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snatcher

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Everything posted by snatcher

  1. Congratulations @grodenglaive, and thanks for sharing your work with us!
  2. Good. Thanks @wesp5 for letting know and thanks @kingsal for your patience with all this.
  3. @Daft Mugi I don't think new players can understand "Original TDM behavior". I suggest, at least for the initial version, to stick to enabled/disabled. Preset the "enabled" behavior to the value you think works best for all.
  4. This is most excellent news! Break the Modpack or any other add-ons / mods in the process if you must. We shall gladly rebuild them! Set up a good foundation. The most exciting and ambitious mods will require config files and dedicated guis, but we aren't there yet.
  5. It is all my fault and I am sorry. I should have played safe and renamed everything before proposing the change to @kingsal.
  6. Ok, my bad. This mechanic should be used more often in missions! I have been making use of the "Fast doors" mod for long time when running away from trouble and things were already quite messy in those situations A little off-topic but relevant: I miss @Obsttorte
  7. Leaving "fast opening" aside, which is a good idea, I also wondered about normal opening time ago but I am not sure this is something we want to happen every time. We should, perhaps, put it to the test. Mappers, I understand, can configure certain AI to detect if a door has been picked, unlocked or opened (not sure about this last one).
  8. I dare invoking @Dragofer to evaluate a "custom_script_ini()" on "script/tdm_custom_scripts.script".
  9. I appreciate this very much. The mission remains 100% genuine and now there's room for other initiatives. Thanks @kingsal, thanks @nbohr1more.
  10. How about limiting player's actions with setImmobilization() or similar tricks while wearing a helmet? That way you organically let users know they must stay put while wearing a disguise. Also, you should perhaps think in ranks. You can go your merry way wearing a City Watch helmet unless you stumble across an elite guard...
  11. You should visit us and share your insights more often, @Melchior
  12. The Modpack and the Unofficial Patch are supposed to work out of the box: plug and play. Casual and even advanced players wouldn't know what to do with the Wearable disguises or the Augmentation mod the way things are today. This is a neat mod @MirceaKitsune, congratulations. I am rooting to see it implemented in a map! The mod however is overpowered, and it feels like having notarget on. There must be limitations and/or penalties. I suggest: 1) While wearing a helmet players must act like a guard: (creep or) walk in stand up position. The moment you jump or crouch, run, raise a weapon, grab an item... your are fully exposed. 2) Each helmet is functional for limited time. The longer you use it the more suspicious you become and at some point the helmet is of no use. Perhaps helmets can be "recharged" somehow, I don't know, but you get the idea. PS: Considering the number of mirrors per map and the fact that there are no player reflections (glass, water...) I wouldn't worry much about the head, to be honest.
  13. @kingsal Thanks for the interest. In Hazard Pay you included "script/tdm_user_addons.script" to load @Dragofer's Stealth Statistic Tool and that prevents players from using this file to load additional add-ons. script/tdm_user_addons.script #include "script/tdm_statistic_message.script" void user_addon_init() { statistic_message_init(); } "script/tdm_user_addons.script" comes with a useful "user_addon_init()" that gets called automatically but unfortunately we don't have an equivalent in "script/tdm_custom_scripts.script" so we cannot use "script/tdm_custom_scripts.script" and we must think something else. Unless it is decided to do without the add-on, I propose we make use the map's own script "maps/hazard_night.script" since it comes with a "main()" that gets called by the game automatically, as explained in the Wiki: #include "script/tdm_statistic_message.script" void main() { statistic_message_init(); // rest of your code } Once we do this we can safely delete "script/tdm_user_addons.script". In addition to all this I suggest deleting "script/tdm_frobactions.script" since it is not doing anything other than preventing other mods from working. ----------------------------------------------- Summing up: Replace "maps/hazard_night.script" with the one attached to this post (*). Delete "script/tdm_user_addons.script" Delete "script/tdm_frobactions.script" (*) For this exercise I downloaded a fresh copy of Hazard Pay from the built-in downloader. Happy to discuss further. hazard.zip
  14. Here's one from Iris: https://www.mediafire.com/file/r1s9odtnti325wf/Iris_qconsole_202310311826.zip/file
  15. I made High Expectations crash in my fresh virgin 2.12 so I don't think the version of the mission matters BUT it turned out I didn't have the latest version of the mission in TDM 2.11 because of the weird versioning thing going on with the built-in downloader. So I deleted the mission and downloaded the version offered by the downloaded and managed to get a new crash: https://www.mediafire.com/file/9nuvomhqkucup0t/qconsole_202310311733.zip/file
  16. Sorry, I don't do videos. The crash is triggered at a very specific moment, always when starting fire. You miss that moment and the game won't crash, I understand. Lieutenant 2: High Expectations is the best testbed. Spawn some broadheads and start doing any of the below in any order you want (but very fast): Raise broadheads and pretend to fire (press fire and quickly abort) Switch to Water arrows and pretend to fire Lower Bow Raise Blackjack Switch to Bow and pretend to fire ... It eventually crashes here.
  17. No dumb questions from you. I get the game to crash with and without mods but I don't use mods for these tests. I did manage to crash a fresh virgin 2.12 pretty easily. My TDM 2.11 isn't fresh but I make sure no modifications are present during the tests.
  18. Here: https://www.mediafire.com/file/kllcm82v92w751h/qconsole_202310311032.zip/file
  19. Indeed. I added some print outs to tdm_suicide.script and the very last thing I get in the log before the crash is: *** AFTER sys.wait( time_to_live ): idStaticEntity_atdm:attachment_aimer_7 *** AFTER activateTargets(self): idStaticEntity_atdm:attachment_aimer_7 Code:
  20. Sorry for being cryptic, that didn't work very well. It's the lockpicks. Yeah but what if the player has the setting off? Mappers can display tips already although I am not sure how intuitive or easy implementing messages is.
  21. Seems true. I set logfile 2 in the console and I changed all =0 to =1 in darkmod.ini: fm/xxx/qconsole.log shows nothing relevant that I can detect. I can make it crash with and without the aimer.
  22. Shouldn't I set, in addition, something like what stgatilov suggested in the past? Set "logfile 2" so that all console text is recorded. Reproduce the crash. Find qconsole.log in the FM directory and post it here.
  23. Where, please? I can't find anything neither in the root nor in the fm folder.
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