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Goldwell

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Everything posted by Goldwell

  1. I just tried the same myself (on a fresh 2.08 install) and there's no mission completed tick there for me. edit: I thought mission completed info was stored in a text file in the dark mod base directory, but after looking through my old installation I couldn't find it in there. Was it moved to the registry or my documents folder or somewhere else?
  2. Sure thing! I'll ping you back on the relevant dev forum thread about it.
  3. I'm really confused. So why is the rain going through that body of water in the screenshots I first posted? It's being blocked by other entities and brushes in the map, it appears to only be the water entity that fails to block it. Edit: If you change (in the testmap) that surface on the water to the texture "textures/water_source/water_dark" and then do the dmap/runparticles console commands. The rain will go straight through it as seen here
  4. Oh I spoke too soon, the material file for the one I used in my map does have the water keyword added but the rain goes straight through it still because of the translucent keyword. Is there a way I can stop the rain without removing the translucent keyword with the material file below? textures/water_source/water_dark { qer_editorimage textures/water_source/water_dark discrete nonsolid water twosided translucent description "dark, semi-transparent clear water with normalmap" { blend bumpmap map textures/water_source/water_green_local translate 0.01 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2)], 0.01 * sintable[time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 2.2)] scale 0.5,0.5 } deform turbulent sinTable 0.0175 (time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 1.5)) 10 { vertexProgram HeatHazeWithMaskAndDepth.vfp vertexParm 0 time * (( parm5 + 0.1) - (( parm5 || 0) * 0.1)) , time * ((( parm5 + 0.1) - (( parm5 || 0) * 0.1)) * 5) vertexParm 1 (( parm6 + 1.5) - (( parm6 || 0) * 1.5)) fragmentProgram HeatHazeWithMaskAndDepth.vfp fragmentMap 0 _currentRender fragmentMap 1 textures/sfx/vp1 fragmentMap 2 textures/water_source/vp_water fragmentMap 3 _currentDepth } { blend blend map textures/water_source/water_dark alpha 0.7 } }
  5. I guess therein lies the issue. I used a core material, one of the water overlays. Which is as seen below. textures/water_source/green_plain_flat_thickmurk { qer_editorimage textures/water_source/green_plain_flat noshadows twosided nonsolid { blend blend map textures/water_source/green_plain_flat alpha 0.9 rgb 0.4 } } After adding the keyword water to it, that solved the issue. However going through the material files and looking at it we have a lot of water surfaces that do not have that keyword attached.
  6. What spawnarg and what setting do I give it specifically? I tried both spawnargs with 1 or 0 set and none of them made a difference. Are you able to stop the rain going through the water entity in the testmap? and if so what did you do to stop it?
  7. I put a body of water in the ground in the test map and had the same problem as seen below. Here's the testmap to help replicate the bug rain.pk4
  8. I've noticed that the new rain in 2.08 doesn't stop when it hits a water entity. And I can't put any solid ontop of it as the player obviously can't access it then, so i'm a bit stumped with what to do. The water entity is just a bare bones standard atdm:liquid_water. I tried adding the spawnarg "particle_collision_static_blocker" to it but to no avail. I am using the auto-generate collision static version of the rain too btw.
  9. That's honestly the biggest dilema I always face with conversations. But how I get around that usually is just put things on a timer or make the AI basically a vegetable that doesn't notice anything. In the accountant 2 there's a scene with a shady lookin' dude at the top of the elevator in the apartment complex, and he basically has a force shield around him and wont react to anything. You can shoot fire arrows near him and whatever and he just stands there like nothing is happening. I also gave him 1 health and fail objectives so that if the player knocks him out or kills him the mission will end. But the worst problem we have in TDM concerning convos is actually a bug in the core game, if the player opens the menu and/or quicksaves during a conversation the AI will be muted for the remainder of that sound file they're on.
  10. That song is Midnight Tale by Kevin MacLeod which can be found here: It's such a beautiful song, I found myself listening and humming to it a lot during the making of Snowed Inn
  11. I found an odd glitch with a new model I believe @Springheel this is from your module set? The model in question is "models/darkmod/architecture/modules/sewer_tunnels01/round_sewer_straight01_hole.lwo"
  12. Goldwell

    Story Mod

    In addition to the previously mentioned there is also the Chronicles of Skulduggery series by Bienie, and Kingsal has the Volta series. Plus you've got Requiem and it's sequel A House of Locked Secrets by Moonbo.
  13. Thank you! Glad you enjoyed the mission, I have another mission coming out sometime this year called Shadows of Northdale Act 3 and it's a gigantic rainy city mission with some twists and turns. I've been working hard to make it feel even more atmospheric so if you enjoyed the rainy vibe of AC1 then hopefully my new mission will help to appeal to that too. But in terms of whats available now, here's a list of some of the rainy TDM missions that come to mind, apart from what's already been mentioned of course: Awaiting The Storm Thief's Den 1 Thomas Porter 4: The Transaction In A Time of Need 2: Breaking out the Fence
  14. There are a lot of fantastic TDM missions but i've never sat down and tried to figure out which are my favorites until now. It's quite hard when you're limited to just five, but here's my pick for the top 5 TDM missions. 1. A House of Locked Secrets by Moonbo 2. Volta 1: The Stone by Kingsal 3. Penny Dreadful 3: Erasing the Trail by Melan & Bikerdude 4. William Steele 4: The Warrens by Grayman 5. Perilous Refuge by Dragofer & Crucible Team Honorable mentions A Good Neighbor by Amadeus Lords & Legacy by Kvorning Anything by Bienie / Sotha
  15. I did see your post when you first posted it, but I have 0 modelling skill so I didn't post anything. But I know we do have some skilled modelers such as @Epifire @kingsal @Arcturus @peter_spy who might be kind enough to pop in and offer their skills?
  16. I'm unsure how it used to be but the advice I was given was that they need to be on the ground.
  17. I felt the pathway on the ground looked better before, if it's possible curve the end of the pathway down near the fog to the right a little bit more, so that it's aiming towards the center of the buildings. I think that might improve it a bit more. Also I absolutely love your logo in the bottom left corner man! Very nice touch!
  18. That is definitely not meant to happen. Something funky must be happening with their collision boxes to cause it not to register the arrow hitting it.
  19. The vocal line is set to only play on the easier difficulty. The reason is that folks playing on expert don't need or want a voice line pointing out something to them. With regard to the mission not ending that is concerning, I haven't tested this mission in 2.08 yet, but I will give it a playthrough and try to figure out what happened there. More than likely it's an error i've made as I don't think 2.08 would cause that to break. If I can identify an issue i'll also fix that area where you're stuck as well and upload an updated version. Thanks for the kind words as well!
  20. I have no interest in uploading outdated versions of my missions anywhere.
  21. I decided to remake the accountant 1. Which is why the old version is drastically different to the new version. The core concept remains the same though (visiting a fence in the sewer and breaking into a noble home to steal a necklace for him). I had explained this in the author notes of the release thread for the accountant 1 but I’ll paste it in here too: “This FM is brand new and serves as the first installment in The Accountant series, a few years back there was a small prologue style mission released however I felt that it did not represent The Accountant series so I decided to go back to the drawing board and do a whole new mission that's larger, has a better level design and has a story that lines up closer to what I plan to do with the accountant series.”
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