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joebarnin

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Everything posted by joebarnin

  1. Okay, this one's driving me crazy. s.urfer found this during beta testing. My patrolling guard won't notice an unconscious guard unless he is right in the way of the path. Here's an example of an unconscious guard being ignored, dude walks right past him: The patrolling guard only reacts if I put the unconscious guard right in his path, so he actually bumps into him. I checked the spawnargs on the guards, everything looks good. I'll keep experimenting, but if anyone knows what's going on here, I'd really appreciate it. Jeff
  2. Just finished. This is a brilliant mission! A rich layout, full of spacial complexity. Good set of stories and characters. It looked great, too. Looking forward to the sequels. Thank you!
  3. Looks good. I guess I gotta go play the first three...(been out of circulation for a while)
  4. Thank you! This makes perfect sense. Just thought I'd mention, there's one issue with the video. Around 8:47, you start doing work with the .mtr file - this all happens off screen (maybe a dual monitor issue?). I can't see exactly what you did, but I can figure it out based on the .mtr file you sent (and your audio commentary). Looks like you searched lights.mtr for an existing window light texture, eg: lights/mansion01_window01{ description "projection for mansion01 window01"{forceHighQualitymap lights/mansion01_window02coloredzeroClamp}} Copied this, and then modified it to match the new .tga file name: lights/diamond_pattern01{ description "projection for diamond_pattern01"{forceHighQualitymap lights/diamond_pattern01coloredzeroClamp}} Save this in a separate file in the materials folder. Thanks again.
  5. Just got around to this mission, and I really enjoyed it. I'm not actually done, I had completed the main objectives and then an optional one popped up, and I know there's more out there I haven't found yet. I actually like that feeling a lot, that there's stuff I haven't discovered yet (like a real city). Big and complex, nicely designed, lighting is just right. For my own FMs, I'm going to have to steal from be inspired by this mission.
  6. I have an FM that I think is ready for Beta testing. It's a standalone mission, fairly simple. From the readme: A new plague threatens Bridgeport. There are rumors of a cure - let's see if you can find it, and get it to the people who deserve it. The mission briefing: It's been four years since I last build an FM, so this is my attempt at putting my toes in the water once again. The previous mission got though beta testing, but then I tried to expand it and clean it up at the same time, and it fell apart and I put it aside. This time I plan to stick with modding for several reasons, not the least of which is that I have much more free time (recently retired). Anyway, I would appreciate anyone who could take a look and see if I'm even in the ballpark. Once I have some volunteers I'll create a new thread in the Beta Testing forum. Thanks, Jeff
  7. It appears that moss (from a moss arrow) has some height? I have a "tunnel" that is 40 units tall. The player can crouch down and go through it. But if I shoot a moss arrow into it, I'm blocked. It looks like I have to raise the roof to about 48 units in order to crawl through, if there's moss. Is this intentional? If so, that's pretty cool.
  8. I'd like order to matter. I set up a frob stim/response on the first switch, the response did an Add Target (Entity: second switch, Target: secret door). Maybe not the optimal solution, but it seems to work fine - second switch doesn't open the door until you frob the first one. Thank you! Jeff
  9. I've got a secret door that I want to open only if two separate switches are thrown. I've got it working with a single switch, but I can't figure out how to tie it to two switches. I did some searching and found this but I don't think that quite covers what I want. I also thought about using trigger_count but I couldn't figure out how to make those work in this case. Do I need to use a script? Any suggestions would be greatly appreciated. Jeff
  10. So, here's my plan. I'm going to clean up the existing mission, based on the excellent feedback I've received. I'm leaning toward not releasing this shorter mission, but instead expanding it to the "full length" mission I had originally planned. Should be fun to do - fine tuning the existing stuff, and creating some new bits. Thanks again for all the feedback.
  11. Thanks for the feedback - it matches with what others have said, which tells me where I need to make changes. To answer your question...
