Dahenjo Posted December 21, 2022 Report Share Posted December 21, 2022 I didn't see this reported yet regarding the new feature of holding down the mouse button to pick up multiple items: In Iris the additional map of the plague district at Dr. Bekker's house is on a table near two coins, and when picked up along with them a 'blank' decal appears in the inventory for it, but the map isn't there if you open it and is gone from the table. Had to reload and pick it up separately then all was good. This was on the latest 2.11-beta 3 but it also happened on the previous one. Am not sure if something in the FM itself is related but I suspect it could just be from the new feature. 1 Quote Link to comment Share on other sites More sharing options...
stgatilov Posted December 25, 2022 Author Report Share Posted December 25, 2022 beta211-04 is available. 3 Quote Link to comment Share on other sites More sharing options...
madtaffer Posted December 25, 2022 Report Share Posted December 25, 2022 4 minutes ago, stgatilov said: beta211-05 is available. For me it's only beta-04. 1 Quote Link to comment Share on other sites More sharing options...
stgatilov Posted December 25, 2022 Author Report Share Posted December 25, 2022 Fixed the number 1 Quote Link to comment Share on other sites More sharing options...
lowenz Posted December 25, 2022 Report Share Posted December 25, 2022 Happy betatesting Christmas 3 1 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 comment Share on other sites More sharing options...
thebigh Posted December 27, 2022 Report Share Posted December 27, 2022 (edited) I've noticed in the latest beta that certain candles in holders are now start off lit when they should be extinguished. They have a flame particle attached to them but some of them seem to emit no actual light. Look at the ones in the store room and adjoining bedroom in The Outpost for example. Edited December 27, 2022 by thebigh 3 Quote { 0 | 🞵 } = funk_tastic My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist A House Call Link to comment Share on other sites More sharing options...
MirceaKitsune Posted December 28, 2022 Report Share Posted December 28, 2022 Thanks for noticing that. I still need to test the mirror / realtime reflection bug, but I need a proper test case which I no longer have meaning I may need to make a new map just for it. I played a FM with functional mirrors on walls and it had no issue, reflection works perfectly in latest beta... means it must be something only in certain rooms or with specific setups. 1 Quote Link to comment Share on other sites More sharing options...
stgatilov Posted December 29, 2022 Author Report Share Posted December 29, 2022 On 12/17/2022 at 12:50 PM, madtaffer said: In Shadows of Northdale 1, fog appears/disappears based on camera angle. On 12/21/2022 at 10:38 AM, Dahenjo said: In Iris the additional map of the plague district at Dr. Bekker's house is on a table near two coins, and when picked up along with them a 'blank' decal appears in the inventory for it, but the map isn't there if you open it and is gone from the table. On 12/27/2022 at 10:19 PM, thebigh said: I've noticed in the latest beta that certain candles in holders are now start off lit when they should be extinguished. They have a flame particle attached to them but some of them seem to emit no actual light. Look at the ones in the store room and adjoining bedroom in The Outpost for example. Where exactly? Could you please post getviewpos coordinates? Quote Link to comment Share on other sites More sharing options...
madtaffer Posted December 29, 2022 Report Share Posted December 29, 2022 (edited) Where exactly? Could you please post getviewpos coordinates? Edited December 29, 2022 by madtaffer 1 Quote Link to comment Share on other sites More sharing options...
