T2 FM: Retaliation (Mar. 18, 2004) - by HipBreaker
uncadonego on 9/2/2022 at 19:19
Great! Hmmm....start all over again? I think I will!:D
uncadonego on 10/2/2022 at 03:56
Everything seemed to work properly with the dml this time. I even tried sneaking up behind Castor and overhead slashing him with the sword, but he didn't die this time, and ran to his teleporter.
Found all the loot too! :D
Dahenjo on 10/2/2022 at 13:49
I ran through it too with the new dml with all objectives working properly. I shot Castor unawares from behind with a fire arrow then hit him several times w/sword and he still ran to the portal. Very minor stuff, but a wooden stair banister I climbed up on has no sound propagation, and when closing & reopening Castor's room's double doors the left one sails across the hallway into the opposite room.
fortuni on 10/2/2022 at 14:09
Can't do anything about sound propagation issues, but can fix the door (rare bug but always fun to see), don't suppose you have an object number for it do you?
Dahenjo on 10/2/2022 at 14:21
Don't have an object number but it's the left door facing from hallway, and it'll reappear in place if you close the right door again, but then it flies off down the hall every time you reopen them. Just fyi, the bannister is the one by the staircase with a small pool & two statues at the bottom, and others just like it nearby produce normal sound, but it is a nice silent way to get upstairs.
fortuni on 10/2/2022 at 14:50
I presume your talking about the room that you first find Castor in, the double doors opened with Castor's key?
I've just checked with an old save of mine and didn't come across any strange behaviour, but still have asked Glypher to check out those doors, from memory the flying doors effect happens if doors are given the wrong sliding/rotating properties.
Edit: dml updated (no more flying doors).