this needs to happen as an action script on opening the readable? 

    This.

    The overlay handle is only valid when the overlay is displayed which only happens when you're looking at the readable. You can see how it works by looking at tdm_readables.script which handles display of readables. There are methods in there that are called by the game code when opening, closing and turning pages, though the whole thing is quite tricky to understand.

    You don't really say what you're trying to achieve but it looks as though you want a randomly generated combination for a safe or somesuch so that it is different on each run through a FM. I imagine that this combo is placed in something like a diary that the player must steal first. Unfortunately I think that any attempt at string concatenation in a script will fall foul of the 127 char limit.

  6. @Ansome there's almost certainly nothing wrong with the entity itself. dmap is just telling you that the particular entity can 'see' into the void (and it stops at the first one that fails). I suspect that you have moved your 'solid' brushwork a smidgen and it's no longer actually solid. 

  7. Another plausible scenario is where the player has a number of tasks/missions to complete but they can choose to do them in any order - giving the player a bit more agency,

    Tied with this, you might want to be able to re-enter a mission - e,g, it's some sort of hub (memories of the 'Pocket Plane' in Baldur's Gate 2 come to mind).

  8. I have added some notes to 6436 relating to the 'shot from afar' problem.

    For your main point (1 in your original report) I think that the main aspect of it is that you are (code-wise) literally invisible to the guards. It's as though if there was a real-life invisible man who whacks you on the shoulder from behind, you'd whirl round and there would be no-one there. What would you do?

     

    • Thanks 1
  9. @MirceaKitsune - have you raised a bug report for this particular problem (searching in the wrong place if shot by an arrow)? I think I have found the cause of it and can write it up in the bug tracker.

    In short, I believe the intended behaviour is that the victim is supposed to search halfway between him and the shooter (presumably chosen because he shouldn't really know where the shooter really is) but the code that sets this point gets overridden shortly afterwards by code that sets the search point to his current location.

    It's quite instructive (if you like that sort of thing) to read up the various bugs reports on AI behaviour that have been raised down the years. In particular, bug 3331 contains a number of fixes to problems similar to those reported in this thread.

  10. I believe that 2 can in fact take place from time to time. I've just been playing the revamped 'Sir Talbot's Collateral' where I alerted Sir Talbot in his library. After running around the room trying to get out (another gripe) he was able to escape because the guard that normally patrols the room turned up. A few minutes later another guard arrived who must have been alerted by Sir Talbot.

    That doesn't take away from your argument though. Another oddity is that all alerts seem to be treated as 'There's a thief in the area' - I've seen a guard attacked by a spider, run off, and the other guards whip out their swords crying 'You're going to the gallows thief!'.

     

    • Haha 1
  11. 6 hours ago, MirceaKitsune said:

    Auto-execute the script with the name of the archive, so if it's "mod_something.pk4" then "scripts/mod_something.script" is automatically ran only from that archive

    I'd like to chip in and say I think basing the script name on the archive/file name is not a good idea. Filenames are extrinsic to the mod and something you have no direct control over. Someone may unwittingly change the filename and wonder why the mod stops working.

    You'd be better off having a fixed script name for all mods which is, I think, what dragofer says is being considered.

  12. So which type of recording is done by the "recordDemo" command?

    I just tried it, following Daft Mugi's instructions and it worked reasonably well but

    • The replay had no sound
    • I had some entity guis (signs) in my test map and the text wasn't shown on the replay - the signs were just blank
    • The saved file was nearly 2MB for ~20 secs of recording (and wasn't particularly compressable either)

    I'm guessing (from the file size) that this was an 'avi' recording.

    • Like 1
  13. On 10/27/2023 at 11:07 PM, MirceaKitsune said:

    Is there a way to trigger a reset of the map that makes you start from the beginning from within the map itself, storing only information about particular choices you made during the previous run?

    There's a global script function called sessionCommand which you can use to load a new map (even the one you're currently 'in'), and it does start you from the beginning.

    You can call from a script thus

    sys.sessionCommand("map m2");

    I'm not sure about saving info though. Maybe the campaign mechanism already mentioned.

  14. I've toyed with the idea of having an in-game lootlist that is added to every time you pick up an item of loot. It would show the loot type and value and the location you found it. You could browse it and potentially save it to a text file. Something like this could easily include picking up keys etc.

×
×
  • Create New...