voodoo47 on 2/4/2019 at 10:36
I've removed the bugged Chook objective out of the equation. not ideal, but better than nothing.
Betrayal had the gamesys fixes moved into the mission dml (and one obj id corrected ,-ObjProp 1353 "RenderAlpha" should have been -ObjProp 1355 "RenderAlpha". that's why it's so important to check the dbmod log, this would have been visible as a WARNING) to be compatible with the fix package.
fortuni on 2/4/2019 at 10:47
Quote Posted by voodoo47
I've removed the bugged Chook objective out of the equation. not ideal, but better than nothing.
This mission had 2 main problems
The objective to Steal Farkus's body didn't not work when you picked him up, but by removing that objective you still have a problem with the 2nd failing objective Escape through the sewers which does not work because the author made a typo in the intrface folder (he typed Fiction #12 rather than the intended Fiction #11, so you still need to install Unna amended intrface folder (unless you know how to amend a read only file) get get the mission to work fully. So although a bit of a pian having to manually install a second folder Unna's dml looks to me the better solution, but still yes will test your solution, again before the weekend.Edit: Got it, you deleted the escape to the sewers objective, To steal Farkus' body....cheeky man ;)
Quote Posted by voodoo47
Betrayal had the gamesys fixes moved into the mission dml (and one obj id corrected ,-ObjProp 1353 "RenderAlpha" should have been -ObjProp 1355 "RenderAlpha". that's why it's so important to check the dbmod log, this would have been visible as a WARNING) to be compatible with the fix package.
Haha... sussed out the answer myself just as you posted, and yet another TBT mission. :mad:
fortuni on 2/4/2019 at 10:55
@Voodoo
Ranstall Keep not yet in your miss_all folder
The Item loot fix for obj 150. Updated dml not in your miss_all folder
voodoo47 on 2/4/2019 at 11:32
latest ite_miss20.mis.dml uploaded.
Ranstall Keep - seems like there is some mesh model fixing going on (I'm guessing all the included mesh models will have to be given unique names, and all concretes dml switched to use those to be compatible with the fix pack), and I have no time to dig around it. also, isn't that a T2 mission?
//yeah, that's the mission that uses vanilla names for custom assets (bad, bad author! no cookie for you), this is bound to cause problems as soon as you start to involve mods. all the mesh files that are being changed by the extra textures in mesh\txt16 need to be found, renamed (ex. ThiefM01.bin and ThiefM01.cal to HisSword.bin and HisSword.cal), placed into the fix pack, and a dml needs to be created to switch the concretes to use the properly named models (either a mission, or a gamesys dml).
not going to touch that, no time until May is over. //a very quick note - if you want a fix for the crushed zombie (which is still present in both versions of the fm), then this should do it for the T2 version (ran_miss18.mis.dml):
Code:
DML1
//Ranstall Keep: fix the crushed zombie
FINGERPRINT
{
QVAR "goal_target_0" == 639
}
// emit zombie using the zombie
-ObjProp 855 "PhysType"
ObjProp 855 "Position"
{
"Location" 20, -93, 30
}
+ObjProp 855 "CfgTweqEmit"
{
"Halt" Destroy Obj
"AnimC" Sim
"Max frames" 1
"Emit what" Zombie
}
+ObjProp 855 "StTweqEmit"
{
"AnimS" On
}
// the portcullises need to be locked
+ObjProp 770 "Locked" = "TRUE"
+ObjProp 777 "Locked" = "TRUE"
+ObjProp 771 "Locked" = "TRUE"
+ObjProp 775 "Locked" = "TRUE"
+ObjProp 776 "Locked" = "TRUE"
also, some T2 dmls have broken headers, search for a SYNTAX ERROR in any dbmod.log generated with the latest set, and make sure they all look like this:
Code:
DML1
//whatever whatever
voodoo47 on 2/4/2019 at 20:26
alright people, after receiving a pm with some slightly annoying content (which I'm not going to post publicly), I would like to make something clear - I get it, not everyone likes what I do, and how I do it. so here's a brilliant idea - if you think I'm doing something wrong (and yes, that happens), how about actually posting, explaining what's wrong, and offering a better alternative? especially in a dev topic such as this one, where we are pretty much just poking into things trying to figure out what to do.
I assure you that you don't have the ability to hurt my feelings in any way, so feel free to throw anything my way (not throwing meatballs around would be appreciated though, I'm pretty sure we are fully capable of expressing ourselves in a polite manner. or are we).
also, kicking the Chook dml out of the repo, fortuni has explained it's not up to scratch, so I'm just marking the fm incompatible and that's it. see how easy it is?
Jax64 on 3/4/2019 at 05:00
I have assessed each T2 DML so that the format is unified and there are no longer any bad headers. The T2 Ranstall Keep fix is now in as well.
We also now have eight more T2 DMLs available which I previously had lying about my FM repository, all of which are noted near the bottom of the readme. The only known fix to be incompatible at this point is the one for Dead Flower, which I will look into soon.
voodoo47 on 3/4/2019 at 07:26
about The Library - The Town:
Quote Posted by fortuni
Also note the the dml to cause the dockyard key to check off appeared to worked with previous Newdark versions, but with Newdark 1.26 it does not load correctly, meaning with Newdark 1.26 the dml does not work, however the objective does correctly check off when you complete the mission, so use the dml but do not worry if it does not work in game.
interesting - I see no reason why something like that would be happening. what is the problem exactly? the dml looks ok (maybe try to change Script 1 to Script 0), and the engine loads it fully.
also, 741 needs a working model, ex
Code:
+ObjProp 741 "ModelName" = "hamsol01"
this will use a stock T2 model of a hammer soldier, or a proper model (hammer priest) needs to be imported into the fix pack (as a custom resource, ideally exphamw2 from TG, which will fix the problem straight away).
//also, I think all the shenanigans with AI meshes in Ranstall Keep shouldn't be necessary as long as a proper modern fm loader is used, so I'm proclaiming the previously posted dml complete/good to go.
Jax64 on 4/4/2019 at 03:06
Actually, it looks like The Library - The Town like was made with DEDX, indicated by the gamesys and several objects, but doesn't include the resources it requires. Including the mesh it asks for would probably be the best solution, so the hammer priest model should do nicely.
Additionally, further testing has exposed a couple other issues that should be fixed. In the crypts section, there is a zombie that is frobbable and shortly after that, in the caves, there is a fire that rapidly decreases the health of any AI within a certain distance of it, even if it has been doused by a water arrow. I have managed to fix both of these and the fix has been updated to account for this.
voodoo47 on 4/4/2019 at 12:02
ah, now I see what's up with the Ranstall zombie 855, it's just a leftover prop that messes things up. here's the fixed dml (ran_miss18.mis.dml):
Code:
DML1
// Ranstall Keep: fix the crushed zombie
FINGERPRINT
{
QVAR "goal_target_0" == 639
}
// remove the bad model name on the zombie
-ObjProp 855 "ModelName"
// the portcullises need to be locked
+ObjProp 770 "Locked" = "TRUE"
+ObjProp 777 "Locked" = "TRUE"
+ObjProp 771 "Locked" = "TRUE"
+ObjProp 775 "Locked" = "TRUE"
+ObjProp 776 "Locked" = "TRUE"