Ricebug on 29/9/2015 at 12:02
One of the problems with emails and other written communication is that we tend to read too much emotion into them, especially, when we are the target. We tend to think we are being yelled at when we are not.
I played the entire mission and wrote an extensive walkthrough for it. I don't normally draw maps of missions unless they are very good missions. It has a loot list, which takes a lot of work. I GAVE IT THE RED CARPET TREATMENT. Yes, I'm shouting.
So cool down. I know how you feel. When I have problems with my missions, sometimes people write things that make me want to quit. We just have to stay focused. Most of the taffers on this forum are older, so they are patient and really smart. They don't do this to make fun of your work; they really want to help you make the best FM you can make.
FireMage on 29/9/2015 at 14:04
Quote Posted by fibanocci
To remove deathstage properties
Hilight_by_prop deathstage
Hilight_rem_prop deathstage
As I said, I know that already! xD And I have no problem dude!
And no! If you was able to break it, this is because your CMD works when you directly open the mission. Then you removed all my Deathstage Prop! I swear it, in my version of my mission, the released one, my mines beams are unbreakable!
I know the other way to make something invisible! xD I tested enough things on this thread in test mission!
And the method you give me make a bad thing => Immortal things won't "bleed" or make noise while they are striked.
DeathStage is the lonely way to do that whitout complicated thing.
The DeathStage bug is the fact it make things immortal. When it happens suddenly, things were impossible to hurt/kill/destroy. Then missions became impossible to complete. And this script activate itself when you load the mission directly! I know it because I removed it from my files when I saw that all my objects with deathstage lost it when I load the mission.
My machine's fault? I don't know. But there are facts and I saw that.
But again, this is out of thread. And I am not concerned by deathstage trouble. Everything is alright on that way!
Let's focuse on the REAL problems like the Sunlight or the Impossible Dropping which are the main problems to solve.
As for the rest we'll see, but honneslty, we can skip. Pathfinding is not the best, but not the worst, most of machines can run the game with no crash, and rare people havn't be able to finish the mission. :thumb:
You know, some people always try to make the best mission ever... But this is not what I want :cheeky:
This is always a pleasure to do my best and make mission with a good quality.
But I'm not a "babelist" if I can invent the word. I don't want to reach the sky and gather all the knowledge of the world. ^^
I just want to have fun with making mission, to make some people happy and share my view of the universe that I like so much.
Or just to challenge myself by provokating the limit of the engine with a mission.
Just because I keep in mind that I'm playing a game, just to have fun and making people dreaming.
So, I understand that some will be frustrated, but I'll never try to reach the perfection with Thief fan mission. Because this is not what I want.
Fun is my lonely goal. ;)
fibanocci on 29/9/2015 at 14:45
Wait, my CMD is removing the deathstage stuff, that's why the dropping bug doesn't occur with my installation?
BTW, this is the CMD from the Dromed toolkit. It should have removed that deathstage property on your rig, too. So you don't have the toolkit installed (correctly).
LarryG on 29/9/2015 at 15:43
In NVScripts:
Quote:
NVDeathStageFixThis script monitors objects in the mission for the DeathStage property, and automatically removes it if it deems it to be inappropriate (the only known legitimate use for the DeathStage property is on objects with zero hit points, so it is left alone in that case). This should hopefully eliminate the DeathStage 12 bug.
This script can be applied to any object single in the mission. The player or starting point might be good choices. Having the script on multiple objects in the same mission is untested.
FireMage on 29/9/2015 at 19:24
Thanks Larry for the quote! ^^
Don't worry Fiba, it is perfectly installed, I just have changed it to my taste! ;) Making it more clear and easier to use for me! ;)
And the DeathStage 12 bug seems to have disapear in the newdark because I never see it again.
But as I said, my mission is not affected by any kind of deathstage problem.
The junking bug occur or never occur. Many players seems to have played it without anykind of problems.
The undroppable is due to something else. Something more complex.
I must delete things to know what's going on
fibanocci on 29/9/2015 at 19:46
If you enable the dev mode in lg.ini, you can see more things in your map.
I can see a lot of objects with links to FlowContact. Since your huge flow brushes have a stim that's affecting a big bunch of all objects, it could be another weird 'always stimulated by...' bug. I remember this happened in fan mission by cardia.
Just a guess.
FireMage on 29/9/2015 at 20:02
Really? I though the FlowStim affect object in Fill water brush? OO Interesting to know!
I may do a run where I delete the whole flow group of the mission just to see.
PinkDot on 29/9/2015 at 20:19
Quote Posted by FireMage
10 extra minutes? OO hue... Did you have really used Dromed?
I have really disregarded the alignment with the grate. If I was around the 13 size or 12 size or not.
If you manage to snap everything carefully to optimize, I'm sorry, it won't be 10 minutes, it will be some weeks because you'll have realign the objects, rooms, AI, make sure that Bounds triggers still working, light etc.
I have just gone through this thread for fun... It got hot! Wow!
FireMage - I'm wondering if your reaction comes from the fact that you may have misunderstood the term 'Optimize' (or 'Optimise' as it's spelled in my Dromed menu). Basically it's a more advanced way of Portalizing, where a lot of redundant polygons get removed. Also sunlight get calculated only when you 'Optimize' rather than merely 'Portalize'. It takes (depending on the size of the mission and machine specs) roughly extra 10 minutes... :)
And it has nothing to do with going through every object and aligning it to the grid - it's just an automatic process. Every mission need to be 'Optimized' before release. It's the second command in the Tools menu.
FireMage on 29/9/2015 at 21:12
Yes Pinkdot! xD Hey! I'm not a newbye dudes!
I never use Portalize. Optimize only. Longer, but more efficient in matter of removing problem.
Optimizing here, I have understood it on that way, is to really optimize my method of construction.
Aligning most of brush in the 13 grid will make your mission more easy to calculate and will remove many bugs.
Optimizing is not just a command! It is more than that!
And as I said, I always use that command!
But now it is another day, so it is too late for joining the hot conversation! Better luck next time!!! :laff:
Seriously, stop leaving the thread! Focus Bro'! Focus!
Renault on 29/9/2015 at 21:21
Quote Posted by FireMage
Optimizing is not just a command! It is more than that!
Right, but when people have been telling you that optimizing only takes 10 extra minutes,
that's what they're referring to.