Pheonix on 8/7/2013 at 18:11
Well, it seems that the Trap property isn't available to add or change in a dml file. According to the object properties dump from DromEd at least (it isn't listed anywhere in there.) So, to use a Trap to change the variable would require direct modification of the mission file.
Well, I tried several methods of doing this. The first one was to place a trap right at the entry point (it should trigger as soon as you start the mission.) Set it to run the script "TrapSetQVar", Set the Trap\Quest Var to "-1:DrSScrtCnt" and set the TrapFlag to "Once." Process, save, load up the mission and it still reports 2 secrets. Reload, move around a bit, and same thing. I also tried setting it to other objects that get triggered.
Note: Yes, I load up a save to the end of the previous mission, not a save of the mission itself.
kdau on 8/7/2013 at 19:18
Quote Posted by Pheonix
Well, it seems that the Trap property isn't available to add or change in a dml file. According to the object properties dump from DromEd at least (it isn't listed anywhere in there.) So, to use a Trap to change the variable would require direct modification of the mission file.
Well, I tried several methods of doing this. The first one was to place a trap right at the entry point (it should trigger as soon as you start the mission.) Set it to run the script "TrapSetQVar", Set the Trap\Quest Var to "-1:DrSScrtCnt" and set the TrapFlag to "Once." Process, save, load up the mission and it still reports 2 secrets. Reload, move around a bit, and same thing. I also tried setting it to other objects that get triggered.
Note: Yes, I load up a save to the end of the previous mission, not a save of the mission itself.
The Trap\Quest Var property can be added by DML; its internal name is TrapQVar. Traps have to be linked to something to be triggered; see Traps & Triggers.doc in the official DromEd documentation for an overview. I just added a flicker tweq to one of the barrels to the left of the start point (Tweq\Flicker + TrigFlicker script) and linked it with a ControlDevice link to the other barrel, to which I added TrapSetQVar, etc.; that successfully fixed it. (
https://docs.google.com/file/d/0ByHIWrQkQY-gSGI4Wm16bXdFMTQ) This file works as miss29.mis.dml.
Pheonix on 9/7/2013 at 03:32
Quote Posted by kdau
The Trap\Quest Var property can be added by DML; its internal name is TrapQVar. Traps have to be linked to something to be triggered; see Traps & Triggers.doc in the official DromEd documentation for an overview. I just added a flicker tweq to one of the barrels to the left of the start point (Tweq\Flicker + TrigFlicker script) and linked it with a ControlDevice link to the other barrel, to which I added TrapSetQVar, etc.; that successfully fixed it. (
https://docs.google.com/file/d/0ByHIWrQkQY-gSGI4Wm16bXdFMTQ) This file works as miss29.mis.dml.
TrapQVar doesn't show up in the dump... Maybe it isn't complete I guess. I was about to say it doesn't work, but then I upgraded from 1.19 to 1.21 and it works now. I generally don't upgrade until I need to. Well, I guess I need to now. Thanks :)
Pheonix on 9/7/2013 at 05:39
Well, after further testing it turns out that my fix wasn't fully functional. It set the number of secrets correctly, but moving the bookshelf didn't trigger a secret found (like it was supposed too.) I've corrected it, though the method was a bit questionable (IMHO.) The corrected DML code is:
Code:
// Secrets fix
+ObjProp 1585 "DarkStat" = [None]
-ObjProp 183 "DarkStat"
+ObjProp 1847 "DiffDestroy"
{
"quest var values" 0, 1
}
Again remember to add the DML1 line to the beginning if you are not appending it to one already created.
This listed the correct number of secrets for each difficulty setting, and both secrets triggered as found when I found them. Sorry about that.
kdau on 24/7/2013 at 04:54
Quote Posted by Albert
Linux-related issue:
Fog is broken in 1.21, with my FGLRX drivers for AMD 6530D (APU FM1). It's possibly driver-related, although I wanted to mention this and see if other Linux users might test this out (Esp. AMD users). Oh, and wine 1.6, if anyone's wondering.
Worked/works for me with Intel GMA X4500 and Intel HD Graphics 4000, both running Wine 1.4. I'll probably switch to Wine 1.6 in the next few weeks, so if it turns out to be a 1.6 issue I'll report further then.
kdau on 15/8/2013 at 04:35
Well, I finally got around to trying Wine 1.6, and I too have no fog with it. :erg:
Interestingly, my search brought up a lot of reports during the 1.5 development cycle about games where dense fog covered the screen. Some of the 1.5/1.6 series changelogs have references to updated fog calculation functions. So I wondered if some bug fix might have caused the opposite problem - no fog at all - for us. I tried a fog distance of 1 DU (ultra-dense), and some of the NewSky polys did take the fog color - but with sharp boundaries, all or nothing. In a giant airbrush with the same fog distance, some polys of the far walls did the same. So it's not that the fogger isn't running at all, it's that the calculations are extremely far off. Hmm.
I don't want to divert my attention from my other Thief projects, so I can't look into this any further for the moment. I'm just going to drop back to 1.4. But since it's at least two of us having the problem, Albert, I'd be glad to add a "me too" and relevant details to a Wine bug report if you want to file one. If so, please PM me.
SeriousCallersOnly on 17/8/2013 at 06:13
Did anyone end up doing regression testing and posting it to a bug? Otherwise, don't expect it to be magically fixed.
SeriousCallersOnly on 17/8/2013 at 07:41
Anyway, here is a silly bug report for newdark:
I use caps lock in thief to 'toggle' permanently the run key without having to keep pressing it to move; problem is, newdark doesn't appear to remember the 'instantaneous' key presses in saves so i have to press it again when i load a save.
There is a similar problem with mantling and the crouch, where i'm using toggle crouch and jumping always leads me to the standing position (unlike the dark mod i think). This is understandable though, especially with the 'u' (up) key, which serves as a acceptable substitute to jump mantle in most situations where you wouldn't want to be standing.
john9818a on 11/11/2013 at 12:52
Ever since I installed New Dark I've had problems with arrows being created next to me when fired but not ever going anywhere. This behaviour doesn't occur often, but for now the solution has been to reload a gamesave or exit game mode in dromed and go back in again.
Has anyone else experienced this?
voodoo47 on 11/11/2013 at 14:02
I believe it's an old gamesys bug. installing TafferPatcher should fix it.