Sotha 1909 Posted April 7, 2011 Report Share Posted April 7, 2011 I KO'd an AI. I placed the body for another AI to find. I noticed a possible bug. The AI sees the body and checks it. Then he looks around for the culprit. UNARMED. He is not wielding his sword. Then when he has searched enough and relaxes, then he pulls out the sword and resumes patrol. Quote Clipper-The mapper's best friend. Link to post Share on other sites
grayman 2982 Posted April 7, 2011 Report Share Posted April 7, 2011 Please file a bug report. Quote Link to post Share on other sites
nbohr1more 2226 Posted April 7, 2011 Report Share Posted April 7, 2011 That seems like a milder variation of 2085 ... So perhaps make the new bug a child of 1860 as well? Quote Please visit TDM's IndieDB site and help promote the mod: http://www.indiedb.com/mods/the-dark-mod (Yeah, shameless promotion... but traffic is traffic folks...) Link to post Share on other sites
Springheel 4660 Posted April 7, 2011 Report Share Posted April 7, 2011 Are you saying the guard had his sword out before finding the body? Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Sotha 1909 Posted April 7, 2011 Author Report Share Posted April 7, 2011 Please file a bug report. Done. Over here:http://bugs.angua.at/view.php?id=2724 Quote Clipper-The mapper's best friend. Link to post Share on other sites
Sotha 1909 Posted April 7, 2011 Author Report Share Posted April 7, 2011 Are you saying the guard had his sword out before finding the body? No sword out. A non-alerted AI. Sword in sheath. Finds body. Looks around with weapon still in sheath. Pulls out sword as soon as relaxes from the alert and resumes patrol. EDIT: Read my text and improved it a bit. Maybe I should get some sleep. Quote Clipper-The mapper's best friend. Link to post Share on other sites
Springheel 4660 Posted April 7, 2011 Report Share Posted April 7, 2011 Huh. That's odd. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Serpentine 127 Posted April 7, 2011 Report Share Posted April 7, 2011 Yes. A non alerted AI. Sword in sheath. Find body. Looks around with weapon still in sheath. Pulls out sword as soon as relaxes from the alert and resumes patrol. Now that you say that; I've seen this behavior before, tho I am not sure if it was with a body - I think it might have been a dropped weapon Edit : However this was in 1.03/4... so I dont think it's "new" Quote Link to post Share on other sites
i30817 24 Posted April 8, 2011 Report Share Posted April 8, 2011 I tried to set the keypad insert key to manipulate objects, and the game thinks that it is the mouse 1 key Quote Link to post Share on other sites
Sotha 1909 Posted April 10, 2011 Author Report Share Posted April 10, 2011 AI running speed. Has it been changed? While testing my WIP I noticed that if I alert the AI I cannot outrun them. If I run straight line away from the AI's, they will catch me and are able to hit me even if I'm constantly running. Probably this is not intentional, surely the light armored player should be able to gain distance from the medium armored AI's in a running contest? Quote Clipper-The mapper's best friend. Link to post Share on other sites
Springheel 4660 Posted April 10, 2011 Report Share Posted April 10, 2011 This was reported before and I thought I already fixed it. I'll have to look into it. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Springheel 4660 Posted April 10, 2011 Report Share Posted April 10, 2011 I just tested this and can't confirm it. I was able to gain a little ground on the AI while running away. Do you have more details? Which AI was it? Did you have a weapon out? Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Sotha 1909 Posted April 10, 2011 Author Report Share Posted April 10, 2011 I just tested this and can't confirm it. I was able to gain a little ground on the AI while running away. Do you have more details? Which AI was it? Did you have a weapon out? A citywatch and an armed commoner. I don't think I had a weapon, can't remember now.I'll test it again. Quote Clipper-The mapper's best friend. Link to post Share on other sites
Sotha 1909 Posted April 10, 2011 Author Report Share Posted April 10, 2011 A citywatch and an armed commoner. I don't think I had a weapon, can't remember now.I'll test it again. Hm.. Actually now when I tested, I was able to elude the citywatch. But atdm:ai_thief_thug catched me even when I didn't even look in his way when I was running away. He could constantly get a hit on me. Note: he had a torch in his other hand. Maybe run with torch animation is too fast? Quote Clipper-The mapper's best friend. Link to post Share on other sites
Springheel 4660 Posted April 10, 2011 Report Share Posted April 10, 2011 They're both supposed to be modified equally, but I'll look into it. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Springheel 4660 Posted April 10, 2011 Report Share Posted April 10, 2011 Just tried it with guard_thug and his run was the same as anyone else's. I see you said thief_thug. I'll try that, though I don't know why it would be different. edit: Ah, you're right, and I see why. He's using a different weapon, which points to a different run. Not sure why that one is also fast though, but I should be able to fix it. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Sotha 1909 Posted April 10, 2011 Author Report Share Posted April 10, 2011 Just tried it with guard_thug and his run was the same as anyone else's. I see you said thief_thug. I'll try that, though I don't know why it would be different. edit: Ah, you're right, and I see why. He's using a different weapon, which points to a different run. Not sure why that one is also fast though, but I should be able to fix it. Yes, he had a club if I remember correctly. Quote Clipper-The mapper's best friend. Link to post Share on other sites
