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TNM 1.0.5 test help 
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UNATCO
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Post Re: TNM 1.0.5 test help
1.0.4+ bugs for fixing if 1.0.5 ever sees release:
FanFic doors need to be set strong enough so when closed, they won't break if an NPC tries to walk through them.
FanFic doors should not respawn if an NPC or PC has broken them, triggering the alarm.

reason:
Playing TNM 1.0.4+, the FanFic store doors were broken by a Board Guest walking through them, triggering the store alarm.

event sequence:
I had successfully rescued the unconscious Llama from the Goats, and was carrying the Llama, passing the lion statue outside the store, when I heard the wood breaking sound in my vicinity.
I did NOT hear the store alarm at this time.
I didn't figure out what had been broken until well after I returned from getting the reward from Abom.
All NPCs in the vicinity of the store were in panic mode, the alarm was making a racket, and the store doors were open. I had not visited the store yet.
Checking the store thoroughly to try to see what had been broken, only the window in front of the female civilian was missing.

Reloading from before I rescued the Llama, I again successfully carried out the rescue, and as I was passing the doors to the FanFic store, I saw how the bug had happened. A Board Guest tried to enter the store.
It's tied to the usual problem of an NPC going through closed doors. NPC approaches closed door, quickly backs up to give space for door open, and is supposed to then go through the opened doors.
Near as I can figure, the Board Guest, that time did NOT get clear of the doors, and the doors instead of trapping the Board Guest in them swinging, the doors broke.

Now here's what was really weird with the bug.
I did NOT hear the alarm sound when the doors broke.
When I returned to the store after the doors had broke and I'd got the reward from Abom, the alarm was still sounding, the NPCs were in panic mode, BOTH doors were open and intact, and only the window in front of the female Civilian was missing.

edit: error correction


Tue Aug 09, 2016 2:20 am
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UNATCO
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Post Re: TNM 1.0.5 test help
Playing TNM today, and I thought of some ideas for 2 new weapons, an idea on how to make an existing weapon into something worth keeping, and some ammo type extensions.

New weapon 1:
Human Scrambler Grenade
A scramble grenade to affect the generic armed human NPCs (WC, DXA, Firewalls, Lamas, Goats).
What it would do to them is set their IFF to friend to player, and hostile to everything else. Same as what the regular scramble grenade does to bots.
Named human NPCs, no effect.


New weapon 2:
A DXO creation. The Hack Prod.
Use the Riot Prod mesh and redo the texture to give it red highlights and red zap.
What it does is when applied to gassed EMP'd auged targets, is it disables them from the current map, as if they'd been hacked and forced offline. And it WILL work on Phasmatis and Kashue.
When the map is reloaded, the NPC is respawned, as though they'd had to re-login.
For obvious reasons, it has NO EFFECT on DD in GS.


Existing weapon - The Admin Staff
1. Make it so that if a player equips it anywhere except GS, the player is put in God Mode. When the player returns it to their inventory, or drops it, God Mode is turned off for the player.
2. Give it a secondary fire mode. Ban Mode.
In Ban Mode, instead of being a flame thrower, it bans almost any targeted NPC in FC, using the DD ban anim from the intro.
Mods, Despot, Scara and Ryan, are the only FC NPCs it will NOT ban.
Up on the GS satellite, it cannot ban any target.


Ammo - 20mm grenades
Currently, all that is available is 20mm HE.
What I'd like to see added is: 20mm WP, 20mm Napalm, 20mm EMP, 20mm Halon, 20mm Pepper-spray, 20mm Human Scrambler.
20mm WP
- Same effect and damage as the WP Rockets.
20mm Napalm
- Hits a target and you get the same large centre blob with splatter effect, as a large shot from the GES BioRifle from Unreal, but using napalm.
20mm EMP
- Same as the grenade, larger blast radius.
20mm Halon
- Shoot it at a target to generate the same effect as 'spawnmass tnmHalonGas 25' on the target, for putting out a fire when you don't have a fire extinguisher on hand, or for gassing a target.
20mm Pepper-spray
- Shoot it at a target to generate the same effect as 'spawnmass TearGas 50' on the target, for gassing an area.
20mm Human Scrambler
- Same as the grenade, larger blast radius.


Hope you enjoy these ideas.
:twisted:

edit: fix typo

Jenifur Charne


Wed Mar 01, 2017 6:22 am
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Post Re: TNM 1.0.5 test help
I've started my replay of TNM and it again reminded me of the 1.0.5 :D

Is there still a possibility for the patch? I'd LOVE to test it (just finished testing GMDX in fact) and I thought it would keep the game more alive


Sun Apr 16, 2017 2:08 pm
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Post Re: TNM 1.0.5 test help
I need a place to upload the files. The OTP webspace is not a good place for hosting large downloads.

There won't be an installer, so you'll have to figure it out for yourself.

