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Everything posted by Moonbo
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Fan Mission: Requiem by Gelo "Moonbo" Fleisher (2013/10/6)
Moonbo replied to Moonbo's topic in Fan Missions
Hey SeriousToni, Let me know if that's not specific enough or its some other spot you're stuck in :-). -
I never assigned more than ten targets to an entity. If you need to trigger multiple entities, you can do that via a conversation. Just have an AI up in the blue room and have him target each entity in sequence in the convo editor. All the complicated events in Requiem (including two that triggered about fifty targets) were done this way.
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Fan Mission: Requiem by Gelo "Moonbo" Fleisher (2013/10/6)
Moonbo replied to Moonbo's topic in Fan Missions
Hey Zenid, -
Fan Mission: Requiem by Gelo "Moonbo" Fleisher (2013/10/6)
Moonbo replied to Moonbo's topic in Fan Missions
@Serpentine, I suppose I prefer Amazon, but it's really up to you. Amazon is nice because, like Steam, you can use their cloud reader/kindle app to read things you buy anywhere on any device (and I've made the book DRM-free). Smashwords is nice because it lets you download the book in a variety of formats (pdf, word, etc). @Diego, thanks. Which parts did you feel were overly difficult? If enough people think the same thing, I can always nerf them in an update (make sure to use spoiler tags though, or just PM me). Note that 2.0 made the AI more tough in general (though there are now more options in the gameplay menu to make the AI forgiving, etc). @Goldwell, thank you for the kind words, I'm glad you're enjoying the map! Everyone I've talked to really likes the voice acting you did for the FM too. -
Fan Mission: Requiem by Gelo "Moonbo" Fleisher (2013/10/6)
Moonbo replied to Moonbo's topic in Fan Missions
Thanks Skacky , the idea of that song playing while you were in the rafters was actually the image that inspired me to make the FM. It's by a French composer named Perotin (he worked in Paris in the 1190's) and is called "Beata Viscera". The singer on the version in the FM is Marianne Lihannah, who let me use it for the mission. -
Announcing the Release of 'Requiem' for The Dark Mod! Download Download the latest version of the Dark Mod here: http://www.thedarkmo...wnload-the-mod/ Download the mission here: Mediafire: http://www.mediafire...u89/requiem.pk4 Southquarter: http://www.southquar...ons/requiem.pk4 Fidcal.com: http://www.fidcal.co...ons/requiem.pk4 Create a folder in your Dark Mod install with the path "darkmod/fms/requiem" and place the downloaded .pk4 file inside. When you load up The Dark Mod, the mission will appear on the "New Mission" page. Requiem can also be found directly using the in-game loader. Gameplay Notes While this mission is playable in TDM 1.8, for an optimal experience please download and play in TDM 2.0 (or higher). Most inventory items in the game can be dropped, so no need to carry them around after they are no longer of any use. Note that If you use noclip or other console commands while playing, there is a good chance that you will break the intended flow of gameplay. Credits Mapping and Readables: Gelo R. Fleisher Voice Acting: Goldwell Additional scripting: Obsttorte Additional textures and assets: Flanders, Sotha, Grayman, Springheel, Bikerdude, Obsttorte Additional map optimizations: Bikerdude Testers: Bikerdude, Obsttorte, Gnartsch, AluminumHaste, Baal, nbohr1more, PPoe Custom Soundtrack: Leonardo Badinella - http://leonardobadinella.com/ Additional Music: Lee Rosevere - http://freemusicarch...c/Lee_Rosevere/ Marianne Lihannah - http://www.funeralsinger.net/ Vox Vulgaris - http://www.last.fm/music/Vox+Vulgaris/ A note from the author Hi all. While I've been involved in indie game development for a while now, I'm first and foremost a writer. My most recent project has been a novella that tries to capture the visual feel and tone of the Thief series (you can find the link below). As I was writing, I found myself playing a lot of Thief and Dark Mod fan missions, and got to thinking that maybe I wanted to make one myself, as a companion piece to the book. When I finished up writing, I had a bit of down time and decided to take the plunge. Having never done any serious mapping before, my plan was to make a small mission that I could bang out in a month or two and call it a day. Well, as sometimes happens, the project got a little bit bigger than I had planned. Ten months, and lots of elbow grease later, Requiem is finally ready for you to play. I'd like to thank everyone who helped pitch in to help make Requiem come alive, from those who took the time to answer my many questions on the forums to those who actively contributed to the FM. I especially want to thank Bikerdude who served as my mapping mentor, and Obsttorte whose clever scripts really turned what was in my head into the game that you are playing. Above all, I want to thank you for downloading and playing Requiem; I hope you enjoy it. Links of Interest Author's Blog: http://gfleisher.blogspot.com/ Companion Novella (Amazon): http://www.amazon.co...k/dp/B00BYEW02M Companion Novella (Smashwords): http://www.smashword...oks/view/298956
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As soon as I get home from work :-). I'll say in 2 hours.
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I'll be officially releasing my new FM in two hours or so when I get home from work :-).
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Well you've got my permission, but just make sure to avoid spoilers :-).
