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Dragofer

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Everything posted by Dragofer

  1. @Spooks I'm glad to see you say that it's worked out for me to capture that mood. @Bienie Didn't think I'd ever see someone call this ship spacious, especially with this much cargo lying around. Well, I did spend quite some time with the clipper and vertex drag tools to get every last bit of internal space. And yep, no knockouts is my preferred style too for the challenge it brings. @Melanthere's still plenty of Wrecker's Reach left, and it's a place I'd like to see more of. My aim with this one was to make a more focused adventure, based around my new ship asset, that could be released within a moderate timeframe. Also my first city mission and adopted map, so I was looking to make experiences with that. Let's see where things go from here.
  2. Thanks guys for your kind words! @Kerry000regarding the aspect you wanted clarification on:
  3. @Bienie start with writing down the names of your 2 levers + the machine as well as the coordinates of where the 2nd lever needs to be on the machine. Give the machine the spawnarg "frobable" "1" and then at the top of DR's window select Entity -> Stim/Response -> switch to Response tab -> add a response to frob -> right-click in the response effects box & click add, right-click edit the new effect, repeat for these 3 effects: 1) "teleport (set origin)" the second lever so that it ends up on the machine 2) "set frobable" "_SELF" and leave frobability unticked so that the machine is no longer frobable 3) "run script" "remove_lever" for this simple script to remove the first lever from the inventory (technically the above 2 steps could be in this script too, but just to show what S/R can do) void remove_lever() { $player1.replaceInvItem($lever,$null_entity); } To make this response only occur when the player has picked up the first lever, right-click on "frob" in the left of the machine's Response tab and deactivate it. Now use the above steps to give the first lever the effect "Activate Response" "Frob" on the machine.
  4. Here are my thoughts on the 2 ideas: 1) A sultan's palace wouldn't be a problem from an architectural perspective. TDM has an incredibly large selection of stone and marble textures, and patches are very well suited for architectural details like arches and domes. The main problem may be the props: idk how convincing i.e. a sturdy wooden bed with linen bedsheets would look in the Orient. You'd also have to be creative with getting more diversity in the AIs because we only have 1 Moor, maybe by making tan skins for other AIs. 2) A desert temple is very feasible with TDM's assets (stone textures, rock models, zombie & skeleton AIs). Could look to Penny Dreadful 1 for inspiration, because this one already goes in the direction of an ancient temple.
  5. Thanks krrg and Goldwell, I'm really glad to hear you enjoyed the mission as much as you did! Hehe, it looks like my missions have a tendency of playing out that way, even if it's not intentional.
  6. Congrats! Having 2 FMs in one day is something I'm sure no one's bothered by, very much on the contrary in fact
  7. There isn't much that draws an honest man to a place like Wrecker's Reach. Once a well-known port under a name no one remembers, it was a hub for lucrative trade in colonial wares and a warm shelter for those crossing the great oceans. Now it's just another stinking hole, like all the others I've been scratching out a living in. The ale is poor, a knife awaits you down every dark alley, and the rich folk have long since abandoned their crumbling residences to petty barons. Imagine my surprise, then, when I saw a grand merchant ship arriving in the dark of night. It's anyone's guess what brought it here, and more importantly what lies in its cargo hold, but I intend to be the first to find out. Not that this will be easy, though: a vessel like this will be sure to draw plenty of attention, and I've made something of a name for myself around here, so I'll have to be cautious the moment I step out into the open. Well then, it seems holing up at these wretched docks is finally paying off. Notes This is a standalone harbour mission set in Wrecker's Reach, taking a smaller section of a former Crucible campaign map as its starting point. My stated aim with this one was to create something a little simpler than what I did previously, with most of the weight on exploration and looting. Simply an unexpected nighttime excursion in a locale that hasn't been visited before. Download Google Drive Dropbox As well as some screenshots for anyone uploading this mission to their servers Simply place the mission archive in your darkmod/fms folder and start TDM. The new mission will appear. Credits Beta testers - Amadeus, Cambridge Spy, lowenz, VanishedOne, Boiler's_hiss, acolyte6 Harbour building exteriors - The Campaign Team Editorial consulting - Amadeus Custom environmental ambients - AugustSandberg, jimsin, deku, kangaroovindaloo, all of Freesound, dario Custom wooden floor texture - judith <dr.judym81@gmail.com> Prescott Stahl's writings - Spooks Painting in splashscreen and briefing - John Atkinson Grimshaw Painting in briefing - Ivan Aivazovsky Boiling water sound - Kyyrma Improved animated flag - Arcturus Improved nautical models - Xendrox
  8. @Boiler's_hiss@acolyte6 Sure, you're both welcome to try it out. I've uploaded a 2nd beta build of the mission earlier today.
  9. Springheel is the only one here who has an explanation for that issue, that multiple nearby visportals on the same X/Y plane may start misbehaving.
  10. Thanks Springheel, but that wasn't it. I've altered those visportals and their surroundings numerous times without any effect. In the end I just deleted them because they were only minor visportals. @Jedi_Wannabe an alternative explanation for void-showing doors is that your visportal surface (the pink-cream one) is slightly in front of the door instead of fully within. The door is still linked to the visportal, but the visportal's position gives you a view into the void. The solution remains the same as Springheel already described, to move the visportal surface a little (until it's inside the door).
  11. Here’s my next mission, ready for beta testing. This one is a standalone city mission taking place at a harbour based on a section of a former Crucible campaign map. Any beta testers are welcome to go over to the beta testing section of this forum for the thread I opened there.
  12. In almost all cases yes, hitting natural while the scale is set to 0.500 will yield the intended scale. There are however some very high res textures that'll appear magnified at 0.500.
