fortuni on 27/12/2021 at 19:11
Don't always believe what you read in Ricebug's walks, bless him, he made a huge contribution to this community but it would appear that he regularly didn't check the links in Dromed, only reporting his experience when playing missions, and so sometimes reported incorrect information.
Yes there's something wrong with the Darkfate link, I had the same issue.
Just realised Yandros was a co-author for this mission, hopefully he'll look into this scripting issue, that's if it is a script issue but Glypher is suggesting it isn't, but either way Yandros is good with scripts, so maybe he can find the solution.
Edit: Darkfate now hosts the fixed zip on Gdrive as well, see above for link.
Galaer on 28/12/2021 at 10:38
Thanks, fortuni. Link to the mission works fine and I even managed to beat it. I also figured out why it didn't work. It was because of outdated Pub.osm. I had no file like that in bundle of scripts, but by dates I figured out that it's just script.osm with changed name. I checked previous install of this FM and changing name of newest script.osm to Pub.osm highlight big crate normally. Thanks, fortuni and Glypher for solving this problem.
baeuchlein on 30/12/2021 at 23:22
The scripts in the script.osm file were originally known als "GayleSaver's public scripts", that's where the name Pub.osm came from. These scripts are also sometimes present as "pubscripts" or something similar. script.osm is the file name that is commonly used for these scripts since some time now, so this is an informal standard which nevertheless should be followed in the future (if you ask me, that is).
BR4ZIL on 24/9/2023 at 22:28
Hey everyone, just wanted to say that it seems that the latter cutscenes dont have a fixed camera or theres bugs with them.
They are:
-The Doctor ambush cutscene (instead of the screen going black it just allows me to move around).
-The second to last bar scene, i can walk around and even reach a red button in the cutscene.
-The very last cutscene with Garrett in the surgery bed, it doesnt play at all for me, i am just stuck in spot with the manequins/training dummies . This last one is the most important, as you kinda lose the impact of the ending without it.
The other cutscenes work fine.
I wonder if its tied to my personal setting of having zero camera headbob or something.
baeuchlein on 29/9/2023 at 20:19
I have almost the same outcome if I delete the tnhscripts that are shipped with the mission (file tnhs.osm, not tnhscript.osm, as usual) and then play it. However, I can already reach a button in the darkness near Willick, Garrett's buddy in the bar in the first cutscene, and press it. In the very first cutscene, this button restarts this cutscene. In every other of these cutscenes, I just hear the button click, but nothing else happens.
There are a few other things that don't work as usual, but may not appear to be broken. For example, when a ghost voice in Garrett's head tells him to join someone in the shadows, and Garrett uses a gate in a room to get to a strange spiritual mirror world, there should be another cutscene in which Garrett is surrounded by ghost keepers (shadow keepers) who tell him how to continue. That one also did not play without the tnhscripts.
You may get the mission to work properly if you copy a more recent tnhscript.osm file into this fm's folder (located inside the FMs folder of the game), delete the tnhs.osm file there, rename the newer tnhscript.osm to tnhs.osm, and then restart from the beginning. Check before and after replacing the scripts whether you can move in the very first cutscene or not. You should be unable to move, at least once you have replaced the older tnhs.osm file with a newer script module, as described here.
Strange, this is the second case I examine today where this tnhscript module fails to work properly (although not for me). I wonder if some new Windows update somehow interferes with these scripts.
Yandros on 1/10/2023 at 10:10
It wouldn't be the first time something like that happened. I recall that early NV script didn't play well with Windows Vista when it was released, and eventually was resolved by NV recompiling the script with a newer version of Visual Studio. But I'm old and may be remembering wrong.
baeuchlein on 1/10/2023 at 17:25
And then there's Galaer with the outdated pub.osm a few posts above, and I also remember some script problems came up with one of the Dracula campaigns with Windows 7, or something like that. Maybe those old scripts are haunted...
BR4ZIL on 8/10/2023 at 01:24
Quote Posted by baeuchlein
I have almost the same outcome if I delete the tnhscripts that are shipped with the mission (file
tnhs.osm, not
tnhscript.osm, as usual) and then play it. However, I can already reach a button in the darkness near Willick, Garrett's buddy in the bar in the first cutscene, and press it. In the very first cutscene, this button restarts this cutscene. In every other of these cutscenes, I just hear the button click, but nothing else happens.
There are a few other things that don't work as usual, but may not appear to be broken. For example, when a ghost voice in Garrett's head tells him to join someone in the shadows, and Garrett uses a gate in a room to get to a strange spiritual mirror world, there should be another cutscene in which Garrett is surrounded by ghost keepers (shadow keepers) who tell him how to continue. That one also did not play without the tnhscripts.
You may get the mission to work properly if you copy a more recent
tnhscript.osm file into this fm's folder (located inside the
FMs folder of the game), delete the
tnhs.osm file there, rename the newer
tnhscript.osm to
tnhs.osm, and then restart from the beginning. Check before and after replacing the scripts whether you can move in the very first cutscene or not. You should be unable to move, at least once you have replaced the older
tnhs.osm file with a newer script module, as described here.
Strange, this is the second case I examine today where this tnhscript module fails to work properly (although not for me). I wonder if some new Windows update somehow interferes with these scripts.
Quote Posted by Yandros
It wouldn't be the first time something like that happened. I recall that early NV script didn't play well with Windows Vista when it was released, and eventually was resolved by NV recompiling the script with a newer version of Visual Studio. But I'm old and may be remembering wrong.
Guys, thanks for the help, but the problem was on my end, i usually keep these variables at 0 in my cam_ext.cfg:
"shock_gun_bob_factor 0.0"
"bob_factor 0.0"
Activated, as i dislike camera movements. once i reactivated them, the listed cutscenes started working again. I suspect the scripts somehow need the camera jerk to work and with it at 0.0 it broke the scripts.
baeuchlein on 8/10/2023 at 02:26
I have now set these two variables to zero, and the Morgue scene as well as the final scene play normally, and I can't move around in these cutscenes. Seems that there is something else that determines the outcome of what happens with these variables at zero.
Besides, according to the short description in the cam_ext.cfg file, the "shock_gun_bob_factor" setting is only for System Shock II, not for Thief. It should not make a difference here... so much for the word "should".