Springheel Posted August 29, 2013 Author Report Posted August 29, 2013 So you frob them, and instead of going into your inventory, they jump away?? 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
Obsttorte Posted August 29, 2013 Report Posted August 29, 2013 I'm not sure but maybe the plate they are lying on is a grabable item. so it could be that instead of frobbing the coins you were excidently frobbing the plate, which then goes up and let the coins dance FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter
Professor Paul1290 Posted August 29, 2013 Report Posted August 29, 2013 That wasn't intended? I thought some weird paranormal nastiness was brought in with those weirdo statues or something! XD
PranQster Posted August 31, 2013 Report Posted August 31, 2013 I just had a candle jump away when I frobbed it. I found it on the floor, extinguished. I assume a nearby ai with sit path touched it when he stood up, but I didn't witness this horrid tragedy. System: Mageia Linux Cauldron, aka Mageia 8
PranQster Posted August 31, 2013 Report Posted August 31, 2013 I want to complain about the AI's "chance" spawnargs. It seems that the ai are completely oblivious to the normal stuff, like people (ragdolls and KO'd too), weapons, etc.To get the AI checking on fallen teammates and raising alerts, I needed to list the inherited spawnargs and select the default ones and check them (without changing their properties).I ended up deleting the ones I didn't need, but here's an example of what I mean:Without those spawnargs specifically selected, they did nothing but silently walk their patrols. System: Mageia Linux Cauldron, aka Mageia 8
Springheel Posted August 31, 2013 Author Report Posted August 31, 2013 It seems that the ai are completely oblivious to the normal stuff, like people (ragdolls and KO'd too), weapons, etc. Not in my experience. 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
grayman Posted August 31, 2013 Report Posted August 31, 2013 @PranQster, Can you give an example? I don't know what "select the default ones and check them (without changing their properties)" means.
lost_soul Posted September 1, 2013 Report Posted September 1, 2013 (edited) I found something odd. There is a light which is used on multiple maps that does not look correct in 2.0 (its way too dark now). It is the circular shaped light with the surrounding grill that hangs/protrudes from walls. (helpful, I know) The problem can be found in:All over the sewers on St. Alban's Cathedral. The lighting down there is now extremely dark as of TDM2.0.In "Old Habbits II", there is a wine-room which you can reach from a door in the kitchen. There is an affected light in there as well. (MUCH darker than in 1.8)On Lorgs and Legacy, the problem can be seen in the sewer section, particularly in the area with the generator. This post will be edited with more information as I investigate further. Also I didn't check the wiki before writing this post, so I'll remove it if these missions aren't supposed to be tested. Checking now... Edited September 1, 2013 by lost_soul --- War does not decide who is right, war decides who is left.
lowenz Posted September 2, 2013 Report Posted September 2, 2013 Unfortunately I don't have access to that link "testing 2.00". If I find any other oddities, I will let you folks know.Spingheel, can you give me the access too? Found some interpolation problem with idle guard animations! 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.
Springheel Posted September 2, 2013 Author Report Posted September 2, 2013 Try this thread. http://forums.thedarkmod.com/topic/15041-testing-20/ 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
Springheel Posted September 2, 2013 Author Report Posted September 2, 2013 I found something odd. There is a light which is used on multiple maps that does not look correct in 2.0 (its way too dark now). It is the circular shaped light with the surrounding grill that hangs/protrudes from walls. (helpful, I know) A screenshot would help. 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
nbohr1more Posted September 3, 2013 Report Posted September 3, 2013 Anyone for some NHAT Campaign version testing? See the latest build in the TDM 2.0 testing forums. 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...)
lost_soul Posted September 3, 2013 Report Posted September 3, 2013 (edited) Here you go. https://docs.google....dit?usp=sharing That screenie is from Lords and Legacy... but you can see the same thing on multiple maps. Edited September 3, 2013 by lost_soul --- War does not decide who is right, war decides who is left.
Springheel Posted September 3, 2013 Author Report Posted September 3, 2013 It looks like the light isn't there at all in 2.0. I haven't played Lords and Legacy, and I don't know if it was tested with 2.0 assets or not. 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
lost_soul Posted September 3, 2013 Report Posted September 3, 2013 The light IS there though. It flickers on and off, but it never gets as bright as it is in 1.8. --- War does not decide who is right, war decides who is left.
Springheel Posted September 3, 2013 Author Report Posted September 3, 2013 Ok, this should be fixed in the next update. 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
demagogue Posted September 3, 2013 Report Posted September 3, 2013 I posted about that light's problem in the test thread for my map. Anyway I no-shadow'd it to "fix" it, but it looks odd that way too. I guess if it's confirmed it's fixed now in 2.0 then I need to put it back how it was. For the record, what was the problem? Looked like the shell was covering the light. What do you see when you turn out the light? I can't tell you but I know that it's mine.
Springheel Posted September 3, 2013 Author Report Posted September 3, 2013 I posted about that light's problem in the test thread for my map. Anyway I no-shadow'd it to "fix" it, but it looks odd that eay too. I guess if it's confirmed it's fixed now in 2.0 then I need to put it back how it was. That was a separate issue. I'm not sure what was causing the problem in your map...probably part of the light models had changes to its shadowcasting properties. 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
demagogue Posted September 4, 2013 Report Posted September 4, 2013 Ah, yeah, IIRC mine still had light coming out, but the shadowcasting was a smallish circle of light with a sharp cutoff. It just happens to be that same grill-light I think. Well when the next update comes down I'll see if anything changed anyway. It might be I could just put in a new grill-light from scratch. What do you see when you turn out the light? I can't tell you but I know that it's mine.
lost_soul Posted September 4, 2013 Report Posted September 4, 2013 (edited) Great, Thanks for fixing it Springheel! (Tested and confirmed fixed) Edited September 4, 2013 by lost_soul --- War does not decide who is right, war decides who is left.
Araneidae Posted September 14, 2013 Report Posted September 14, 2013 Is it too late to beta-test standalone 2.0 on Linux? I currently play 1.08 under Wine.
Obsttorte Posted September 14, 2013 Report Posted September 14, 2013 Why do you play under Wine? TDM suppports Linux. FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter
Araneidae Posted September 14, 2013 Report Posted September 14, 2013 Why do you play under Wine? TDM suppports Linux. Yes, but certainly the last time I tried the whole experience was better under Wine. Afraid I don't remember what didn't work properly, I didn't take notes, but I do remember it was surprisingly annoying! Kind of odd, one reason I'd like to beta test the standalone version as a native Linux app before it goes live...
lost_soul Posted September 14, 2013 Report Posted September 14, 2013 Was the problem related to sound? For years now, there has been a problem with the Doom 3 engine and vanilla ALSA on Linux. It has something to do with the buffer size. When you start the game it will click/skip for a bit, but it settles down and behaves normally after a bit. At least its better than Pulse though, where your sound randomly becomes lagged by over a second in Doom3. --- War does not decide who is right, war decides who is left.
Araneidae Posted September 14, 2013 Report Posted September 14, 2013 Sound? Ooh, that does ring a bell. Yes, quite probably. Don't remember it settling down, come to think of it, think instead I tended to lose sound altogether. Was about six months ago I last tried, so don't really remember.
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