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So, what are you working on right now?


Springheel

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Wow Moonbo those pictures are just terrible please just stop mapping...

 

Said no one ever!

 

Seriously are you a game designer part time or something? Those pictures look incredible!!

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Stunning work again Moonbo. Your ceilings and vertical vistas are exquisite. The first time I looked at the proof-of-concept map you provided for the script question, I completely missed the spoken instructions because I was gawking at the ceiling or a window with my mouth open, oblivious to all else.

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That mission is something. (I have played an earlier version of it.)

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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Why thank you! I'm not going to show any more progress videos from now as it'll just start spoiling things. I'm hoping for about an hour's play-time for the regular playstyles, so about ten times larger than it is now. Expect to hear about it again in a few months!

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This is kinda' silly to share, but I'm excited about the objectives for my upcoming mission, "Inn Business".

 

There are multiple sets, the first set is fairly standard, collect loot and find an important item, which'll be in a random spot. The third set I won't reveal due to semi-spoilers (they wouldn't make sense without knowing the story anyway).

 

However, the second set I just completed tonight, and is working nicely:

- Clear them out, right down to health potions.

- Don't kill the innkeeper (likely wearing green hat).

- Drive off any horses.

- Go jump wall into courtyard behind start tree when done.

 

It's that horses one that has me tickled. Not sure if there are other missions with a similar objective (not that I've seen yet), but it'll add a nice dimension in the middle, part I was worried would be anemic.

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"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Having not used horses I don't know if they have move animations, but setting flee points and putting them as a hostile team should suffice, think scaring away an unarmed merchant in other FM's

Intel Sandy Bridge i7 2600K @ 3.4ghz stock clocks
8gb Kingston 1600mhz CL8 XMP RAM stock frequency
Sapphire Radeon HD7870 2GB FLeX GHz Edition @ stock @ 1920x1080

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Here is an update on the progress of my fan mission The Accountant. I am currently about 80% finished, all rooms have been built but now it's simply a matter of going through and adding clutter/readables/balancing and also making things look lived in by the people there. I am currently working on a mansion for a nobleman in my city called Lord Tamric. This mansion is not a mandatory place to visit but it is a bit of fun and will have some great loot in the final version. For now I just wanted to show how I am doing with it so far. Enjoy! :)

 

Once again this is a work in progress aka not finished ;)

 

http://www.youtube.com/watch?v=oxsgLwkm-lI

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It looks very fancy! Reminds me of all the tiled mansions you'd get in Thief FMs. Voice acting is brilliant, on another note. It'd be hilarious to have someone walk in while you're just chilling in the shower.

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Having not used horses I don't know if they have move animations, but setting flee points and putting them as a hostile team should suffice, think scaring away an unarmed merchant in other FM's

 

Yes, they do.

 

The trick with flee points is adjusting the health_critical to get them to flee instead of fight. No need to put them on a different team unless you want their interactions with other teams to be different for other reasons. Flee points ironically also aren't accessed in the flee behavior--you need to make them friendly.

 

Unarmed folks don't scare away initially, so it might be different for them. They try to find what's there, it's not unless they perceive something dangerous that's worth saving themselves from, will they flee.

 

The bigger issues were objective location can't be used, since it's not direct action of the player, so needed to set up triggers. Also the huge AAS of horses.

 

Of course, having other AI who normally would interact with a horse respond appropriately once it's gone, since you can't use regular object absence on an AI. So needed to force that and trigger other changes.

 

All in all a fun brief bit that has game-play ramifications based on player choice--score!

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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Simple but nice. Good work.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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Hello all, I'm intending on getting back to my mansion level "eeeveeennttuallly", I have A LOT of it done but haven't touched it in months as I've been distracted by some really cool stuff in work... and thief 4 will probably distract me for a while too. However, I just noticed the 2.01 update today and tried out my level, I did a "map <name of map>", aaaaand nothing just the title screen... I know there were a lot of changes in 2.0 that migrated assets away from doom stuff but what's weird is my level "was" working in 2.0 but doesn't in 2.01, has stuff been deprecated? Do I need to re-save in dark radiant? Or re-dmap the level or...

 

Very happy to RTFM if someone can point me at a link that explains why a level that works in 2.0 doesn't in 2.01

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WOO HOO!

 

Yeah it just needed a dmap, complained of something about /hell/candle but other than that worked fine.

 

Damn, it's been ages since I've been in that level, I forgot I was playing with the ambient light and half the level is in total black, but maaaaan, the same level runs better in the new update.Getting nearly 20fps in some of the crazy huge unoptimised outside sections.

Edited by wheek
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The sky's need to be swapped around and you need more floors/height on those buildings, otherwise very nice.

 

Heh, no, it would make no sense for the sky to be clear when it's snowing, and cloudy after the storm has passed away. And also no, two stories (most of which isn't seen in this pic) is the plan here for game-play reasons (which pokes into spoilers territory). But otherwise, thanks.

Edited by RJFerret

"The measure of a man's character is what he would do if he knew he never would be found out."

- Baron Thomas Babington Macauley

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