Jump to content
The Dark Mod Forums

Amadeus

Development Role
  • Posts

    1000
  • Joined

  • Last visited

  • Days Won

    35

Everything posted by Amadeus

  1. So I can definitely revert it if you'd like (gonna have to wait til Sunday or Monday though) but as Daft Mugi pointed out, this kinda looks like the tone mapper. When I tested these changes way back when, the windows didn't look as muted as they do in snatcher's screenshots. At the time, I also tested the windows on FMs like perilous refuge, PD3, and a handful of others and haven't noticed this issue. Either way, I'll take a closer look at this in a few days
  2. So 2.13 should have both the invisibility potion as well as the slowfall potion available for mappers to use.
  3. I'm glad you dug the mission Fiver! Thanks for playing and writing some very in-depth feedback! I am planning on one day releasing a small quality of life update for this mission, so I will definitely fix some of these bugs you mentioned here and look into the possible improvements
  4. yeah, you're right. I'll set 100 for now. It can always be tweaked if others disagree
  5. Thanks! Glad you like it! Last major thing on the todo list is to set up the shop entity and set a fair price for this.... 75 gold? 100 gold?
  6. I updated the pk4 in the OP and removed the skybox, so it should hopefully work with Linux now. @datiswous and @thebigh do you mind taking a look?
  7. awesome, thanks for the fix! I will just remove the offending skybox from this and then reupload the pk4. I take it I don't need to find a collision mesh for the potion bottle anymore, @nbohr1more?
  8. Glad you're diggin' it, snatcher! As for changing directions, we tried looking at that, but it seems to be a limitation for now. You can hit the Run/Walk key and gain a bit more movement control while your falling, but that's about it. As for reducing momentum.... that's an interesting idea
  9. It's not impacting any existing mission (aside from an unreleased WIP), but I just want wanted to get feedback on the potion itself first. Datiswous was saying that they couldn't even boot up the test map without their game crashing to desktop. I included a pk4 in the OP that has a test map and all of the relevant assets. Thanks for looking into this!
  10. this is the script:
  11. Spawning entities *** stack smashing detected ***: terminated signal caught: Aborted si_code -6 Trying to exit gracefully.. --------- Game Map Shutdown ---------- ModelGenerator memory: 1 LOD entries with 0 users using 16 bytes. --------- Game Map Shutdown done ----- Shutting down sound hardware idRenderSystem::Shutdown() ...shutting down QGL I18NLocal: Shutdown. ------------ Game Shutdown ----------- ModelGenerator memory: No LOD entries. Shutdown event system -------------------------------------- shutdown terminal support About to exit with code 0 @nbohr1more, @stgatilov do you know what would cause a crash like this for Linux? On Windows, everything is seemingly fine, so I'm not really sure how to fix this
  12. It hasn't been properly tested, hence this very post asking for testers as for why it crashes on Linux, I have no idea, sorry. I'm not familiar with the linux environment
  13. So I know you can definitely do some weird things like turn the game map upside down (I did this when I was first experimenting with an earlier version of this potion, that was pretty wild) but I don't remember HOW I did that. I'm not too sure about reverse gravity but I'm fairly confident you should be able to do it. Sorry that's not a particularly helpful answer Yeah, that's because the slowfall script is dependent on script events related to gravity and air movement (setGravity and setAirAccelerate) that were introduced in this latest dev build
  14. SLOWFALL POTION @Dragofer and I have been working on making a slowfall potion that we would like some feedback on. Keep in mind, this will only work if you have the latest dev17234-10914 build installed otherwise TDM will not startup. If you want to put this in an existing FM, simply add the pk4 to the FM folder and type #include "script/slowfall_potion.script" in your tdm_custom_scripts.script file. This slowfall potion has several spawnargs that mappers can customize for their own special use cases: "duration" ---- How long the slowfall effect lasts. Default value is 15s "gravity" ---- Affects the strength of the player's gravity. Default value for slowfall potion is 125 "braking rate" ---- Deceleration rate in units per second squared when the player's falling velocity exceeds the maximum allowed fall velocity. Default value is 150 "max_fall_speed" ---- Maximum velocity a falling player will reach. Default value is 500 "horizontal_velocity_multiplier" ---- How much the player can move forward/backward while falling. Default value is 1.005 "end_sound_lead" --- Lets the end sound start playing this number of seconds before the potion effect ends. Much like the invisibility potion in Kingsal's Volta campaign, this potion has a "potion_end" sound that goes off just a second or before the slowfall effect ends, allowing the player to make any last-second maneuvers before they fall normally. I've included a test map as well, so you can play around with it and fall to your heart's content. Hope you like it! Special thanks to @kingsal for letting us use a custom sound and doing some early testing! slowfall_test.pk4
  15. I'm also gonna suggest the April Fools FMs: Moongate Ruckus, Moving Day 2, Sneak and Souffle and Eye on the Prize
  16. Even if you are going for a very shiny material, I don't think it's a good idea to overwrite the existing material. At the very least, a new material should be made, allowing mappers to choose if they want to use the legacy version or this one
  17. And thank you for playing! I'm glad you enjoyed it
  18. Thanks for taking the time to upload all these assets! Definitely gonna take a look at this boiler
  19. That looks pretty cool! I wonder if you can add more subdivisions on those clock patches to make a smoother circle. Also, I added a small clock ticking sound to SVN so that should show up in the next dev build
  20. Congrats on the release, Sotha! Very much looking forward to playing this
  21. Yeah, I'm not sure what would be causing this. All of the work I did on the drunk flag had nothing to do with doors but it's possible something still broke anyways. If you could post a test map @MirceaKitsune, that would be lovely
  22. Not to my knowledge no. I'm not sure what would be causing this. What version of TDM are you using @MirceaKitsune
  23. Yeah, so it used to be used start in the courtyard right next to the arrow target, then you'd look left, shoot an arrow through the window, steal the pumpkin and go back to where you started. Could be done in about five seconds. OR you could just explore the rest of the backyard, find the secrets, then get the pumpkin and be done, which was about 3 or 4 minutes. I had a lot of fun making this one though, and I definitely plan on making a lot more smaller ones (maybe not this small though, lol)
  24. Thanks for playing, I'm glad you enjoyed it! Yeah, I would love to make a larger rainy version of this someday, but since it was for April fools, I wanted to keep it short and sweet but also a little different. You'd be surprised how much work it is to make three different weather types . My original plan was to make it even shorter, if you could believe it. The first version, you could beat it in about five seconds if you wanted to skip the rest of the map
  25. Thanks for the kind words @The Black Arrow, but if I could just offer a bit of insight into the collaboration, every part of this map was a group effort, no one individual was responsible for one area alone, and i think you might be surprised as to who did what and where. Thanks for playing though, glad you dig it!
×
×
  • Create New...