Springheel 4660 Posted April 10, 2011 Report Share Posted April 10, 2011 Yes, I found the problem. I added a new run_torch animation a while back and forgot to add a spawnarg to slow it down to the speed of the other run. Since most AI with weapons don't use that run, it was easy not to notice. It will be fixed in the next update. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to post Share on other sites
Sotha 1909 Posted April 10, 2011 Author Report Share Posted April 10, 2011 Yes, I found the problem. I added a new run_torch animation a while back and forgot to add a spawnarg to slow it down to the speed of the other run. Since most AI with weapons don't use that run, it was easy not to notice. It will be fixed in the next update. Ah, great! Nice job. Quote Clipper-The mapper's best friend. Link to post Share on other sites
lowenz 611 Posted April 10, 2011 Report Share Posted April 10, 2011 (edited) Encountered a bug in Mandrasola, but I think it's TDM 1.05-related. Sometimes the gem lights up forever, no matter what kind of light sources are (or not) near.And when this happens, the screenshots taken are completely black! Edited April 10, 2011 by lowenz Quote Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S. Link to post Share on other sites
PranQster 459 Posted April 12, 2011 Report Share Posted April 12, 2011 After updating to 1.05 (Linux) I get the following error when installing any FM:ERROR: execlp failed with error code 13: Permission denied The game halts there and doesn't restart with the FM.Any suggestions? Quote System: Mageia Linux Cauldron, aka Mageia 8 Link to post Share on other sites
Tels 279 Posted April 12, 2011 Report Share Posted April 12, 2011 After updating to 1.05 (Linux) I get the following error when installing any FM:ERROR: execlp failed with error code 13: Permission denied The game halts there and doesn't restart with the FM.Any suggestions? Try to delete tdm_game02.pk4 and run the updater again, it has a bug and might leave that file corrupt. Alternatively, have you tried checking for read-only directories? Quote "The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950) "Remember: If the game lets you do it, it's not cheating." -- Xarax Link to post Share on other sites
PranQster 459 Posted April 12, 2011 Report Share Posted April 12, 2011 (edited) Try to delete tdm_game02.pk4 and run the updater again, it has a bug and might leave that file corrupt.Nope, that didn't do it... Alternatively, have you tried checking for read-only directories?I see several .pk4 files which are 644 and several others which are 664, so some are read-only for my user's group while others are writable. Changed permissions on those and will try again. Edit: Nope... no luck Edited April 12, 2011 by PranQster Quote System: Mageia Linux Cauldron, aka Mageia 8 Link to post Share on other sites
PranQster 459 Posted April 12, 2011 Report Share Posted April 12, 2011 Here's some more detail.... skipping until the juicy bits... terminal support enabled ( use +set in_tty 0 to disabled ) pid: 8873 4032 MB System Memory guessing video ram ( use +set sys_videoRam to force ) .. found XNVCtrl extension 1.26 512 MB Video Memory Async thread started guid set to Qu8wuIo63sM idUsercmdGenLocal::MouseMove: Ignoring ridiculous mouse delta. Found 0 new mission packages. Found 45 mods in the FM folder. TODO: Sys_SetClipboardData --------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- ******************** ERROR: execlp failed with error code 13: Permission denied ******************** idUsercmdGenLocal::MouseMove: Ignoring ridiculous mouse delta. ]exit --------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- Shutting down sound hardware ------ OSS Sound Shutdown ------ close sound device -------------------------------- idRenderSystem::Shutdown() ------------ Game Shutdown ----------- --------- Game Map Shutdown ---------- ModelGenerator memory: No LOD entries. -------------------------------------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support Quote System: Mageia Linux Cauldron, aka Mageia 8 Link to post Share on other sites
PranQster 459 Posted April 14, 2011 Report Share Posted April 14, 2011 Here's some more detail.... skipping until the juicy bits... Fixed it.I have 2 different links for launching TDM. One for launching TDM in a window for dmap'ing while using DR, and the other full-screen for playing FMs. The one for dmap'ing was launching 'doom3 +set fs_game darkmod', the regular launcher was using 'tdmlauncher.linux' which needs doom3 in /usr/local/games.I recently re-installed my system and had forgotten to link my doom3 directory into /usr/local/games. Once I linked it there, TDM could install and run FMs properly again. Quote System: Mageia Linux Cauldron, aka Mageia 8 Link to post Share on other sites
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