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Posts
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Posts posted by Goldwell
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14 hours ago, STRUNK said:
Nice menu : P
The intro is grandious!! Who draw these?You did... don't you remember? I gave you a French kiss for your beautiful effort!
14 hours ago, Amadeus said:I thought the exact same thing hahahaha!
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14 hours ago, desin said:
TDM 2.12 crash to desktop on two locations while frobbing some pictures
more details here
Thank you for bringing this up! I’ll look into it and see if I can find a solution.
There are a few bugs with this mission that I need to resolve so it’s a bit overdue for some fine tuning.
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4 hours ago, hightide said:
yes, I can see what I need to do but can't accomplish it. I can't drop the item from inventory, it can't be used on plates or anything in the area...updated to 2.12 and got it to work. might have also been user error
SpoilerSelect the cheese in your inv and then frob the hole where the mouse is hiding (it will frob highlight), no need to drop it.
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18 hours ago, hightide said:
I have a special item I'm sure is needed for a certain secret, but I can't figure out how to use it
The early bird gets the worm.
But the second mouse gets the cheese!
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I loved that guy
He will be missed!
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13 hours ago, kingsal said:
Hello! I am going through the (painful) process of detaching some custom stuff I've made over the years from the base mod so I am not replacing so many tdm_ core files in my FMs.
I'll be posting updates in here as I know a few people have used custom volta stuff in their missions.
@Goldwell @Amadeus @Wellingtoncrab
If you are using CUSTOM VOLTA arrows please replace this file: tdm_weapon_arrow.script
- Ive updated this script with core mod changes
- The only thing that's being replaced is:ARROW_ZOOMDELAY 3 // Shortened time from 6 to 3 secondsIf you want to use the default 6 second zoom delay, just delete this file and remove it from your custom_scripts.script.
If anyone knows a way I can change ARROW_ZOOMDELAY without overriding the entire file, please let me know asap.
Thanks everyone
Have updated the script in Shadows of Northdale.
Thank you brother!
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*looks at Shadows of Northdale folder*
... Yeah screw it, what's another 5-10 mb among friends?
Especially when the assets look so damn cool!
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Seeing this made me wish we also had a little search box in the top right corner. That would make finding missions a lot easier.
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6 minutes ago, peter_spy said:
Since you're working on this, have you tried restoring the original functionality, i.e. ability to set up a resolution for these? That might help with performance.
Also, when I was working with mirrors, I noticed that they disable normalmaps in the material. See how a cubemap version has those damaged surface details on the mirror surface, while real-time mirror bypasses all that.
Last but not least, have you tried making mirrors work on convex
or concavesurfaces, not just straight flat polygons? That would open up possibilities for very nice material effects (if used with moderation ).That looks so bloody awesome! If we could have a mirror that looks that good, that would be insane.
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This is as cool as cucumber!
Thank you guys!
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1 hour ago, stgatilov said:
Any warning during dmap?
Does your patch have [0..1] non-overlapping texcoords?
No warnings during dmap
re: the patch, how do I check if a patch has a "[0..1] non-overlapping texcoords"?
Is it correct in interpreting that to mean the texture has been fit to the patch? If so then yes.
This is the patch copied from DR if that helps:
<?xml version="1.0" encoding="utf-8"?> <map version="1" format="portable"> <layers> <layer id="0" name="Default" parentId="-1" active="true" hidden="false"/> </layers> <selectionGroups> <selectionGroup id="415" name=""/> <selectionGroup id="416" name=""/> <selectionGroup id="417" name=""/> <selectionGroup id="418" name=""/> <selectionGroup id="420" name=""/> <selectionGroup id="421" name=""/> <selectionGroup id="423" name=""/> <selectionGroup id="424" name=""/> </selectionGroups> <selectionSets/> <properties> <property key="EditTimeInSeconds" value="20837"/> <property key="LastCameraAngle" value="69 332.186 0"/> <property key="LastCameraPosition" value="20.0088 1653.64 531.677"/> <property key="LastShaderClipboardMaterial" value="textures/darkmod/nature/snow/snow_rough01"/> </properties> <entity number="0"> <primitives> <patch number="0" width="3" height="3" fixedSubdivisions="false"> <material name="textures/darkmod/weather/rain2_heavy2024mtr"/> <controlVertices> <controlVertex row="0" column="0" x="-448.000000" y="1712.000000" z="720.000000" u="0" v="0"/> <controlVertex row="1" column="0" x="-448.000000" y="1568.000000" z="720.000000" u="0" v="0.500000"/> <controlVertex row="2" column="0" x="-448.000000" y="1424.000000" z="720.000000" u="0" v="1.000000"/> <controlVertex row="0" column="1" x="-76.000000" y="1712.000000" z="720.000000" u="0.500000" v="0"/> <controlVertex row="1" column="1" x="-76.000000" y="1568.000000" z="720.000000" u="0.500000" v="0.500000"/> <controlVertex row="2" column="1" x="-76.000000" y="1424.000000" z="720.000000" u="0.500000" v="1.000000"/> <controlVertex row="0" column="2" x="296.000000" y="1712.000000" z="720.000000" u="1.000000" v="0"/> <controlVertex row="1" column="2" x="296.000000" y="1568.000000" z="720.000000" u="1.000000" v="0.500000"/> <controlVertex row="2" column="2" x="296.000000" y="1424.000000" z="720.000000" u="1.000000" v="1.000000"/> </controlVertices> <layers> <layer id="0"/> </layers> <selectionGroups/> <selectionSets/> </patch> </primitives> <keyValues> <keyValue key="classname" value="worldspawn"/> <keyValue key="difficulty0Name" value="easy"/> <keyValue key="difficulty1Name" value="medium"/> <keyValue key="difficulty2Name" value="hard"/> <keyValue key="shop_skip" value="1"/> </keyValues> <layers> <layer id="0"/> </layers> <selectionGroups/> <selectionSets/> </entity> </map>
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@Frost_SalamanderIt has been a good minute since i've played with particle collisions with rain, however I decided to revisit it after seeing your post and I can't seem to get it working.