  13. *Make that St. Alberic's Curse actually, Caduceus isn't what I was thinking of. Caduceus takes place in a monastery, don't remember how the scenery is there.
  14. Ah, then you'd likely get good use out of this interior image that I was reminded of just now. Regarding the outdoors, we have very good nature assets nowadays, as discussed on Discord. Dram already showed what can be achieved with them just by arranging and lighting them well: http://forums.thedarkmod.com/index.php?/topic/10003-so-what-are-you-working-on-right-now/&do=findComment&comment=420282 Another good inspiration for nature landscaping would be Bikerdude's Caduceus of St Alban.
  15. @Amadeus I can only recommend that as a mission idea, very fun to make.
  16. Confirming that one's yellow, because it's being rendered ineffective by the open visportal next to it.
  17. I've got a couple instances of strange visportal behaviour in my map: Staircase visportal becomes closed when too far away or viewed too directly. In the 2 shots I slightly turned my view, the defunct visportal is the one in the top right corner: Large square visportal inside a defect in the wall. It should always be open, but instead it acts as if it were closed. r_showportals 2 claims it's open when viewed from one side: I've excluded that there's anything intersecting with the visportals, and I don't use func_portals. If I extract these segments into a testmap they work normally. Any ideas what can make visportals go funky like this?
  18. Just give the lamp the spawnarg "set light_radius on flame" with the desired light radius. It works this way for all entities that are def_attached, like a sword to an AI or a flame to a lamp. You can find what the original light_radius was by temporarily creating that entity in your map. In this case, "flame" is the name that's given to most lamps' def_attached entity via a name_attach spawnarg; some use "light" instead - look into inherited properties to find out which it is. A name_attach is always required if you want to set spawnargs on that entity.
  19. @jaredmitchell you're welcome, and I think VanishedOne was thinking of something similar to this. Re monsterclip floors: the way it works is if you have a freefloating monsterclip platform AIs will sink down ~34 units as they walk across it. If there were a solid func_static surface (i.e. a grass patch) within 34 units above the monsterclip platform they'd instead walk over that. I'd do the vertical movement in the locks by having the ship make 2-3 small 'jumps' accompanied by a very brief fadeout (if the player's outside), with monsterclip at each stage. The horizontal movement from lock to lock could be done via the sequential AAS obstacle wall method described in my first post. An alternative is a cutscene, but can cause problems if it happens just as the player was making a dash across a brightly lit area.
  20. Could look at the _selflit variants of window textures for examples of how to use that blend add stage.
  21. A far easier option would be to show a short cutscene each time the ship moves and have a set of permanent monsterclip at each position of the ship's journey. The ship would spend most of its time in the water elevators anyway, and the water level doesn't really change perceptibly here. You'll need to combine this with the interior-exterior split described above.
  22. It's not just the pathfinding, it's also the visportalling. I don't see any way to move the latter especially. There's possibly a way to make your idea work: I'm also making a ship mission, in which I've split the exterior from the interior and transfer the player between them via script. The great advantage of this is you can build your interior without being restricted by the exterior; a further advantage in your case is you can turn your ship exterior into a func_static. You have 2 options to transfer the player: A ) frobbing a door teleports the player. You may want to handle what happens if the player is being pursued by an AI (level 5 alert). The easiest solutions by far and away are to either make an objective not to get spotted by ship AIs, or to do nothing. Most people quickload anyway when they get spotted. B ) use rooms in which the teleport happens. It's very tricky to teleport AIs without disturbing their behaviour, so these rooms should be AI-free. I'd recommend option A therefore. That leaves the issue of pathfinding on the moving ship exterior. I've experimented with dynamic pathfinding while setting up my stagecoach and came to the conclusion you can only have dynamic walls, but not dynamic floors in pathfinding. On the horizontal plane this should be easy enough: you can use a very long (permanent) monsterclip brush for each deck as well as for the ship's sides (east-west). You can then then use AAS obstacle to limit north-south movement: depending on what works either bind it to the ship or toggle a series of AAS obstacle walls. The vertical plane is an issue, because to my knowledge you can't have dynamic floors. My suggestion here would be to use only archers on the ship exterior as they don't need to move between decks to attack the player. Archers will also come in handy when the ship is moving downwards, as they'll have to stand still in this phase. Edit: An issue that remains is how to move the AI forward while they're patrolling on the ship. You can't bind AIs to something, so in my stagecoach I've used a func_mover monsterclip brush to push the AIs forward (named stagecoach_pusher, see either mission in Down by the Riverside). You may need to use a script to continually update the position of such a brush behind each AI as they move around. I haven't tried if this works.
  23. @Bienie You can append more nodes to a NURBS curve, like the one used in the spline, by using the curve-related buttons at the bottom of the left pane of DR's interface.
  24. @Bienie to get the script to repeat you can insert a while(1){} so that your 2 mover5 lines are within the curly brackets. You'll need to add a 3rd line sys.waitFor($Mover5); so that the script doesn't try to repeat the script an infinite number of times per second ('runaway loop'). There's a finished example in Down by the Riverside's Invernesse map, look for wisps. If you want it to go back and forth you'd have to extend the spline path to retrace its path back to the starting point. Or duplicate your spline path, mirror it in all 3 axes and extend your script to use 2 spline paths.
  25. I've used grayman's cutscenes tutorial, which includes a section on binding a camera to a spline to make it move. http://wiki.thedarkmod.com/index.php?title=Cutscenes_Part_2:_Splines_and_Camera_Movement If you're not that familiar with setting up scripts you can go one page back in his tutorial for instructions on that. This tutorial is actually what I used to get my first foothold in scripting. The script there, called roll5, has a few extra lines pertaining to the camera that you won't need, and acceleration/deceleration may also be inappropriate in your case.
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