I've got a release coming up on April 27 so I'll have negative free time until a week or two after that date, but then I'll see what I can do. Just gotta solve the hosting problem.

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Mon Apr 17, 2017 10:24 am
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Post Re: TNM 1.0.5 test help
Jonas wrote:
I need a place to upload the files. The OTP webspace is not a good place for hosting large downloads.

There won't be an installer, so you'll have to figure it out for yourself.

I've got a release coming up on April 27 so I'll have negative free time until a week or two after that date, but then I'll see what I can do. Just gotta solve the hosting problem.



How big is the patch? We can do google drive or dropbox, whichever you like. I also have a private server that I host teamspeak on, it has about 26 G free space. We can put it there too.


Mon Apr 17, 2017 10:35 am
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Post Re: TNM 1.0.5 test help
There is no "patch", it's just going to be the whole game in the 1.0.5 version. So... somewhere around 1 GB IIRC.

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Jonas Wæver
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Tue Apr 18, 2017 2:06 pm
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UNATCO
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Post Re: TNM 1.0.5 test help
Jonas wrote:
There is no "patch", it's just going to be the whole game in the 1.0.5 version. So... somewhere around 1 GB IIRC.


Thanks very much for this info update, Jonas.
:)
I'll call it quits on hunting for bugs in 1.0.4+, as continuing the hunt is now quite pointless.

Looking forwards to playing 1.0.5, seeing what's changed, and what new bugs I can find.


Wed Apr 19, 2017 4:42 am
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Post Re: TNM 1.0.5 test help
Yeah I admire your determination but nobody is working on the game anymore. It's in an all-right state for the price now, at any rate.

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Jonas Wæver
Chief Poking Manager of TNM

You can buy my games on Steam if you like 'em.
Expeditions: Viking
Expeditions: Conquistador
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Wed Apr 19, 2017 8:43 am
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MJ12

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Post Re: TNM 1.0.5 test help
Well, if public interest wasn't always on the decline, it might be possible to use some of JeniSkunk's reports for 1.0.5+, in the same vein of Hassat Hunter's excellent fixes. It does take someone with the know-how and dedication, though.

Her dedication is admirable, and more documentation is always a good thing to have.


Wed Apr 19, 2017 11:12 am
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Post Re: TNM 1.0.5 test help
Jonas wrote:
Yeah I admire your determination but nobody is working on the game anymore. It's in an all-right state for the price now, at any rate.


I am not really familiar with this PM system so hopefully you got your login details.


Wed Apr 19, 2017 4:02 pm
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UNATCO
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Post Re: TNM 1.0.5 test help
Jonas wrote:
Yeah I admire your determination but nobody is working on the game anymore. It's in an all-right state for the price now, at any rate.

Thanks Jonas.
Not knowing that dev had completely ceased, I had to proceed in the assumption that dev on 1.0.5 was still just slowly creeping along, and 1.0.5 might, someday, be in a releasable state.
So in my latest playthrough of 1.0.4+ I kept up reporting the bugs found.
But with 1.0.5 being the absolute final update, and all dev being terminated, bug hunting and reporting won't be worth bothering with.

Jenifur Charne


Thu Apr 20, 2017 11:47 pm
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Post Re: TNM 1.0.5 test help
Jonas wrote:
There is no "patch", it's just going to be the whole game in the 1.0.5 version. So... somewhere around 1 GB IIRC.

Zip it and put it on google drive or a torrent. Don't think most free hosts allow for that large files.

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Sun Apr 23, 2017 10:19 am
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UNATCO
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Post Re: TNM 1.0.5 test help
Jonas wrote:
I've got a release coming up on April 27 so I'll have negative free time until a week or two after that date, but then I'll see what I can do. Just gotta solve the hosting problem.


Any updates on a possible release date for 1.0.5, Jonas?


Sun Jun 25, 2017 9:27 pm
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Post Re: TNM 1.0.5 test help
Sorry, Expeditions: Viking has kept me pretty busy.

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Jonas Wæver
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Mon Jun 26, 2017 9:36 am
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Post Re: TNM 1.0.5 test help
So I finally had some time off and got around to zipping up my TNM files and uploading them to ModDB. Medzernik in the OTP Discord was nice enough to test it for me and make sure all the files needed to run the game are there.

It doesn't have everything in it that I posted about here. The map additions are in, but DDL's packing nuts, Phasmatis' animated grass, and the high-def textures for the greasels and karkians don't appear to be in. For some reason the olive drab two-tone skin for AO's service pistol is there though.

You can grab the files here: http://www.moddb.com/mods/the-nameless- ... nloadsform

There's no installer, you have to install 1.0.4+ and then overwrite the existing files with the files included in the .rar.

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Jonas Wæver
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You can buy my games on Steam if you like 'em.
Expeditions: Viking
Expeditions: Conquistador
Clandestine


Mon Jul 10, 2017 3:16 pm
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