@stgatilov could you please confirm if this is the right flow as it doesn't seem to be working in my map:
1) Create a .prt file containing:
particle rain2_heavy2024 { { count 100 material textures/particles/drop2 time 0.500 cycles 0.000 bunching 1.000 distribution rect 0.000 0.000 0.000 direction cone "0.000" orientation aimed 0.000 0.040 speed "1000.000" size "0.500" aspect "1.000" randomDistribution 0.000 fadeIn 0.200 fadeOut 0.000 color 0.040 0.040 0.040 1.000 fadeColor 0.000 0.000 0.000 1.000 offset 0.000 0.000 0.000 gravity 0.000 collisionStatic mapLayout texture 512 512 } }
2) Create a .mtr file containing:
textures/darkmod/weather/rain2_heavy2024mtr { deform particle rain2_heavy2024 qer_editorimage textures/editor/rain nonsolid noshadows { //needed to emit particles blend filter map _white } }
3) Create the appropriate patch in game applying the above texture to it (with the texture fit to it and it facing down)
4) dmap missionname.map
5) runparticle missionname.map
But ingame the rain just ignores the brushes and falls right through:
Even using "particle_collision_static_blocker" "1" on this water entity, had no impact
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Mmmm smells good! Who wants some new years stew?
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On 9/8/2023 at 4:49 AM, Mr. Ragbag said:
Is shadows of northdale act 3 still a wip or is it on hold for now? Either way I have really enjoyed your fan missions, so thanks and can't wait until act three gets done.
Act 3 is currently in alpha testing with a closed group
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@nbohr1moreif you could please do the same for my missions I would appreciate that
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A new screenshot from Shadows of Northdale Act 3
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On 5/13/2023 at 7:45 PM, snatcher said:Better sounds (it currently uses Blackjack sounds)
Lantern sheath
Lantern unsheath
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Title has been updated now.
Thanks everyone for having a little bit of fun!
Now back to the Dark Radiant mines!
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Version 3.14.15926
General Changes:
- Added a new game mode where all AI are replaced with clowns.
- All loot items now make a "boing" sound when picked up.
- All in-game text has been translated to Pig Latin.
- Players now have a 50% chance of slipping on banana peels.
- Guards now have a 50% chance of sneezing, alerting nearby enemies.
AI Changes:
- Guards now randomly break into song and dance numbers.
- Thieves now occasionally stumble and trip over themselves, making them easier for guards to catch.
- Zombies now wear silly hats.
Level Design Changes:
- The player's objective is now to steal a giant rubber chicken from a noble's mansion.
- All buildings in the game world now have exaggerated, cartoonish proportions.
- The game now takes place entirely in a giant ball pit.
Audio Changes:
- All sound effects have been replaced with foley sounds created by mouth noises.
- The soundtrack now exclusively features kazoo covers of popular songs.
Bug Fixes:
- Fixed a bug where players could get stuck in a wall by crouching and jumping repeatedly.
- Fixed a bug where players could "swim" through the air by rapidly jumping while falling.
- Fixed a bug where the AI would sometimes try to speak in emojis.
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13 hours ago, snatcher said:
I just wanted to make it clear to @Goldwell.
I myself raised the point a few months back in a different topic for a different subject. It's a tricky situation that well deserves its own topic
There's nothing to make clear. I didn't mention once in my original post that I thought the missions were broken because of the blackjack changes.
I'm only updating them because I want them to take advantage of the new blackjacking changes.
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On 2/6/2023 at 5:55 AM, Daft Mugi said:
Ooooooo, I found the issue.
Missions that override "def/tdm_weapon_blackjack.def" have the issue, because they are missing the "anim ready" and "anim unready" lines.
- Iris
- Volta 1
- Volta 2
- Hazard Pay
- Noble Affairs
That is good to know!
Ill delete the blackjack def file in my upcoming missions. And when I update my existing ones, I’ll remove it for them too.
Thank you for bringing it to my attention!
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Thanks for the update Greebo!
I did send you a message on discord back in the end of December about a rather annoying bug which I don't seem to see is fixed in the list. And it's quite frustrating to deal with.
So the arrow that goes between targeted entities doesn't render correctly when updated to a different entity. The spawn arg updates but not in the orthoview.
It's easy to replicate though. Drop in two models and create a trigger once.
Set the trigger once to be targeted to model 1.
Then duplicate the trigger once and change it's target from model 1 to model 2 and the arrow doesn't update but the spawnarg does.
For example it looks like this:
In order to get it to display correctly I have to hide the entity it's targeting, and then reshow it which causes it to update to the proper view like this:
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Fan Mission: Lord Edgar's Bathhouse by Goldwell (27.12.2014)
in Fan Missions
Posted
I saw a ring in a toilet once in a thief FM I was playing and thought it would be funny to include that.
But now it’s just become a running gag.
I didn’t include it in one mission and someone DMd me and asked about why it was missing haha.
So I guess all missions have to include it now