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PranQster

[Updated] FM: The Siege Shop (v4.4) by PranQster and lowenz (2020/3/16)

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I have all the keys (I think, including stolen, officer, and captain), but still can't open the desk in the music room

Picks won't do either

 

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On 5/12/2020 at 11:35 AM, duzenko said:

I have all the keys (I think, including stolen, officer, and captain), but still can't open the desk in the music room

Picks won't do either

 

There is a specific key for that desk and it is not any of the ones you named.

Spoiler

Try the other desk at the other end of the map.

 

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If anyone is seeing missing models, black boxes, etc, please re-download the mission from the link in the original post. I had forgotten to add the map_specific models. Oops!

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14 minutes ago, PranQster said:

There is a specific key for that desk and it is not any of the ones you named.

  Reveal hidden contents

Try the other desk at the other end of the map.

 

Oh wow

Do you spawn the key when opening the desk? It's not there before open

I'd also like to report a bug

If you close that desk door, you can't open it any more. If you don't frob the key before the close, you can't complete the mission

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13 hours ago, duzenko said:

Oh wow

Do you spawn the key when opening the desk? It's not there before open

I'd also like to report a bug

If you close that desk door, you can't open it any more. If you don't frob the key before the close, you can't complete the mission

OK I'll look into this. I am currently working on this mission, yet again, to finish things I never got around to and to fix things for future TDM versions.

Yes, I can verify that the door becomes unfrobbable when closed. So if the key was not picked up when open, it is unreachable. Will fix.

I am suspecting the frob control box inside the desk is changing the frob control of the door itself and not just the contents of the desk. I'll try resizing this to not interfere with the door.

And that is exactly what was happening. The door was touching the frob control entity, causing the door itself to become non-frobable when closed.  Fixed for two doors in that desk.

This will need to wait until the next release. I have done a massive amount of work which is not yet ready.

Edited by PranQster
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Damn, the same exact thing happened to me and here I was searching the map over and over on how to open that desk :(! Is there any way to get the key by a console command? Also as you certainly would want to fix that, the prisoner is named "Unconcious guard" when carrying him which is probably wrong, and why did you make almost all the food not edible?

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On 6/20/2020 at 1:51 PM, wesp5 said:

Damn, the same exact thing happened to me and here I was searching the map over and over on how to open that desk :(! Is there any way to get the key by a console command? Also as you certainly would want to fix that, the prisoner is named "Unconcious guard" when carrying him which is probably wrong, and why did you make almost all the food not edible?

I'll check into all of this. I'm likely a week away from having a beta ready, so all of this will be addressed soon.

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Isn't there a console command to spawn an item? Like on the Source engine it's "give item_*". I don't really want to replay everything because of this bug...

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27 minutes ago, wesp5 said:

Isn't there a console command to spawn an item? Like on the Source engine it's "give item_*". I don't really want to replay everything because of this bug...

I don't know. I've never used any such command.

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Okay, I did some research and found commands to remove the bugged door and get the key out but I still can't frob it! Did you set it to become unfrobbable too? Why that :(?

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On 5/19/2020 at 11:08 AM, PranQster said:

OK I'll look into this. I am currently working on this mission, yet again, to finish things I never got around to and to fix things for future TDM versions.

Yes, I can verify that the door becomes unfrobbable when closed. So if the key was not picked up when open, it is unreachable. Will fix.

I am suspecting the frob control box inside the desk is changing the frob control of the door itself and not just the contents of the desk. I'll try resizing this to not interfere with the door.

And that is exactly what was happening. The door was touching the frob control entity, causing the door itself to become non-frobable when closed.  Fixed for two doors in that desk.

This will need to wait until the next release. I have done a massive amount of work which is not yet ready.

Allow me to re-post what I already posted. That part about the door becoming non-frobable applies to all contents of the desk as well. It has been fixed. This fix will be in the next release, which will be relatively soon.

