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Showing content with the highest reputation on 09/21/21 in all areas

  1. Hello all! It has been too long since a contest has been organized so this is an overdue proclamation. Part 1: The theme of this contest is "connections". This means that the mission must in someway relate to the story or characters of another existing TDM mission. For example, you could create a mission that creates a side story that connects a Thomas Porter series mission to a mission in the Penny Dreadful series. You could also create a mission that tells the story of what happened to a side character in a Thomas Porter mission before the events of a subsequent Thomas Porter mission. If you are the author of a mission series, you are free to create another entry in your existing series but are encouraged to somehow connect that new mission to a different author's series. If you are not the author of the series, it will be up to you to decide how strongly you describe or imply that your mission is connected to the series. Feel free to make branch stories of the main TDM campaign missions or be more adventurous and branch out from a unique gem like Blackgrove Manor. If you do intend to strongly associate your connected mission to a mission not created by the TDM team or Crucible Team, it may be best to reach out to the original author of the mission for approval or guidance. You are only free to create "official sequel" missions for a series if you either created that series or have approval from it's author. For example, should you decide to create a new Chronicles of Skullduggery mission and call it "COS 4: Sneaky Snacks" chances are that Bienie would not approve of this unofficial sequel and we could not host it or allow it to compete. It is safer if instead you create a mission that tells your own story but incorporates location names, characters, and story elements from an existing mission. Further, when incorporating these elements they should remain largely untouched. You can have your character discuss where Thomas Porter was going (etc) but you should not change Mr Porter's sexual orientation or conjure some story about his desire to quit his adventures to become a hot-air balloon operator. ( Unless the author Sotha approves of your fanciful divergent version of Mr Porter ) More "safe" ways to "connect" your mission to an existing mission: A story book (readable) that tells a fable version of what happened in a different mission. A character who hates the protagonist of a different mission for some reason. A character who has visited a town from another mission. The "connection" attribute will add to the "story score" and will be voted on. ( Ranging from 1 added perfect vote to 5 added perfect votes biasing the average. ) Part 2: 2.10 OPTIONAL Dev Build Bonuses To help promote the 2.10 beta process and encourage more testing, additional points will be added for using features from the latest TDM versions. This will be a risk \ reward scenario since cutting edge features may need to be changed or even removed by the final 2.10 release. We will work hard to ensure that features that are critical to the design of these missions are maintained and improved but we may not be able to guarantee 2.10 beta features will be considered stable for production. Mission authors are free to release a two versions of their mission ( 2.10 and 2.09, or 2.10 and 2.07 etc ) if they want to allow players who don't want to use TDM 2.10 beta ( Dev builds ) to play their mission. This isn't just a 2.10 initiative, you can see below that we are also awarding authors who use features from 2.07 to 2.09 as well. The newer the feature, the greater the reward. The reward for using a new 2.10 graphic or game-play feature will be 6 perfect votes added to your voting average. The reward for using a new 2.10 asset ( texture, model, sound, etc) will be 2 perfect votes added to your voting average. The reward for using a new 2.09 feature will be 5 perfect votes added to your voting average The reward for using a new 2.09 asset will be 2 perfect vote added to your voting average The reward for using a new 2.08 feature will be 4 perfect votes added to your voting average The reward for using a new 2.08 asset will be 2 perfect vote added to your voting average The reward for using a new 2.07 feature or asset will be 2 perfect votes added to your voting average These points will be averaged into either the graphics or game-play section of voting depending on what you add. I will attempt to identify what features are being used but will kindly ask that authors declare which features are being used in their submission thread. Standard Contest Scoring: Total Points = (gameplay * 3) + (Appearance * 2) + (Story \ Theme * 1) Max Possible = Total Votes * 5 (Outstanding) Category Score (%) = Category Points /Max Possible * 100 Total Score (%) = Total Points /Total Max Possible * 100 The vote count was equal in all categories for everyone so: TotalMaxPointsPoss (TMP) = AllCategoryVotecount(ACV) * 30 Full Weighted Score (FWS) = (Gamescore*3 + Visualscore*2 + Storyscore) / TMP Pre-existing maps: The contest will be for newly created missions. Authors can use modular assets and prefabs and limited pre-made map sections. If you wish to use an existing WIP mission, you will need to declare this in your release thread and other participants will need to agree that your mission should be allowed to compete. Otherwise, if multiple authors with WIP missions decide to join we can create a separate scoring for those missions. The submission deadline will be Christmas Day ( but we can extend the deadline if all participants agree to the request. ) ================================= Final Contest Entries: Winner: Wellingtoncrab "Iris" 97.08% Second Place: Bikerdude, Amadeus, Dragofer "Written in Stone" 95.28% 3rd: Kingsal "Hazard Pay" 95.06% 4th: Down and Out on Newford Road - thebigh 81.01% 5th: Paying the Bills 0: Moving Day - Jedi_Wannabe 77.64%
    5 points
  2. This is one of two stand-alone WIPs Grayman could not complete anymore. He asked his son to donate both WIPs to our Abandoned WIPs thread. Bikerdude is working on the other one called "Seeking Lady Leicester".
