mtk on 21/3/2018 at 18:53
Ok I'm not sure if this is a bug or i messed something up. But i turned on dromed today and, boom, mono for ants, check this out
(
https://i.imgur.com/5OAOij8.png)
Any way to fix this?
voodoo47 on 21/3/2018 at 19:02
rightclick on "MONO" and go properties. this is a windows setting btw, unrelated to ND.
mtk on 21/3/2018 at 19:11
Quote Posted by voodoo47
rightclick on "MONO" and go properties. this is a windows setting btw, unrelated to ND.
Yeah, no idea how it happened. Kinda embarrassing, thanks
leconbras on 29/3/2018 at 01:29
Has anyone noticed strange things happening with the schemas when we use firearrows? In my case, randomly, schemas play when I use firearrows, but they play from places where there is no sound source. For example, I have a piano that has its own schema (a song). It just happened that I killed a guard and the schema of the piano was looping from a corner of the corridor .... Not the first time this happens. Already happened with other schemas.
LarryG on 29/3/2018 at 06:35
You may have overrun the sound tags. When you do that weird things happen.
Unna Oertdottir on 29/3/2018 at 09:18
Nowadays everybody thinks the current issue is a New Dark bug, since nobody has installed old DromEd any more.
leconbras on 29/3/2018 at 18:44
Quote Posted by LarryG
You may have overrun the sound tags. When you do that weird things happen.
I have not yet reached the limit, although it is close, because I use DEDx. But I think it might be something related to the fact that I modified some schemas to override the originals. I'll see if I can fix this to check if the problem continues.
vfig on 12/4/2018 at 23:30
I found what appears to be a bug in dbmod loading. I had the following in my .dml (part of my no spiders patch) that is supposed to destroy all Spider (-2103) entities on mission start. The bug is that the "Flags" value of 2—although parsed okay, as dbmod.log shows—doesn't seem to be applied. I checked this by manually loading the .dml in dromed and checking the hierarchy, where the flags are still unset.
If I manually I set the flags to "Destroy object on completion" through the hierarchy editor, the objects are indeed destroyed on mission start; and by saving this modified gamesys and looking at a diff, I have confirmed that 2 is indeed the correct value of these flags.
All the rest of the StimSource is applied correctly, which is why I figure that this is a bug.
Code:
+StimSource -2103 "WeaponStim"
{
Intensity 100.0
Propagator "Radius"
{
Life
{
// Flags means "destroy object on completion"
// (sadly, doesn't seem to be applied)
"Flags" 2
"Period" 5000
}
Shape
{
"Radius" 1.0
}
}
}
voodoo47 on 13/4/2018 at 17:52
yep, it's just incorrect formatting, follow Unna's link.