The Siege Shop
by PranQster & lowenz
Version: 4.4-2
Build: Apr 26 2020 TDM 2.08
Required TDM version: 2.06
Link to version 4.4: Siege Shop
Occasionally, it is possible for AI to murder each other, putting them on alert. They've all been drinking (not 'drunk' acuity AI, just bottles in hand) and sometimes they get into a scuffle at the archery range. It is very somewhat rare, but some players will undoubtedly see this. Since it is random, some may see it happen more than others.
Info: This mission is my first mission, fourth release, first revision, beta.
Unique credits: Arcturus' animated fish.
Special thanks to: Bikerdude, Fidcal, Springheel, & Grayman for awesome technical support and advice.
Extra thanks to Springheel, BikerDude, and Nosslak for additional models used (some past and some present). Thanks also to Shadowhide for the help with getting my script file working (v.1).
Major Thanks to the original beta testers: Chiron, Xarg, Aprilsister, AluminumHaste (also v3), SiyahParsomen, and Midnight.
Thanks, thanks, thanks, eggs, bacon and thanks to lowenz for his uber-help on v.3+. His advice really helped to make a better mission.
* Previous-previous Release February 11 2020. This is not final and is still WIP, but I had to get the OpenAL EFX working.
Added OpenAL EFX to all locations. Tested fine for me and 'efxs/siegeshop.efx' was added to the .pk4 file.
Fixed fog at waterfall inside the cave.
Moved a guard's starting position and another guard's rit corner.
Increased density of plants and added one grass variety (more & moving grass to come).
Added a torch near the balloon and moved the existing one.
Changed & moved torch above cave waterfall to make it easier to aim a rope arrow.
Changed the weird little support for the end of the drawbridge.
Added a plant (yes, just one) to the moat bottom. More to come.
Tried to make the web of the (harmless) cave spider more visible.
* Previous Release March 16 2020. This is likely the final version. Hah! Who am I kidding, I'll never be done with this mission. Current changes:
Minor tweaks to the start area in the cave.
New trees and plants in the outdoor area.
Added bushes along the moat.
Added some (broken) bars to the open end of the moat.
Modified the design of the basket for the hot air balloon.
Changed the outdoor lights a bit.
Fixed some leaky brushwork and leaking light near the key room.
Made sure the cook spends more time cooking than he has been doing.
Gave the cook a bit more to work with in the kitchen.
Added more rain splash to the top floor area.
Made the guards to do more than sit down when visiting the loo.
Stunk the place up a bit.
Gave a snail some purpose in life.
Decorated several rooms and under the stairs.
Moved a little loot and added some too.
Shed some light on the rec. room, so it's a bit harder to venture there now.
Modified a few RIT paths.
There is a generator room now where there were two dungeon cells before.
Freshened up some blood.
The flies have multiplied.
A couple sounds were changed.
A few empty mugs were filled,
Reverted the workshop to a lighter rock texture.
The drawbridge now moves one time only, since multiple uses can f**k it all up.
The drawbridge can now be crossed again by AI once it has been opened.
Whatever else I forgot...
* Current Release April 26 2020.
Fixed a water splash particle which does not render in TDM 2.08
Removed some non-functioning portals
Current Issues:
With TDM 2.08, sometimes AI come to a standoff when entering or exiting an elevator. If you should witness this, please be a kind citizen and send them to another floor. They'll figure it out after that.In the meantime, I will experiment with adjusting their path networks so they have less tendency of being stubborn in the elevator. I'll try some modern social distancing in the elevator if it is possible.
Still a mystery. I only have seen this with TDM 2.08
The ragdoll in the dungeon has decided to mis-behave. I suppose it's time to replace it with one of the bagged corpse models and be done with it.
Fixed in upcoming v. 5.0
"WARNING:Detected 114 func_static-s with bad rotation:" Need to re-scale each these with the proper technique, or replace them with new models or patches.
Fixed in upcoming v. 5.0