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Hey guys, Thanks to the hard work of my beta testers, my first FM, 'Requiem', is now done and will be released simultaneously with 2.0. Here are some early reviews: "When walking through his map I get the shivers and think 'hey I've seen this type of work before' and then I realize, the last time I saw mapping this imaginative and original was work done by Dram on 'Blackstone manor' and Angua in 'In the bone hoard' - yeah its that good!" -Bikerdude "This mission is awesome." -Obsttorte "Just kept getting better all the time the deeper you get into it! Excellent !" -Gnartsch "BRAVO!!!!! Amazing mission, 10/10." -AluminumHaste Coming soon to a computer near you...
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Sorry, another question, this time about debriefing videos: Right now the debrief video plays right after the mission ends, before the "mission complete" screen. Is there a way to swap this order, so that the "mission complete" screen shows and then the video plays after you hit "Continue"? Thanks.
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I'm trying to modify my FM's briefing (button, not timed). What I'd like to do is to have the image appear and then 2 seconds later have the text appear. I don't know enough code to know what to do, but I'm pretty sure that it has to be possible. Here's the current code: onAction { set "BriefingText2::visible" "1"; transition "BriefingText2::forecolor" "1 1 1 0" "1 1 1 1" "10000"; set "NextButton2::visible" "1"; set "PrevButton1::visible" "1"; set "BriefingText1::visible" "0"; set "NextButton1::visible" "0"; set "BriefingMovingPicture1::visible" "0"; transition "BriefingMovingPicture2::matcolor" "1 1 1 0" "1 1 1 .9" "4000"; transition "BriefingMovingPicture2::rect" "0 0 704 528" "0 0 640 480" "15000"; set "BriefingMovingPicture2::visible" "1"; } This runs "on action" (i.e. when you hit the button). Is there a way to have a delay before the text becomes visible? By looking at Grayman's WS1 briefing I know it's possible to trigger things at a specific time with a "onTime" function, but I don't think it will work embedded into an onAction fuction. Any help would be greatly appreciated.
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Hey Trooper, All the beta slots are filled now, but thanks for offering!
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Hey there Acolyte, Sent you a PM.
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Great, I'll PM the both of you.
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Yeah, it seems to me that a custom script might be better for what you're describing since it'll cut down on the trial and error. Or just look for a simpler way to do the same thing. Most players won't notice the difference if the result is the same.
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After a lot of elbow grease, and a lot of help from the forums, my first FM is ready to go into beta, and I'm looking for a few good testers: Requiem is a large-ish FM, so your computer needs to be able to run something of about the size of Lords and Legacy in order to play it smoothly. While it is compatible with v1.8, I'm asking the beta testers to test it under 2.0. Who knows, God willing, Requiem may be 2.0's maiden mission. Here are some screenshots. If you're interested in being a tester, just reply in the thread:
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Thanks Grayman, I'll set that spawnarg to 1. Just for posterity, I figured out 3 of the questions I posted: 1) By setting the "undead" spawnarg to 1, AI are affected by holy water. 2) The reason arrows pass through see-through AI is because of the keyword 'transparent' in their material definition. I'm guessing that was to allow arrows to fly through things like cobwebs. There's not much way of avoiding this issue. 3) I finally got the death script to work by taking Sotha's from LQD and erasing things until I got what I wanted. It turns out the issue is that you need to wait around 1 second after the death script starts before you turn the AI non-frobable. I guess this is because the system is still swapping out the AI and the ragdoll. The final script was: void NotFrob(entity e) { sys.wait(1); e.setFrobable(0); } void NonFrobGhostCorpse(entity e) { thread NotFrob(e); }
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Hm, I was able to bind a torch light onto an AI without any issues too. Maybe you need to have two entities, one that's bound to the AI and another that's bound to the first entity (and if not via bind then maybe as a def_attach).
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Okay Obs, I'll report back shortly :-). Another quick question: right now the default behavior for AI is that if they get alerted they pull out their weapon, and even after they resume their patrol their weapon is still out (using a diff animation). How can I get the AI to put their weapon away and return to their normal walking animation after they cooldown from their alert?
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Hm, yeah I checked the LQD script and I the two scripts seem to be the same. I like Obs idea of modifying the def file, hopefully that's as straightforward as it sounds. Okay! So I think I'm ready for beta testing this weekend if I can squash the remaining bugs I found in my own playthroughs today. How exactly does one set up beta testing on the forums?
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Hey guys, just about ready to go into beta testing after I iron out a few more bugs: 1) If I wanted an AI to be damaged by holy water, how would I go about doing it? 2) This is a revisit from a post way back, but I have an AI who I want to be non-frobable after they die. The script I have set up as the death script is as follows: void NotFrob(entity e) { sys.wait(0.5); e.setFrobable(0); } void NonFrobGhostCorpse(entity e) { thread NotFrob(e); } The death script is "NonFrobGhostCorpse", but the corpse is still frobable after death. Any thoughts on what I'm doing wrong? Thanks.
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Hey Obs, I'll PM it to you.
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Thaks, since I can't animate I'll use Sotha's idea . Slightly related: I have an AI with a ghostly, transparent skin. When I shoot arrows at it, they pass right through the AI. That's pretty neat but for this AI I need to disable that effect. Is it controlled by a specific spawnarg?