  12. Deadlove - thanks for your comments. You've supplied lots of good ideas for improvements - I'll be busy for a while. Jeff
  13. RJFerret - Thanks for the incredibly detailed write-up. It's going to take me a while to digest all of this. At least let me answer one question Between your comments and Airship Ballet's, I've got lots to think about and work on. Thanks again! Jeff
  14. Thanks, that is just what I'm looking for! I really appreciate the detail. As for the Thanks again, Jeff
  15. This is my first mission and I'd like to make it available for beta testing. My original plan was for a larger, more complex mission but I decided to keep it simple, since it was my first try. It's pretty straight-forward, nothing very innovative. After beta testing, I may decide to release it as is, or complete the full mission. What I've implemented so far is basically the middle third of the full mission. So I'm likely to take any feedback and use it to improve this part of the mission, and then expand it to the full mission. But we'll see. Anyway, I would appreciate any feedback. Here it is: https://drive.google...dit?usp=sharing Thanks, Jeff
  16. Thanks! I got that to work with a lever, and with objectives (setting the Completion Target to be the func_static). So all is well.
  17. I'm try to implement something and I just can't figure out how to do it. When the player frobs a specific object (which also completes an objective), I want a guard to appear in a certain location on the map (the goal is to make it hard for the player to exit they way he came). What's the best way of doing this? I read up on stim/response and experimented a bit, but never got anything to work. I see the pieces (including a response the moves an entity to a specific location), I just can't put them together right. Any suggestions or a step-by-step would be greatly appreciated. Thanks.
  18. Brilliant! Works perfectly, thanks.
  19. I made a window of clear glass, that can be openedn (built the window out of worldspawn parts that were textured either as wood or clear glass, converted it into a func_static, and then made it an atdm:mover_door). I want to reduce the sound propagation when the window is closed, and I can't figure out how. I tried adding a visportal, and that does the correct thing for sound. But when the window is closed, I don't see through the clear glass - instead I see what looks like the star field from my skybox. As soon as the window opens, everything looks right. Any suggestions?
  20. That did the trick! I had to put the 'bind' property on the painting, pointing to the name of the 'door' (which is just a brush that I converted to a door by giving it the atdm:mover_door classname). Thanks!
  21. I'm getting back into TDM after an inexplicable absence. I have a simple question, and it must have been answered before but I can't find it. How do I make a painting that swings open like a door (something hidden behind it)? I did Create Model, chose a painting, changed its classname to atdm:mover_door. But it rotates about the origin point, and the origin is in the middle of the painting, and can't be moved. I played with using the translate property (as well as rotate) but couldn't get it to look right. What am I missing?
  22. I spoke too soon - it's still broken. The reason I thought it was fixed is that the "make visportal" command put the visportal surface outside of the door and the door opening. So it was as if there was no visportal on that door. If there's no visportal, then the problem doesn't happen. When I moved the visportal to the correct location, the problem happened again. Note that the visportal is working correctly, at least as a visportal. "r_showPortals 1" shows red when the door is closed, green when it is open. The only problem seems to be with pathfinding when the door is closed. Is there something I should look for in the dmap console output? Can a visportal function properly as a visportal, but mess up pathfinding? Jeff
  23. Problem solved. I had carefully inspected the brush, and it was just the way it should be (1 visportal face (matching the door), 5 nodraws). Still didn't work. But when I did the "make visportal" trick on that same brush, that fixed it. I'll use "make visportal" from now on. Thanks, everyone! Jeff
  24. That's it. I deleted the visPortal and now the path is working correctly. So now I just need to re-read the visportal wikis and figure out what I did wrong. I'll update this topic once I do. Thanks!
  25. Hello all. I'm seeing a weird problem with a guard's path - could be I'm doing something wrong. Here is the simplest case I could come up with. Large room (A), with a guard walking a circuit around it (path_corners only). There is a room ( off of the large room, with a door between them. If the thief (player) is in the large room, the guard does his rounds just fine. If the thief is in room B with the door open, the guard walks the path just fine. But as soon as the thief closes the door (from within room , the guard stops at the next path_corner. He doesn't start walking again until the thief opens the door again. Has anyone seen this? Jeff
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