AluminumHaste Posted December 29, 2022 Report Share Posted December 29, 2022 Is there a possible reason that Rivatuner would no longer be able to hook TDM? It works on 2.10, but not 2.10 latest beta. Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
thebigh Posted December 29, 2022 Report Share Posted December 29, 2022 8 hours ago, stgatilov said: Where exactly? Could you please post getviewpos coordinates? In my picture I'm standing at about 1070 77 -173.75 Quote { 0 | 🞵 } = funk_tastic My missions: Stand-alone Duncan Lynch series Down and Out on Newford Road the Factory Heist A House Call Link to comment Share on other sites More sharing options...
stgatilov Posted December 30, 2022 Author Report Share Posted December 30, 2022 14 hours ago, thebigh said: In my picture I'm standing at about 1070 77 -173.75 I tried Output on SVN and latest beta, on Easy and Hard difficulties, the candle always looks properly extinguished. This is the "StaffQuarterCandle" entity at 1165 147.5 -178.25. The only thing that I noticed is that if I immediately teleport to it after the game starts, I see smoke going from it for some time. I guess because it gets extinguished on game start. I doubt player can see it. If you have this issue: specify which beta version it is (remove mods), delete FM directory and download fresh FM, try to reproduce it from clean start, post your screenshot and darkmod.cfg. 1 Quote Link to comment Share on other sites More sharing options...
stgatilov Posted December 30, 2022 Author Report Share Posted December 30, 2022 Regarding switching fog in northdale1 at "400 -1220 286". This issue happens in 2.10 too. It seems to be caused by a conflict between two fog lights: "light_116" script-powered fog system of "atdm_location_settings_1" When I "remove" the individual light, or comment out script-based fog, then fog looks the same regardless of camera direction. Doom 3 fog is rather hacky by itself, I doubt two overlapping fogs are supported @Goldwell 1 Quote Link to comment Share on other sites More sharing options...
Araneidae Posted December 30, 2022 Report Share Posted December 30, 2022 Drat it. Just had a guard go into full alert without incrementing the stealth score properly. Playing Crucible of Omens : Behind Closed Doors and creeping about high up above a courtyard with a wandering guard: Guard spots me, barks "movement", goes into alert mode with sword drawn Stealth score jumps to 3 (searching?) Almost instantly (maybe no more than a second) the score falls back to all zeros Guard continues searching with sword drawn Blast it, thought we'd fixed this! I'm quite high up and some distance from the guard. My money is on a race condition in the code (a multi-threaded variable not properly guarded), am sorry to say. 1 Quote Link to comment Share on other sites More sharing options...
Dragofer Posted December 30, 2022 Report Share Posted December 30, 2022 2 hours ago, Araneidae said: Blast it, thought we'd fixed this! I'm quite high up and some distance from the guard. It looks like another stealth score bug. What I've fixed so far was: - fully alerted civilians not adding to stealth score because the m_ignorePlayer flag is never cleared for non-combatants - seenTime is not increased for AIs chasing the player in full darkness because they literally can't see the player, they're only using the tactile sense Your new case is notable for the vertical difference between you and the AI, and the fact that -if I interpret what you wrote right - the AI never fully detects the player, even after the score is wiped. Did you expect the AI to fully detect you in that position? Do you have getViewPos (console command) coordinates for that location? 1 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
lowenz Posted December 30, 2022 Report Share Posted December 30, 2022 23 hours ago, AluminumHaste said: Is there a possible reason that Rivatuner would no longer be able to hook TDM? It works on 2.10, but not 2.10 latest beta. Lastest 2.11 beta? 1 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 comment Share on other sites More sharing options...
AluminumHaste Posted December 30, 2022 Report Share Posted December 30, 2022 Yeah that's what I meant sorry. Also stopped hooking SVN. Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
AluminumHaste Posted December 30, 2022 Report Share Posted December 30, 2022 Works in Doom 3 and Doom 3 BFG. Quote I always assumed I'd taste like boot leather. Link to comment Share on other sites More sharing options...
Araneidae Posted December 30, 2022 Report Share Posted December 30, 2022 Now this is odd. I can't bring up the console all of a sudden. There used to be a hard binding to ` (seem to remember there's an old Linux issue which means this can't be rebound, and I've bound ' to my "put weapons away" command) ... and it's just not working today. Am trying to get that blasted guard to spot me again, but it's proving pretty tricky: I have a save which I think was before he spotted me last time, but so far all I've achieved is two level zero alerts. Will let you know what `getViewPos` is once I can figure out how to do it! Quote Link to comment Share on other sites More sharing options...
lowenz Posted December 30, 2022 Report Share Posted December 30, 2022 CTRL+ALT before 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 comment Share on other sites More sharing options...
