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Thread: T1 Prodigal Corpse- 2000.12.23

  1. #26
    Member
    Registered: Mar 2018
    I have found a bug. Alfonso's Corpse may drown, which means I will fail no kill objective!

  2. #27
    Member
    Registered: Jun 2004
    Is this a new dark issue? And the game is not treating the corpse as special for ignoring the no kill objective or is it even a corpse and not an unconscious body.

    Or did the author and playtesters fail catastrophically and only played this mission on normal? Edit: Nah, there is no way with so many testers that such as a prominent bug would survive.
    Last edited by Iceblade; 2nd Oct 2020 at 18:34.

  3. #28
    Member
    Registered: Jun 2004
    This is very strange, the body has death stage -1 and slay effect "no result" with the Posed Body archetype. It shouldn't be having an issue here.

    How do you add hit points to a dml?

    I added to this to the DML, which is placed in the FM's root directory.
    +ObjProp 936 "Hit Points"
    {
    0
    }
    I've also tried setting air supply to 0 (not sure if that causes the air supply to be infinite though. And set the breath config properties to all 0's as well. Still triggers a drowned state attributable to the player.

    Edit: Figured out how to do it:
    +ObjProp 936 "BreathConfig"
    {
    "Max Air (ms)" 0
    "Drown Freq (ms)" 0
    "Drown Damage" 0
    "Recover Rate" 0.00
    }
    Last edited by Iceblade; 2nd Oct 2020 at 19:55.

  4. #29
    Member
    Registered: Oct 2012
    Thanks for that Iceblade, I’ll check it’s all good and get it added to Unna’s original dml.

  5. #30
    Member
    Registered: Oct 2012
    Looks like the version of this mission hosted at Thief Missions Corpse.zip (release 7.2) is broken, it doesn't extract via FMsel

    But the newer version hosted at Taffer Paradise is good ProdigalCorpse.The.zip (release 7.3)

  6. #31
    Member
    Registered: Oct 2012
    @ Iceblade
    That extra dml code to prevent Alfonso from drowning and thus fail the mission due to the 'No kill objective' doesn't work

    Edit: I take that back, yes your extra dml does work, but ONLY if you install the dml manually, adding that code to the dml inside Voodoo's FMdml package makes no difference, which leads me to believe that Voodoo may have set up that specific dml in the TFix package incorrectly (tested Golden Book dml and that one works correctly via FMdml).

    What I have also found it that v_7.3 plays correctly with and without the dml included in TFix, the mission finishes correctly.

    I only ever had the older version v_7.2 and it was that one which didn't finish and the version that Unna made was for that version, but seeing that version doesn't load with FMsel anyway players are advised to only install v_7.3 ProdigalCorpse,The.zip available at Taffers Paradise

    New dml (only required for v_7.2) Please do not use the dml by Unna posted above.

    Code:
    DML1
    //T1 FM: Prodigal Corpse by Chris Howcroft (Pseudonymouse) / Fix the goals: miss19.mis.dml
    
    -ObjProp 936 "AirSupply"
    
    +ObjProp 977 "Scripts"
    {
       "Script 0" TrigContained
    }
    +Link 977 172 "ControlDevice"
    {
    }
    +Link 977 173 "ControlDevice"
    {
    }
    +Link 977 174 "ControlDevice"
    {
    }
    +Link 977 175 "ControlDevice"
    {
    }
    +Link 977 176 "ControlDevice"
    {
    }
    +Link 977 177 "ControlDevice"
    {
    }
    
    +ObjProp 172 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 172 "TrapQVar"
    {
       "" =0:goal_final_5
    }
    
    +ObjProp 173 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 173 "TrapQVar"
    {
       "" =0:goal_final_6
    }
    
    +ObjProp 174 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 174 "TrapQVar"
    {
       "" =0:goal_final_7
    }
    
    +ObjProp 175 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 175 "TrapQVar"
    {
       "" =1:goal_irreversible_4
    }
    
    +ObjProp 176 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 176 "TrapQVar"
    {
       "" =1:goal_reverse_5
    }
    
    +ObjProp 177 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 177 "TrapQVar"
    {
       "" =1:goal_reverse_6
    }
    
    +ObjProp 178 "Scripts"
    {
       "Script 0" TrapSetQVar
    }
    +ObjProp 178 "TrapQVar"
    {
       "" =3:goal_state_7
    }
    
    -ObjProp 1074 "FrobInfo"
    +Link 1074 178 "ControlDevice"
    {
    }
    +ObjProp 1074 "Scripts"
    {
       "Script 0" TrigSlain
       "Script 1" CorpseFrobHack
    }
    
    +ObjProp 795 "NoDrop"
    {
       "" true
    }
    +ObjProp 905 "NoDrop"
    {
       "" true
    }
    Last edited by fortuni; 15th Oct 2020 at 18:27.

  7. #32
    Member
    Registered: Dec 2004
    Location: Germany
    Quote Originally Posted by fortuni View Post
    Glypher confirms that FMsel does not correctly unpack corpse.zip
    Testing corpse.zip with Linux' unzip utility reveals a lot of warnings. There is some problem with many of the file names. unzip can unpack corpse.zip correctly, but since zip utilities apparently distinguish between "errors" and "warnings", every zip utility may behave differently with this archive. One should really only use v7.3 of "The Prodigal Corpse" from now on, I guess. The info file, which all current mission loaders can display (although some won't do it automatically), states the version, so anyone having a doubt should read the info file to be sure.

    I wonder why FMSel does not report problems with zip files, though. That would make things a lot easier sometimes.

  8. #33
    Zombified
    Registered: Sep 2004
    replaced the code in in the original prc_miss19.mis.dml completely (assuming no part of the original code is needed - if this isn't the case, let me know), and checked whether it loads without errors (it does). updated the gdrive FMsel package.

    also yeah, 7zip (and by extension, FMsel) is unable to extract the archive - widows explorer can, so just use that and then either repack, or simply play it extracted.

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