Edited by PranQster
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Damn! Can this Frob Control Box be toggled by console? Or can you give me its name, so I can try removing it? I imagine this is kind of a protection so you can't frob the items inside through the walls? Also while you are fixing the mission, why not swap your custom oil lamps with the normal ones that can be exstinguished in my Unofficial Patch?

Edited by wesp5
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4 hours ago, wesp5 said:

Damn! Can this Frob Control Box be toggled by console? Or can you give me its name, so I can try removing it? I imagine this is kind of a protection so you can't frob the items inside through the walls? Also while you are fixing the mission, why not swap your custom oil lamps with the normal ones that can be exstinguished in my Unofficial Patch?

'bureau_door_frob_controlD2' is the name. Yes, the frob control makes the items frobable when the door is open and not when closed. The door itself was clipping the frob control brush, causing the door to become unfrobbable when it was closed. So if the key wasn't grabbed while the door was initially open, it can't be retrieved.

All oil lamps have been replaced, but not all with lights which can be extinguished. ;) That may change, but some parts of this map will be easier while other parts will be more difficult.

Edited by PranQster
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6 hours ago, PranQster said:

'bureau_door_frob_controlD2' is the name. Yes, the frob control makes the items frobable when the door is open and not when closed.

Okay, so removing that entity didn't work. Anybody know a way to activate it in the console?

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Hurray, I somehow managed to do it :)! For anybody else in need for help, these are the console commands I used:

remove DeskKey01

spawn atdm:prop_key_fancy01 name DeskKey01

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FYI, everyone, I'm likely about 1 week (yeah, right) away from Siege Shop v. 5.0 (Beta).

This will be the biggest re-design since v. 3, and the final version of the mission (sans bug fixes for future TDM releases).

I just need to make a new cave area for the player to pass through, finalize some lights, adjust some AI paths, and finish modifying/decorating about 3 or 4 rooms. I also have some fancy furniture which needs to be replaced with some rougher furniture. Readables will then be given a once-over and it will be ready to release for Beta testing.

Edited by PranQster
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Scratch that last post claim of 1 week. Time flies faster than I realize. Also, I have a few more ideas which I feel need to be incorporated into version 5.

I also need to experiment with the elevator call positions a bit more. AI are sometimes hesitant to step onto the platform after having called the elevator to their floor.

Since I will be re-doing the cave at the beginning of the map, it would be a good time to re-do the cliff walls as well. The player will require more hiding places in the outdoor area, due to changes with the way things are illuminated. Some creative landscaping is due to accommodate this.

Edited by PranQster
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On 7/8/2020 at 6:49 AM, D.Brown said:

the skull with the shroom growing out of its eyehole? dude i lmao really hard. fantastic.

I put quirky little things all over the place. Thanks for the encouragement :)

Since I'm in the process of a final major update of the mission's aesthetics, I'll be sure to put some more little things here and there.

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After having broken the elevator, and having fixed it again, it's having some issues again. AI sometimes get stuck entering or exiting the elevator. This is not related to pathfinding or m/c issues. When that was happening, the AI would go through their path motions even though they couldn't reach them.

What is happening now is AI simply not loading onto or off of the elevator, thus not continuing with their path. The player can help by calling the elevator to another floor, causing the AI to re-call the elevator and continue on their merry way.

It seems that the more elevators and mover_multistate platforms are in the map, the worse the behavior gets, and I added another mover_multistate to the mission, not even near the existing paths of the AI or elevators. This was first another func_elevator, but the AI all had immediate problems loading onto the existing elevators. When this new thing was changed to a mover_multistate, the AI started using the elevators in a more reliable manner. But they still sometimes get stuck.

So:

I will make a copy of the mission and experiment with redesigning it with only one 3-floor elevator, preferably near t he middle of the building. I'll delete the elevators at the west and east ends and try the central elevator only. The balloon was always an 'atdm:mover_multistate', and now is a new item I added which I am not willing to remove.

So... the elevator likely needs to be moved. I can't release the map with the AI getting confused over whose turn it is to press a button or step onto/off-of a platform.

Edited by PranQster

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