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Amadeus

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Posts posted by Amadeus

  1. I think it's worth mentioning here that as of dev17095-10833, there are now several weather materials with static collisions enabled available for mappers to use. These are found in the textures/darkmod/weather/ folder and are called "rain2_downpour", "rain2_light", "snow2_flurries", "snow2_light", etc. You still have to run the "runParticle <mapname>" command after dmap (this must be done every time the proc file changes), but at least now you don't have to mess around with making custom materials. I've also added instructions in the material descriptions. 

    More info can be found at the bugtracker here: #6545

  2. 1 hour ago, thebigh said:

    With just two guys? Not likely, even though one of them is carrying a torch. That said, it wasn't as easy as one might think. Getting the loot under the balcony was the trickiest bit, and took some imaginative leaning to stay shadowed. And being able to escape semi-easily to the alley allows the player to watch and wait for more accommodating patrol timings without pressure, so that was nice.

    Out of curiosity, did you manage to supreme ghost it on Frigid difficulty?

  3. 18 minutes ago, datiswous said:

    Would that also work with the water particle from a water arrow? Currently water-arrow splash particle moves down and would take out other torches, even a floor below.

     

    I'm happy to be corrected if I'm wrong, but I don't think so. There are some limitations with particle collisions for particle models, as shown on the wiki article here, but it might be worth testing anyway just to see what happens. I should also note that that visportal glitch is something I haven't been able to replicate, and I've really tried to

  4. 1 hour ago, thebigh said:

    Really nice little mission! Trying to supreme-ghost it was a heap of fun. So much coolness in such a small package.

    Thanks so much for playing! I'm glad to hear that you did manage to supreme ghost it; I was worried it might have been too hard, especially on the later difficulties

    • Like 1
  5. 3 minutes ago, Oleron said:

    So, I'm in the Undead Hogwarts, and I have everything I need, but there's this...

      Reveal hidden contents

    ...set of double doors with a shimmery, filmy shield..

    ..in front of it that I can't seem to touch. If there was a written clue somewhere, I have completely missed it. Please assist.

    "Undead hogwarts" is a fantastic description lol. As for your question, that door is purely decorative, it was meant to represent the front entrance. You cant actually traverse it. Sorry for the confusion 

    • Like 1
  6. So, that's how it was explained to me. Even though it seems counter intuitive, using Direct X maps has worked for me. I was recently trying to import a bunch of textures from Polyhaven.com (they offer both OpenGL and directX normalmaps) and I used the OpenGL version at first, but when I put it in-game there was an inverted green channel. I then used the directX version and the normalmap worked just fine

    I'm happy to be corrected on any of this though. Maybe Polyhaven does something different with their normals, or I'm doing something wrong

  7. 17 minutes ago, stgatilov said:

    Speaking of actions for the missions which only tweak zoom delay.

     

    I can only speak for myself, but I think option 2 would be fine. This will at least allow the missions to be playable on the dev builds for now, and we can see if any other issues pop up

  8. 1 hour ago, chakkman said:

    I could take your reply much more serious, if you wouldn't call my valid objections "whims". If you don't care about what players think about the decisions you made in your missions (or your "whims"?), then I wonder why you make your missions public at all.

    Seriously, I'd recommend to get off your high horse.

    Alright, you convinced me that this convo is no longer productive. You clearly just wanna be right, so I'm not gonna spend anymore time on this.

    EDIT: I cant help myself, I'll end on a more thoughtful note. I care about all the feedback I get from all players, however there is a difference between "caring" and "catering to". Just because one person says they don't like X doesn't mean I'm gonna make a change, especially when other players do like X. I'll always hear out beta testers and players and listen to their feedback, but I am by no means beholden to that feedback

  9.  

    2 minutes ago, Geep said:

    That may be where @Amadeus got the folder provided to me earlier.

     

    Well, I actually found that initial folder in the HiRes SVN repo. This is different from the TDM assets repo as it has a bunch of source files for textures, fonts, etc, but they aren't really game-ready assets. This is where I found the tga image files for the fonts I thought you were looking for.

    I haven't uploaded Tels folder yet, but I was thinking of uploading them in the HiRes SVN repo, just for the sake of backing it up

  10. 1 minute ago, chakkman said:

    Well, I disagree. I play this game for the features it offers, not the features some mission author thinks he has to change to his personal favor. And, frankly, some of the more current missions offer too much of that "I think this works better" feature change. For example, the sounds some missions introduce add nothing over the original sounds, but are rather worse in my opinion. 

    And it's your right to disagree, and it's your right to critique those FMs. But that doesn't mean authors need to make changes to cater to your whims if they don't want to.

  11. 12 minutes ago, Wellingtoncrab said:

    Kingsal could make a mission where you crawl around like a baby in moon gravity and I might be right there with you saying it was a bad idea. It'd still be his mission so his choice.

    I think you just gave me an idea for the next April Fool's FM

  12. Just now, chakkman said:

    Again, that's not the point, The point is that the game is all over the place, if every mission feels and plays different.

     

    Yeah, some (myself included) would argue that is a feature, not a bug. The important thing is that the FM plays "well" and is "enjoyable".

  13. 10 minutes ago, chakkman said:

     It's rather that FM authors take the liberty to change things to what they think is better. Or different. Or whatever.

    Damn right, and I personally am going to keep making changes on how I want MY mission to be played and what I think is best for MY FMs. If that's not to your tastes, then I'm sorry these changes don't align with your preferences, but there are tons of other missions you can play that do.

    FM authors have ZERO obligation to provide uniform experiences that try to cater to everyone. Some people are going to enjoy these custom changes (I really loved the Resident Evil style saves, and I can't wait to see more missions with that) and other players are gonna be unhappy about them, and that's a crying shame, but it is not going to stop me from making FMs how I want them to be.

    Never once has a beta tester or a player brought up an issue about these kinds of choices I made for my FMs

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