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  1. The entryways need visportals too, else it's still just one area.
  2. Sometimes - quite often in fact - when I KO an AI that I've sat in a chair or bench the AI will be killed. Since I've set "no kills" in objectives, this loses the game through no fault of the player. I've been managing this problem by reconfigure chairs (usually by giving more space so the AI isn't caught in geometry and bounced around) or simply eliminating the sitting entirely. A problem is that such fixes aren't 100% reliable. In some cases an AI that is usually just knocked out will die instead. I can't figure a way to predict the problem or counter it. My guess is that there isn't an absolute fix for this but I wonder how other mappers handle the problem.
  3. I think it was a remoteAdmin trojan thing that wrote a loginscript to the registry. I've been on the net since before Mosaic browser blew everyone away and have never been hacked. At first taking internet security quite seriously I then got very lax, sleepy, not accounting for how the net was rapidly taking over the world, shopping, banking, stuff like docusign, everything. I left myself wide open.
  4. Thanks Dragofer. So I'll dedicate my next editing sessions to mastering the conversation system - using dummy files when necessary. There're many reasons why I'm reluctant to call for voice volunteers. Voice acting is intense work, a lot to ask for. It's my first FM and I wouldn't be comfortable doing that until some experienced mapper has actually looked at it, delivered a critique and maybe pointed out any fixes that might be needed first (I don't mean like z-fighting fixes etc., but game-flow fixes that I might be blind to.) There're other reasons but that's the major one. I haven't earned the right to make such a request, yet. ps. and damn but some ... succeeded in hacking my laptop and PC, grabbing all my passwords including to my bank. Luckily I was online posting the above note to the TDM forum etc. when it happened so quickly caught on and started shutting things down. They did come close to breaking into my bank acc't tho'. Kinda hair raising..
  5. It seems like I'm at the finishing stages of my first WIP. I have to add an overriding caveat that in the end I might not think the mission should be released at all. It's a large mission - probably too large to be a first mission, regardless of how "done" it might appear on the surface. The reason: I discovered how, as missions grow in size, so also they grow in not only technical complexity, which at least can be handled by perseverance and a bit of luck haywiring parts together, but also in the need for developing depth, as in characterization, cohesion, etc., so that it becomes more interesting rather than less as the mission is played through. And that's where I'm hitting a wall. All the architecture, objectives, pathing, lighting etc. is done. I'm still working on ambient sound. There are no conversations. I'm unable to supply them. In lieu of conversations I've been using different light/sound effects etc. to enhance the moments of ai/player interaction where conversations are usually found. This works to a significant degree. The problem is that the AI, on whatever path it's at, is indifferent. I would like at least as much control of AI as required to get it to -->STFU<-- while the events are happening, then to resume its idle banter. I've tried using S/R to change spawnarg def_vocal_set from e.g. atdm:ai_vocal_set_jack_civilian_01 to atdm:ai_vocal_set_mute, then back again, but I can't get it to work. I don't know how to write a script that'll do such a thing - and can find no info on that particular. Changing def_vocal_set works on an AI if I set the spawnarg permanently at game start. But I can't figure out how to swap the spawnarg in game. I've tried calling a fake conversation with a atdm:conversation_info and the actors all told to WaitSeconds NN, hoping that would shut them up. That didn't work. So OK, enough complaining- I need help. Just pointers to any detailed info on how to do this. How to even begin to do this. Hopefully with none of the critical steps left out because "everyone should already know...". Because I confess: I'm too fucking stupid to know any such thing.
  6. Put an empty .txt file in your darkmod root directory and rename it autocommands.cfg autocommands.cfg serves the same function as autoexec.cfg - console commands put in there will automatically execute on loading, e.g bind F1 toggle r_showportals 1 r_frobIgnoreDepth = "0" If it's suddenly missing, somehow the file got messed with since last good load map. Perhaps reinstall the game in case other things got messed with.
  7. That appears to be models/mechanical/gears/gear_metal_fancy.ase which sandwiches the model between two square patches that have the spoke pattern texture. Also, in my WIP I struggle with framerates and I get much the same results as you, tho' I use the TDM frame rate counter which bounces around a lot and doesn't do decimals. There's virtually zero difference in fps between 1/0 on the showdepth hack, and I REALLY DO like the outline with r_frobIgnoreDepth = "0"
  8. I use DR. I suppose some existing missions put buttons under desk tops, etc, to hide them. If not, then it wouldn't be a problem. I'm not going thru' them all for you. Also, you asked, specifically: "What are the steps for me to reproduce?"
  9. put a "secret" switch under a desk.
  10. No, the problem I have with the highlight at default (where r_frobIgnoreDepth = "0" isn't set) is that it can be seen through walls, desktops, etc. See my earlier post in this thread where I set up a simple situation with hidden note under a backgammon set on top of a desk, and a hidden button underneath the desktop. I posted a series of screenshots. In my wannabe FM I first noticed the problem when I had a secret door in a wall, a somewhat hidden switch in the room, and a switch beside the door in the secret room. The switch in the secret room didn't need to be hidden since the door was necessarily already opened. With the default frob highlight the switch in the other, secret, room was immediately visible as the player wandered around - and the immediate instinct of any player would be to frob it since, after all, that's exactly what the frob highlight is begging the player to do.
  11. How about, if an object isn't visible at all to the player, then no frob outline at all is drawn. The old frob highlight works like that: there is no highlight on frobable objects that aren't visible to the player, so the player doesn't see highlights floating in some x-ray vision.
  12. It isn't a bug, it's a feature. With the frob highlight on as currently set default in the 2.10 dev builds, you can see it thru' desks, walls, etc. So if this is implemented in the final build I'll have to go through my wannabe FM taking this new feature into account, relocating switches, loot, readables etc., or covering the entities with target_set_frobable, or whatever else that'll work to make it play right. The game is a THIEF homage, and there's stuff that's supposed to be hidden from thieves, not telegraphed through walls etc. That's the whole point of the game. I never made TDM - I'm late to the party - so I'll go with whatever and do so thankfully because I appreciate the work, the result, and it's great fun working with DR then checking it out in a great game engine. Going thru' my wannabe FM to redo things to account for this feature won't be much problem, the time spent a drop in the bucket compared to the time already spent learning tricks. But what about all the FM authors who're no longer here, who's going to fix up their FMs to put back the mystery.
  13. Excellent! That worked. Thank you!
  14. @stgatilov Here's a .pk4 with maps, materials, textures, and bug.txt copy/pasted from my description. .pk4 zipped with 7-zip then renamed. map last dmapped with 2.10 dev build 16269-9462 (where seed is working properly) Sorry, I have no idea how to start a bugtracker issue. seed.pk4
  15. The seed entity populating my turnip patch stopped working with dev build 16325-9462 and doesn't work with subsequent builds. The seed entity works fine with dev build 16269-9407 and earlier. (is this the correct place to report these issues?) eta. my other seed entities are working, the difference being that the turnip patch has a .tga map (8-bit grayscale 512x1024) in textures/seed whereas the others don't use maps. I guess I could always have the turnips distributed randomly rather than set out in neat rows....
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