joebarnin
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Posts
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Posts posted by joebarnin
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Brilliant mission, one of my favorites ever. Great design, art, layout, sound, everything. The item balance was perfect - I had what I needed, when I needed it. And
Spoilerfire arrows - who'd have thought they could take out several zombies at once? (is that normal, or did you enhance them?).
And the ride at the end - what a nice treat!
Played on Easy - that's my style (in other words, I'm not very good). Didn't find any secrets, so there's plenty of reasons to go back and try again (also, I was using the 1.1 version not 1.2).
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Nice mission! Great atmosphere, and an amazing quantity of stuff to do and discover, given how compact it is. I got to the end without finding any secrets, and thanks to the Statistics screen I was reminded that there were some. So I went back and looked - found two, and then had to cheat to find the rest. Some of the obscure areas were fiendishly difficult to find - that's a good thing! The way the various areas are connected was well done - I just love that feeling when you're exploring zone A and you realize, hey, here's zone D!
SpoilerIt would have been nice to be able to use the rope arrow to get up to pick the landlord's key, but that didn't work (I had to read this thread for hints).
Thanks!
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Just got around to playing this - it was great fun! Nice design and especially liked the lighting - made it just hard enough.
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5 minutes ago, AluminumHaste said:
Do you have a glprogs folder in your darkmod directory?
Yes I do. I just deleted it, and now it works fine. Thanks! My apologies, I should have thought of that.
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14 minutes ago, nbohr1more said:
Nothing wrong in the darkmod.cfg that I can see.
Please post a condump
Attached.
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6 minutes ago, AluminumHaste said:
What's your hardware Joe?
Intel(R) Core(TM) i9-10900K CPU @ 3.70GHz 3.70 GHz 32.0 GB RAM
GeForce RTX 3070
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Sorry, I keep going back and forth between beta04 and beta05. So this last time I ended up with the default cfg (r_shadows "1"). That's the file I attached first. I realized this mistake and set Shadow Maps ( r_shadows "2"), and it still doesn't work (current attached file).
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I increased dust to 0.2 and all the way to 1.0 - still not visible. Here's my darkmode.cfg:
Here's the correct darkmod.cfg, with r_shadows "2". Dust is still not visible
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Yep, on the light I have:
volumetric_light=1
volumetric_dust=.002
volumetric_noshadows=-1
Worked fine in beta04, but not in beta05.
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Looks like something has happened to volumetric lighting in beta05. It was working fine in beta04 but after I upgraded to 05, it stopped working. I went back to 04 just to verify it was working, and it was. I verified I'm using Map shadows (r_shadows "2") and my r_volumetricSamples is "8".
Did something break in beta05? Anybody else seeing this?
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I'm using the new Secrets mechanism for my WIP. It works fine for frobbing objects with "secrets" "1" spawnarg. But I have a button that targets a atdm:secret. Every time I click the button it increments the secret count. The wiki says "By default, each of these atdm:secret entities can only be triggered once" but that doesn't seem to be the case. Unless I'm doing something wrong?
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In my current work-in-progress I use a fog light for a cellar/basement type room. If I position the light correctly I can avoid the seam - I think I had to make the light extend into the walls a little bit.
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@JackFarmerI've used this call to calm down AIs:
$guard_1.setAlertLevel(0);
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Nice mission!
SpoilerGood flow; I like the new objectives that show up (Emily, etc) - they tell a good story. Nice building design at Four Flags - it took a while to figure out but eventually it made sense. The deposit box thing was the only frustration. And I like the way the ending segues into your first mission.
Good work - looking forward to the next one!
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Excellent mission! Lot's of fun exploring the mansion and figuring things out. Good use of conversations. City area was good; yeah it was there to get you from A -> B, but felt right. Twist at the end was unexpected yet it fit right in.
Spoiler(Like @Bienie, I had trouble finding the book switch. I mean, I checked the bookcases twice and didn't find it! And of course once I found it, it was obvious. Go figure)
Thank you for an enjoyable mission!
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Count me in for the beta test.
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I've got an FM under development (actually it's in Beta test). There's something I've noticed over the course of developing and testing the mission. One large room contains several security cameras. Most of the cameras are configured to rotate. Usually, when I test the mission, they work fine. But occasionally, one of the camera's rotations will be off by 90 degrees. For example, a camera that is pointing "north" (up in the XY view), with a sweepAngle of 90, will typically rotate between 0 and 90 degrees (i.e., from 12 to 3 if you think of it as a clock). But, once in a while, I'll be testing the FM and when I get to this room, the camera is sweeping from 270 to 360 (9 to 12 on a clock). It happens very infrequently, but I have noticed it several times over the past few months of testing.
I guess my first question for the developers is, is this a known issue in 2.09? I know that security cameras have undergone significant changes in 2.10; my hope is that perhaps these changes include a fix for this?
This bug is maddingly difficult to recreate. I'll test the mission a dozen times and all works fine, and then the next time I start a mission one of the cameras is pointing the wrong way. I've noticed it with a couple of cameras. The problem is that if it does happen, it can make the mission impossible to finish.
One option is to switch to 2.10 and hope the problem goes away. But it happens so infrequently that it might be weeks of testing before I'd see it again, or convince myself that it isn't going to happen on 2.10 (and even then that's no guarantee).
Any ideas or suggestions? Thanks in advance.
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Spoiler
You have to do something before the button works
SpoilerYou have to put out the fire
Glad you like the mission!
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Just a quick note, the method for determining if something is locked is IsLocked(). So your getDoorStatus method should be calling door.IsLocked(), not door.getBoolKey("locked").
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26 minutes ago, jonri said:
While I'm here, does anyone know if there is a way to set the phase of a func_pendulum? I have some things I want to be out-of-sync with each other. If there's no direct solution, I could probably set the speed to be slightly different on each one and they should get sufficiently jumbled up by the time the player gets there.
This looks promising:
"editor_var phase" "the 0.0 to 1.0 offset in the cycle to start at."
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Yep, another one! My mission is also ready for Beta testing (when it rains, it pours, right?). I realize that @Bienie just started his beta, but if there is anyone left willing to test mine (or people willing to test both), please check in at my thread over in the beta testing forum.
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30 minutes ago, Dragofer said:
How about simply calling remove() directly on the blackjack entity that you placed in DR?
I tried that, it did nothing (no crash, no error in the log, and the blackjack was still available).
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On 9/21/2021 at 8:49 AM, Dragofer said:
The script method to remove a weapon would be:
$player1.replaceInvItem($blackjack1, $null_entity);
Unfortunately that didn't work. It can't find the inventory item, no matter what name I use for it. I think the engine does some special processing when you pick up melee weapons. I also tried code to delete the blackjack weapon:
$player1.selectWeapon("blackjack") entity weap = $player1.getWeaponEntity(); weap.remove();
but that crashed the game.
Is there any way to temporarily override the key bindings, so that '1' and '2' are inactive?
Newbie DarkRadiant Questions
in TDM Editors Guild
Posted · Edited by joebarnin
I think you just target the trigger_hurt from the bonfire.
Edit: I guess I finished third. At least my answer was correct.