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joebarnin

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joebarnin last won the day on September 12

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About joebarnin

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  • Birthday 04/29/1959

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  1. One of the things I struggle with is how hard to make things for the player. I wasn't sure about this mission; that's why I put the hints in right from the start. Still, I was hoping that the main objective could be done without hints. Just had an idea - the difficulty level could actually change the readables, so that the text in the books is more explicit at easier levels. For example, on the hardest level it reads but on the easiest level is reads Has that even been done? Funny thing is, as a player I'm not particularly bright and I usually need hints.
  2. krrg - thanks for you comments. D'oh! Good catch. If I ever do version 2, I'll fix that.
  3. Building on what VanishedOne wrote, there are a couple of ways to mark an objective as "invalid". It still shows up in the objectives list, but with a "crossed out" symbol in the checkbox. You can do it with script code: $player1.setObjectiveState( objNum, OBJ_INVALID ); where objNum is the objective number, e.g.: $player1.setObjectiveState( 8, OBJ_INVALID ); Or with an atdm:target_setobjective_state object with the following spawn args: "obj_id1" "8" "obj_state" "2" (once again, assuming the objective is number 8). Make the atdm:target_setobjective_state the target of a trigger.
  4. Jedi - Thanks again for your testing, especially highlighting the performance issues. Let me know how the released version performs inside the cathedral.
  5. Excellent mission. Worth exploring to find all of the details. You've created a satisfying vignette of that location. I second Kerry000's comments, the atmosphere, sound, and details are superb. I love some of the little touches, like Thank you! Edit: forgot to mention, I loved .
  6. Done. The new pk4 is up on Dropbox, and I changed the link in my original post. The pk4 is called 'heartstmattis' and files have been renamed to this as well (e.g., .map and .script files).
  7. There are rumors that a legendary ruby, the Heart of Saint Mattis, actually exists. Break into the the Northgate Cathedral, find it, and steal it. Background This is my second Dark Mod mission (Mission of Mercy was the first). This is a small-medium mission, with some extras. See below for hints. My wife just gave me an idea for mission number three, so look for that next year. I notice that Dragofer just released a mission today. I hope I'm not violating an unwritten protocol by releasing another mission on the same day. Download The mission is available in the in-game downloader. As well as here: https://www.dropbox.com/s/jah5svj5eagnhs8/heartstmattis.pk4?dl=1. (<-- NEW LINK. Per grayman's request, the name of the pk4 and map have been changed). Place the PK4 in your \fms folder. TDM will recognize it as a new mission. I18n I have not done the work required for internationalization. OpenAL EFX This mission uses it (version 2), so I recommend turning it on in the Audio Settings. Thanks Many thanks to the beta testers, who really helped me get this mission into shape: Cambridge Spy, Shadow, Jedi_Wannabe (who also did some performance work on the map), SuaveSteve Thanks to Mike and Chloe for their outstanding voice work! The video series by Springheel and Sotha were helpful and energizing. Thanks to the entire Dark Mod community for building an amazing project. Hints and Tips (warning: contains progressive spoilers)
  8. Congratulations! Downloading now. When it rains, it pours: I'm about to release my mission too.
  9. Thanks everyone for your ideas. I decided to avoid the problem, so I adjusted the lights at the front of the building so that they no longer cast onto the front wall. Works like a charm, shadowcast counts inside are down to reasonable numbers. “Problem avoided” rather than “problem solved”, but it was time to move on. I’ve save a copy of the map from before these changes, so I can always go back and try “one more” fix, if something comes to mind. Thanks again.
  10. Good idea, but I just checked for this situation, and no luck. It was worth a shot.
  11. I gave this a quick test, and I'm seeing strange behavior. I created a light_torchflame, and offset the light_center, similar to your diagram above. First, the particle emitter is at the origin, not the light_center. I suspect I can figure out how to fix that. Second, the light that is cast has a few issues. There is light at the light_center, broadcast to the 'left'. But it uses the 'biground_torchflicker' texture, so it doesn't quite look right. The wall doesn't get any light, and I guess that's what is intended, but that looks incorrect too. Finally, there appears to be light coming from the location of the emitter. Not just the flames, but cast light. Here's what it looks like. Light from the light_center shouldn't reach that wall.
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