View Full Version : Smallish TLM Bugs

10-30-2002, 11:53 AM
Jeez, I get my TLM mod done (2 modified scripts, 8 brand new ones, some new textures), and send it to WC for beta testing... and then you announce your plans for full mod support http://www.rtsoft.com/ib3/iB_html/non-cgi/emoticons/smile.gif Ah well, it shouldn't be too hard to convert what I've done to however you're going to do mods.

I did notice a couple little bugs over the past couple weeks:

1) You can jump while the game is paused. If you move, hold in jump, then press escape, you can jump around the map while the game is paused.
2) What is the name of the cult leader and the cult 'god'? Sometimes the cult leader is Zoran, other times he is Xoran. And the cult god has a similar issues... sometimes he is called Xylox, other times Zylox (I think).

Also... a mod bug http://www.rtsoft.com/ib3/iB_html/non-cgi/emoticons/smile.gif When you import an MD2 file, the textures on it won't show up good at all. It took me a few hours to realize that it was the weather that was messing it up. So I made a new weather file, and succeeded in half-way understanding it so as to turn off the weather 'colors'... which resulted in almost everything being black, but the texture on the MD2 worked.

There was also a weird bug when moving the MD2 around (I had it set as the player)... on the golf level, for instance, it would limit movement in an invisible one-way boundary... you started on the outside of it, then when you went inside it, then you couldn't get back out.

[Edit: On further testing, it appears that the overall collision detection is a bit... odd. For example, when driving the car_blue.x around (at size 0.8), it is impossible to do Bolt's cafe, even though it looks like it should be able to fit in a spot, it doesn't]

Well, I guess thats it. Thanks for adding full mod support http://www.rtsoft.com/ib3/iB_html/non-cgi/emoticons/laugh.gif

10-30-2002, 11:57 PM
Hmm ok. I do know there are a few quirks with the .md2 support I should address, I actually didn't use any .md2's in TLM so I didn't have to worry about it.

I'll put an .md2 in my test mod to make sure the skin is working, although I think I still need to add support for .md2 shadows and some stuff.

redink, I was planning on sending you over an early version of the upgrade so you can tell me what you think of the mod support.

Also, I can throw your mod into an installer if you need it, that way it can check the registry and auto install to the correct TLM place and avoid a lot of the ickiness we had with mods in dink!

11-01-2002, 06:49 PM
I didn't think there would be any .md2 support at all... and was pleasently surprised to discover there was http://www.rtsoft.com/ib3/iB_html/non-cgi/emoticons/smile.gif. So it isn't that big of a deal if it doesn't work.

Yeah, feel free to send over the beta of the upgrade, I'll give you feedback on it and such.

Right now my mod is rather sub-par, and I have to work on it a bit more. An installer for it would be good. But, if you have the spare time/desire... you could take it one step farther. You could have a system similar to how Unreal Tournament handled mods. You just double-clicked on the .umod file, and it would install automatically. I don't know if that would be feasible to do though.

11-02-2002, 10:31 AM
Well - the system I'm going to use is just as easy for the user - he just has to double click the install exe.

Although it's more work for the developer and adds a bit to the file size... but pshaw!

The mod system is muchly improved from the ground up from Dink's. The 3d editor will be available too, it's pretty easy to use, you can push and pull the landscape in real-time and paint with textures or even walls.

I figure it's best to get this stuff out there and getting suggestions on it because it's going to be used in quite a few games...