    2 points
  3. tHe bLAck MaGE If my recollection is correct, Grayman posted a few shots of this WIP (from the outside) back in 2017 or 2018. I've added one larger and two smaller new areas and decorated the remaining rooms similar to Grayman's style (that is, I tried to do so). Here a few shots from the rooms/areas in question: It took me ca. four weeks to finish all of this. Since most of the other essential tasks (efx, ambient sound) had already been set up by Grayman, I can already start with gameplay/puzzles, readables and dialogues. His text briefing will be translated (without changes!) into a briefing video with voice actors. Based on this introduction, I have created a number of (mostly manic) additional characters, all of which will appear in dialogues or via phonograms in the game. This mission will not be a sad bow to Grayman. On the contrary, building on his story abstract, the entire mission shall become a humorous experience, not too difficult to play, as everyone should have the opportunity to complete one of his last creations. I can only hope Grayman would have liked it.
    2 points
  4. @Dragofer Perhaps that advanced example is a bit hard to grasp, a little too abstract in presentation. Maybe it needs an illustration with 2 buttons, "Jump East" and "Jump West", and two rabbits (func_static model instances) that "jump" in unison. And the salient Entity Views of each button and the target_callscriptfunction.
    1 point
  5. Yep, that seems like the way to go. The "advanced example" uses spawnargs like this on various entities to make a teleportation buttons setup. Once you have an entity you can also get all its spawnargs.
    1 point
  6. I think I fixed all calls in svn rev 9595. Here are executables from the latest SVN, most likely compatible with the latest dev build. It would be great if someone can verify that everything works properly now even with "r_glCoreProfile 2" (default).
    1 point
  7. Why not add the counter increment as a spawn arg on the button? So each button has ”counterIncrement” “13” or whatever. Then your script gets the value of the “counterIncrement” spawn arg from the button passed into the script function, and uses that to increment the counter. No need for if/then ugliness.
    1 point
  8. This sounds like something you could do by removing or adding weapon entities to the player's inventory - Geep's method with disableWeapons() was only intended to stop the player from using his weapons ("too slippery") without taking them anyway. The script method to remove a weapon would be: $player1.replaceInvItem($blackjack1, $null_entity); The script method to add a weapon should be: $blackjack2.frob($player1); or $player1.addInvItem($blackjack2); As you can see, you'd need 2 different blackjacks in the map - I doubt you can add an item to the player's inventory that was already removed, though it's worth a try. [This might all fail if the engine doesn't treat weapons as inventory items at all]
    1 point
  9. The objective is to get mappers to use newer features. The Asset bonus is capped to 2 perfect votes averaged into the visual score. I was considering only awarding bonus points for code features ( game-play, visuals ) but the Asset bonus allows mappers to decide (risk) only to use one code feature or none at all and still have a little buffer against others who use them. Hopefully the vote participation will be high so that the bonus bias won't be too exaggerated anyway. ( I may need to add a scaling factor if 18 additional votes is half or more of the overall vote participation. ) I ask you to consider joining the fray as you always add stellar submissions to contests! Otherwise, please consider joining "in spirit" and adding story connections and 2.07+ features to your WIP and targeting the 2.10 release window. There is no obligation to declare your participation before submitting your entry. Yes, for 2.10 features players will need to install a 2.10 Dev Build or Beta version: https://forums.thedarkmod.com/index.php?/topic/20824-public-access-to-development-versions/ they can either use this as the primary TDM install or install it separately. As for 2.09 "features"? You're right, I guess I should say "feature" as the only player exposed feature is the new physics based particle setup: https://wiki.thedarkmod.com/index.php?title=Particle_collisions_and_cutoff
    1 point
  10. I wonder if it's related to index buffers. Menu elements are (afaik) the last elements that are drawn from a CPU-provided index list instead of a GPU index buffer. Far as I know, the spec doesn't require one, or at least I couldn't find anything to the contrary, but it's possible some drivers expect them, anyway?
