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[Resolved in TDM 2.04] Picking up stuff without clunking it


SteveL

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Because of planks, and other awkwardly-shaped moveables. You might pick them up at a certain distance without their intersecting your head, but as soon as you start to rotate them, that distance might not be enough.

Ah, good point. But maybe we should really set a "good" minimum distance for each object then instead of forcing everything at 35. (More work I know :)

"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

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With the no clunk mod installed

Just tried the latest beta of A House of Locked Secrets and when I reached the final loading screen - hit attack to start - the game crashed back to desktop

Removing game86.dll didn't fix it but running the updater again did

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I built new binaries last night which include the no clunk code, and I only had one crash after knocking out someone in that map.

Everything was running as per normal aside from that crash, but I can't tell you why it crashed, could be related or not.

 

I wonder, in this map, items are "picked up" and thrown at you when you do into the crypt. Are we getting null pointers due to the player not picking these items up? I'm not sure how Moonbo scripted this.

I always assumed I'd taste like boot leather.

 

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I did a full playthrough with the no-clunk fix too, without problems. Probably something else random is going on... the grabber changes are really isolated in the code. I don't expect they'll have side effects. Let's continue the conversation on crashes in the map's beta thread.

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Oops, I cocked up the patch above :-/ I compiled it in debug mode by the look of it. So it'll work but it'll make the game hang if you are playing in full screen and it tries to pop up warnings. It'll also make the game run more slowly than it should. I'll quickly test and post a fixed version.

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  • 5 months later...
  • 2 weeks later...

Jon, I can email you a copy of the 2 file. send me a pm.

*The anti-clunk mod doesn't work on linux b/c there's no .so file for it.

 

also a suggestion. The smooth motion when you center the object you're holding to the camera is nice. However moving the object with mouse wheel isn't as smooth. It would be nice to smooth that motion as well.

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Looks like the file is unavailable.

 

Oops I didn't mean to remove it.

 

Jon, I can email you a copy of the 2 file. send me a pm.

*The anti-clunk mod doesn't work on linux b/c there's no .so file for it.

 

also a suggestion. The smooth motion when you center the object you're holding to the camera is nice. However moving the object with mouse wheel isn't as smooth. It would be nice to smooth that motion as well.

 

The motion should be smooth-ish, but (iirc) there are only 12 possible positions so if you move the mousewheel smoothly but slowly it'll move-stop-move-stop.

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One thing about this......when objects clunk they only cause object sound. Example: if candle holder hits floor it makes candle holder sound but no collision sound for the surface it lands on. Just something I noticed. I'm not throwing a hissy fit and saying fix it, I'm just sharing my experience with the game.

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Making it sound like what it hits would use the footstep kind of system. Well even more complex because every object would be its own kind of footstep. Say there are like 15 object types, and 10 surface types, and you want ideally 2 or 3 versions for as many as possible. That's 200-300 recordings you'd need. It'd be better in theory anyway.

What do you see when you turn out the light? I can't tell you but I know that it's mine.

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  • nbohr1more changed the title to [Resolved in TDM 2.04] Picking up stuff without clunking it

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