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IDProjectCategoryView StatusLast Update
0006376The Dark ModMap Editingpublic24.10.2024 14:57
ReporterFiver Assigned To 
PrioritynormalSeveritynormalReproducibilityalways
Status newResolutionopen 
PlatformLinuxOSDebianOS Version11 Bullseye
Product VersionTDM 2.11 
Summary0006376: Wrong trigger for the hint about the hammer
DescriptionIn Tears of St. Lucia, in the walkway room (approximately -78.87 806.32 -37.25 -41.9 -37.4 0.0), the hint (narrator and text) about the hammer is given even when the hammer is not visible because it is in the next room behind locked doors. Perhaps the current hint is triggered on distance between player and hammer, and on players direction?

This behavior is present in at least TDM 2.12/64 #10584 (beta212-01), but likely also in TDM 2.11. It appears in the video below, said to play TDM 2.09.

Possible solutions:
* Require player to be much closer to the hammer, perhaps even require player to be on the scaffold on the same level as the hammer and looking at it before the hint is revealed.
* Maybe require player to read the note in the vestibule about the scaffold before the hint is even possible.
* Maybe withhold the hint until user has been near and looked at the hammer at least once or twice (so the player gets an opportunity to try pushing the hammer by their own without being told the solution).
Steps To Reproduce* In walkway room, move close to doors leading to vestibule and turn to where the hammer is.
* The hint appears.
Additional InformationIt can be seen in this video at at 53 minutes 25 seconds (playing 2.09): https://www.youtube.com/watch?v=F7_PKKiRgLs

TagsNo tags attached.

Activities

Fiver

Fiver

10.02.2024 04:30

reporter   ~0016492

There seems to be a similar issue for triggering the hints
* how to reach the pipe in A New Job (the first voiceover hint).
* the voiceover "Great. This isn't the back door I had in mind." in Tears of St. Lucia.
... and if there is no support for requiring direction to also be a requirement for hints/voiceovers to be triggered, then this defect should be rephrased as a feature request to add such functionality.
datiswous

datiswous

24.10.2024 06:58

reporter   ~0016889

My suggested fix is to only activate the trigger-look script when the player is in the room with the hammer. When the script is active it can trigger when looking, creating the message, when not it won't.
Fiver

Fiver

24.10.2024 14:57

reporter   ~0016891

That would be an improvement for the hint for the hammer. Is there documentation available for what may trigger a hint like this? Is it possible to set requirements like distance to target, number of looks at target, length of look at target, picking up or touching a target et.c.?

Issue History

Date Modified Username Field Change
29.12.2023 22:15 Fiver New Issue
30.12.2023 13:16 Fiver Summary Wrong trigger for narrator's hint about the hammer => Wrong trigger for the hint about the hammer
30.12.2023 13:16 Fiver Description Updated
30.12.2023 13:16 Fiver Steps to Reproduce Updated
30.12.2023 13:16 Fiver Additional Information Updated
30.12.2023 13:18 Fiver Description Updated
30.12.2023 13:19 Fiver Description Updated
03.01.2024 20:03 Fiver Description Updated
10.02.2024 04:30 Fiver Note Added: 0016492
24.10.2024 06:58 datiswous Note Added: 0016889
24.10.2024 14:57 Fiver Note Added: 0016891