    1 point
  11. My body wants to participate, but I don't know if my mind will join in. I am working on my main mission yes, but a part of me would like to start a new one, better planned from scratch. The positive thing would be to do just that, set goals from the beginning and create a nice, small mission... But will my energy be burnt and the main mission set on too much hold? Too bad prior work isn't allowed On a side note, definitely not to sound cocky, but isn't it too easy to rake in all extra points just by adding a few extra, random models here and there from every new version? I don't know from memory exactly what model is from which update but aren't there at least one small and unassuming piece of the world in each? I think the added asset should have at least some significance to the story to count.
    1 point
  12. The bonus cap will be: Two feature awards ( based on the highest two TDM versions used ) ( added to either game-play or visuals ) One asset award ( based on the highest used TDM version ) ( added to visuals ) One "Connection" award ( based on voting for how connected the mission is to other missions 1 - 5 ) ( added to story ) So 6+5+2+5 = 18 perfect votes biasing the average. Side note: One easy thing to add to get a feature score is to add an EFX 2.0 reverb definition as that was added in 2.07
    1 point
  13. Good luck with the contest, but I think the first post could do with some formatting. It looks like it was copy-pasted from a text document with hard line-breaks and multiple empty lines, making it somewhat difficult to read.
    1 point
  14. Oooo! A new contest. Count me in. I'll put my current mission on hold for a while and get started on this. I already have a few ideas... Regarding the bonus points for using new stuff, is it possible to earn all 23 points or do you intend to cap it somehow?
    1 point
  15. Status updates are back so it is also a good time to return to contests! https://forums.thedarkmod.com/index.php?/topic/21095-christmas-connections-contest-2021
    1 point
  16. In my mission, I want to "take away" the melee weapons (blackjack, sword) from the player, and then later give them back. So the game progression is: Player starts with blackjack/sword/arrows (typical situation) Some event takes away the blackjack and sword. He still has his bow, and can shoot arrows. Later, another event gives him a blackjack and sword. Preferably, he would just pick them up and that would re-enable them. I read this thread but I can't figure out if it has any suggestions for my situation: I tried $player1.disableWeapon(), but this disables ALL weapons - I want the bow/arrows to still be available. I messed around with cloning and modifying the tdm_weapon_blackjack.script and tdm_weapon_shortsword.script files, and I got it to mostly work. The player can still hit the "1" and "2" keys - my modifications to those two scripts prevent the weapons from getting raised. But, the lightgem changes (for the sword at least). It would be best of those two keys were totally inactive, but I can't figure out how to do that. I also am playing with some scripting that @Geep kindly gave me. But, that involves redefining the 'player' object (from tdm_player.script), which I would rather not do. Does anyone have other ideas?
    1 point
  17. Nearest I can find is libc.so.6, which by complete surprise is a link to libc-2.26.so libc.zip Picked up the source, I'll have a look, thanks
    1 point
  18. It's been quite a while since I last posted. My work-flow is a bit sporadic. Map for 2 months straight Burn out Take a break for 6 months to a year Repeat Anyways, here is an updated video on some of my progress. I'm roughly 35% finished. I plan on pacing myself somewhat better this time around (I keep saying that and I keep on lying..). Short updated progress video below: The Unwelcome Guest - Work in Progress Vid Older video: The Unwelcome Guest - 2020
    1 point
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