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Posts posted by Amadeus
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6 hours ago, grodenglaive said:
I wouldn't want rats or spiders following me around.
Now there's a good idea for a custom AI. A spider queen with six or seven spiders following her....
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10 hours ago, grodenglaive said:
You were on to something with that, but TDM won't let atdm:ai_base use another class's aas file. I changed tactics and switched it to atdm:steambot_base instead (it also happens to be the only AI base that doesn't say "do not use"). Dmap auto-generates the associated aas file (aas96) so there is no warning when the player starts. More importantly, it actually still works! So my AI will now follow the player with no errors or warnings.
Hard to argue with results! Glad you found a fix for this
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Yeah, sorry about that, that is when the archive was formed, I'm not really sure what I can do about that
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Yep, I'll PM you soon
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9 minutes ago, Geep said:
I'm guessing there's a way to do that. Then back to DDS to distribute. That process would still cause an extra generation of quality loss, but at least you'd have a TGA in hand, for iterative editing without cumulative losses. But maybe first ask long-time TDMers to hunt for archived TGAs.
So, there is actually an SVN repo with these tga font images, they are 256x256. Is something like this what you are looking for:
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4 hours ago, datiswous said:
I think in Iris. So probably a custom thing from @Wellingtoncrab. I'm personally not sure about those. If there's no stick somewhere, how can you make an arrow out of it? But it's nice they are smaller so it's more flexible for placement and can be hid better.
These arrow elementals are actually a takeaway from the Thief series, but for mappers they do allow for greater flexibility and creativity in placement.
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8 hours ago, SeriousToni said:
I wonder about the alternative models for the arrows. Have they been used in other missions too already? I really like them, maybe I could extract them to my directory to use them in general for the game?
So these alternative arrow models are courtesy of Kingsal. He made them for his Volta campaign and has allowed myself and other mappers to use them if they want. You can find them in my FMs as well as Goldwell's.
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4 hours ago, datiswous said:
Minor criticism: I hope you include some backgrounds in the briefing next time. Only text is a bit of a boring read and it shouldn't have to be too difficult to include some background screenshots for example, but maybe it was intended to stay a mistery or you ran out of time.
I was thinking about it, and it would have been nice, but that's five briefing pages for an incredibly small map. I'd practically give away the whole map in screenshots. That plus limited time/energy. It would have been a nice thing sure, but I did have other more important fish to fry before the deadline
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41 minutes ago, datiswous said:
Is this similar how it's done in Not An Ordinary Guest?
yep, I just used the "diff_1/2/3_nospawn" spawnargs for the player starts (and about a million other things, like loot, ai, foglights, etc.)
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35 minutes ago, SeriousToni said:
Wow I wonder how you
Ha! You are welcome to crack open the map and find out
But what I didSpoilerwas make three identical areas, with three player_start entities that spawned depending on the chosen difficulty. Things got tricky with fog lights and AI, and some scripting, but overall it wasn't too difficult. I also really wanted to make three different loading screens for each difficulty but that was apparently just not possible
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6 hours ago, Petike the Taffer said:
I wrote earlier that I owe this masterpiece a review, so... Here is my detailed review of this groundbreaking and seminal Mission Fan.
The thing that I love about this review is
Spoilerthat it takes as long to read as it does to play the actual mission
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8 minutes ago, joebarnin said:
Okay, I give up, I'm incompetent. Can someone post how they did the speedrun? Use spoiler text please - don't want to ruin it for anyone else.
So I
Spoilerjumped from the open window in the starting apartment. It is VERY hard, but it is possible. That is the only way I've managed to complete the objective. spend a bit of time practicing the jump, but you can make it.
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Glad to hear you enjoyed it! And to answer your questions, it's been a while since I even looked at those readables, but I'm almost positive they are red herrings
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WOAH! Great work!! It's kinda funny that you have to take a potion, but that could actually be an interesting thing you buy at an in-game shop. maybe to herd zombie AIs? Anyway, this is cool and I hope you share a test map please
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it was a long shot, but I figured it'd be worth trying. are there any seemingly relevant console errors that pop up?
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2 minutes ago, grodenglaive said:
I get this message when the game starts:
try giving your ai the spawnarg/value "use_aas"/"aas32"
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- Popular Post
It's nice to see a good, wholesome mission like this. No violence, no stealing, just genuine, wholesome moving-based gameplay. It's fun for the whole family!
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this sounds like something that'll need a custom def. I know you can bind lights to the player and a few other things; I feel like this should work too, but experimentation will be needed. If I have time today or tomorrow I might look into it
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Just now, Frost_Salamander said:
I think what @grodenglaive meant was it doesn't work if the 'lead AI' is the player. At least that's my experience as well. Have you managed to make that work?
Oh shoot, I misread, sorry. No I haven't gotten that to work
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9 minutes ago, grodenglaive said:
btw, the path node "path_follow_actor" is supposed to do just that, but it doesn't work (at least in TDM 2.11).
I have this working in my current WIP. I have a path_follow_actor node targeting the "lead" AI, and then I have the "follower" AI targeting the path_follow_actor node. This has worked flawlessly for me in both 2.11 and 2.12. On a side note, this setup would make a good prefab for 2.13
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This really is a fantastic FM. It's super stylish, oozing with atmosphere and visual detail. I am still one secret short of finding all of them
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Ha, a man who's going through all the difficulties I see by the way, its great to see you back, Strunk!
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Thanks for not only playing but leaving a comment as well, it means a lot :). This little experience has enlightened a love of making small missions within me, so I hope to release more smaller missions soon
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2 minutes ago, nbohr1more said:
I think it'll take a few days for the "reverse April fools prank" nature of this release to be understood / believed.
Thank you! And yeah, I don't think we really accounted for the potential confusion on an April Fools release, we just wanted to release silly missions. But thanks for putting em up on the database!
Fan Mission: Eye on the Prize (4/1/2024)
in Fan Missions
Posted
Thanks for playing! Yeah, I was real lucky to find that track on freesounds. It was super fitting and definitely helped tie the whole thing together