Araneidae Posted December 30, 2022 Report Share Posted December 30, 2022 (edited) 16 minutes ago, lowenz said: CTRL+ALT before Thanks, that works. Is this new?! Will try to remember. Think we need some way to communicate this change... Here is my viewpos, or somewhere around here: ]getViewPos 3591.34 -2224 218.25 48.1 -116.2 0.0 I am extremely high up, and I think the guard was in the courtyard directly below when he spotted me ... or maybe coming down the stairs, will have to wait through his cycle and see what happens. ... No, I got the position wrong. I was on the ledge below: ]getViewPos 3636.76 -2224.59 54.25 29.4 -118.4 0.0 Here I am visible, and there's quite a lot of possible activity depending on exactly what he sees. I think I can provoke a number of responses from this position. Edited December 30, 2022 by Araneidae Wrong position first time 1 Quote Link to comment Share on other sites More sharing options...
lowenz Posted December 30, 2022 Report Share Posted December 30, 2022 New since 2006 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 comment Share on other sites More sharing options...
Araneidae Posted December 30, 2022 Report Share Posted December 30, 2022 8 minutes ago, lowenz said: New since 2006 But ... but ... Could have sworn I've been using ` all this time, but maybe my muscle memory is abandoning me? Quote Link to comment Share on other sites More sharing options...
MirceaKitsune Posted December 30, 2022 Report Share Posted December 30, 2022 9 minutes ago, Araneidae said: But ... but ... Could have sworn I've been using ` all this time, but maybe my muscle memory is abandoning me? You mean opening the console? On Linux at least you could do this with just the ` key until a recent update. Now you need to set "com_allowconsole 1" for that, otherwise it's indeed Control + Alt + ` Quote Link to comment Share on other sites More sharing options...
Dragofer Posted December 30, 2022 Report Share Posted December 30, 2022 7 hours ago, Araneidae said: Playing Crucible of Omens : Behind Closed Doors and creeping about high up above a courtyard with a wandering guard: Guard spots me, barks "movement", goes into alert mode with sword drawn Stealth score jumps to 3 (searching?) Almost instantly (maybe no more than a second) the score falls back to all zeros Guard continues searching with sword drawn It looks like this is a false alert (no pun intended). AIs that are about to enter combat will have the m_ignorePlayer flag enabled for the duration of their combat preparations (reason given by grayman: AIs ramped up to combat too quickly), which temporarily causes the alert to not be counted until the AI has fully entered combat. I extracted that area into its own test map, put the player start on that ledge and placed the guard just before where he turns around to see the player. I took a series of screenshots showing the resulting behaviour: 1) Level 1 alert (doesn't count for stealth score). 2) Increases to score 2. 3) Increases to score 3, with agitated searching and starts to draw sword 4) Full detection of the player, AI is entering combat. All score stats drop to 0. 5) The AI is done entering combat, score stats are restored and increased to a score of 5. 6) The AI puts away his sword and starts throwing rocks. Score is as before. 7) I duck around a corner where the AI no longer sees me. Now that the AI no longer sees me the seenTime stat is updated. I suppose you quick loaded around 4? I could also imagine that quickly ducking out of view while the AI is entering combat could let you get away with 0 score for that episode, but apart from that possibility it seems it's working as intended. The stealth score was evidently never intended to be exposed like this during the mission so in some situations it only updates after some delay. You can try the test map yourself if you're interested, just put this next to the bcd.pk4 in darkmod/fms/bcd, then enter this console command in TDM: "testmap stealth". bcd_stealth.pk4 Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository Link to comment Share on other sites More sharing options...
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