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Goldwell

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Everything posted by Goldwell

  1. I'm having some odd visual discrepancies in my map while trying to optimize my city streets with vis portals. I have a scene setup where the tops of the building are func_statics so that you can still see them through caulk brushes. The tops of the walls to this estate entrance is all caulk as well, not skybox. The issue is that when you're standing on the street and the vis portal is open, you can see the building tops through the caulk brushes.. but as soon as you step inside the estate and the visportal closes behind you, they disappear which causes a rather jarring visual effect. Is there a way to force it so that the func_statics will always show through caulk brushes? Standing on the street Stepping inside
  2. That crucible harbour is some of the best work in the campaign (and there's a lot of great things in there) so it's really exciting to see it finally see the light of day, especially with a very talented author such as yourself Dragofer. Good luck with the beta testing, can't wait to play it!
  3. During my mapping session today I wanted to try something I haven't really ever done before.. draw concept art and then build a scene based off of it. As you can tell I am a very talented drawing artist But I gotta say it actually helped with the direction of the scene overall
  4. The general rule of thumb i've been using is if it's critical to the story, there are alternate ways in. But if you want to find every piece of loot and/or every secret / explore everywhere then you'll have to be diligent with what you use. I feel it's the most natural fit as more novice players can still complete the mission without running into a frustrating dead end. And those who prefer a challenge more than likely are experienced enough to know they need to conserve and retrieve their used rope arrows. And if all else fails this mission has a new ingame shop keeper, so they can always loot a few homes/businesses to gain some coin and then go to their fence and buy a rope arrow!
  5. Thanks everyone! Yeah one thing I have noticed is difficult with this style is ensuring the readability of the scene. To address it I’ve been trying to place lights near windows and ledges where the player can navigate up to. Perhaps on the easier difficulty I will add a note about making sure to really look up and examine the top. Some buildings do have a ground entrance door too but some are self contained rooms up there. The player will definitely need to know the usefulness of looking up otherwise the mission will be quite hard. This will be the 4th of 5th entry in my campaign though so i guess it’s also natural that the difficulty ramps up a bit too.
  6. So in an effort to shake up my usual style I have begun building a city mission that fits into the Northdale campaign arc which features huge tall buildings on a rainy and foggy night. The main aim there is to really focus on cramped streets with huge vertical buildings on either side, I really want to put that rope arrow to good use! So far I have built a dark back alley in the city and really like how it turned out, quite a bit different to my usual MO. And for reference, this is what the original street looked like before the do over
  7. Thank you for the kind words! The reason why I stopped midway through the crystal hunt was because I felt the mission was getting really long. But at the time that was my thinking, I felt that the train was a good spot to have a break in the mission without being too jarring, so it felt right given the circumstances at the time. If I was to go back and do things differently I would have just tried to finish up that crystal hunt but mapping is always a learning experience
  8. Praise be to the master builder Taaaki!
  9. Congratulations on your release! Can’t wait to dive into this one tonight
  10. Have a target_once entity that has the "notouch" "1" spawnarg on it and have that targeting whatever you need to complete. And then for the objective just point that towards the trigger_once.
  11. Piggybacking onto what Springheel wrote, I would recommend adding in a trigger_count entity, listing the count at whatever number of objectives you have. Then in the objectives window have that trigger_count get triggered for each objective that's completed. You can do this by going Inside the mission objective screen, go into edit objective and add the name of the trigger_count entity in the field labeled "completion target". And then have the trigger_count entity target your speaker for the final voice line.
  12. I don’t know sorry! It was an issue during the beta that was fixed. I booted up the mission on my end and I can hear all of the footstep sounds without any beeping.
  13. Is there a reason why the forum set all forum post likes to be anonymous? Also any chance we could see the return of status updates?
  14. It sounds like there might be. But that is confusing because I have only ever released 1 version and it had the sound files included. There are custom sound files in use for footsteps. Perhaps try turning off the debug noise? It’s not a perfect solution but at least then you won’t hear that noise. Alternatively try downloading the file from darkfate. They have a very up to date and robust database of all missions including mine.
  15. A screenshot from Shadows of Northdale Act 5 (and my first on the new forum!). Corbin will be venturing across the Northdale river to break into the infamous inventors guild.
  16. Interesting... I was looking over my FM release posts and noticed that all of the briefing videos are now just links instead of embedded youtube links like they were on the old forum. I'll try adding a couple of the same links and seeing what happens there.
  17. I don't know if you're aware but I noticed youtube videos are no longer embedded in forum posts anymore. I understand you have a lot on your plate, but would you please mind taking a look at that when you can?
  18. While Taaaki has mentioned he is looking into a dark theme. In the meantime I would recommend a chrome addon that Epifire turned me onto called "Darkreader". It turns light pages darker, so currently my forums look like this:
  19. Thank you! I was coming to ask the same thing. Darkmode on this new format would be perfect for mobile too!
  20. Taaaki posted about it in an announcement I dont think the forums have ever been down for so long before.
  21. In regards to following the player, is it not possible to make a change to this script? http://forums.thedarkmod.com/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/page-16?do=findComment&comment=396357 The script for that looks like this: object statue_look { void init(); void loopLook(); vector viewDir; vector direction; float cosine; float tolerance; }; void statue_look::init() { thread loopLook(); } void statue_look::loopLook() { while(1) { if (distanceTo($player1)<1024) { viewDir=sys.angToForward($player1.getViewAngles()); direction=getOrigin()-$player1.getOrigin(); cosine=viewDir*direction/sys.vecLength(direction); direction_z=0; if (cosine<sys.cos($player1.getFov()/2+30)) { setAngles(sys.VecToAngles(-direction)+'0 90 0'); } } sys.waitFrame(); } } If you remove the "if (cosine<sys.cos($player1.getFov()/2+30))" bit and it's associated brackets those statues now follow the player (it does bring up some smoothing problems but that's another thing). Couldn't you trigger that in the security camera script so that if it spots the player it will activate that follow the player script for a duration until the player has been out of sight for X amount of seconds?
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