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Amadeus

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Posts posted by Amadeus

  1. 10 hours ago, grodenglaive said:

    You were on to something with that, but TDM won't let atdm:ai_base use another class's aas file. I changed tactics and switched it to atdm:steambot_base instead (it also happens to be the only AI base that doesn't say "do not use").  Dmap auto-generates the associated aas file (aas96) so there is no warning when the player starts. More importantly, it actually still works! So my AI will now follow the player with no errors or warnings.🤪

     

    Hard to argue with results! Glad you found a fix for this

  2. 9 minutes ago, Geep said:

    I'm guessing there's a way to do that. Then back to DDS to distribute. That process would still cause an extra generation of quality loss, but at least you'd have a TGA in hand, for iterative editing without cumulative losses. But maybe first ask long-time TDMers to hunt for archived TGAs.

    So, there is actually an SVN repo with these tga font images, they are 256x256. Is something like this what you are looking for:

     image.png.c7600041142a8807271e266eaba0aff3.png

    • Like 1
  3. 4 hours ago, datiswous said:

    I think in Iris. So probably a custom thing from @Wellingtoncrab. I'm personally not sure about those. If there's no stick somewhere, how can you make an arrow out of it? But it's nice they are smaller so it's more flexible for placement and can be hid better.

    These arrow elementals are actually a takeaway from the Thief series, but for mappers they do allow for greater flexibility and creativity in placement.

  4. 8 hours ago, SeriousToni said:

    I wonder about the alternative models for the arrows. Have they been used in other missions too already? I really like them, maybe I could extract them to my directory to use them in general for the game?

    So these alternative arrow models are courtesy of Kingsal. He made them for his Volta campaign and has allowed myself and other mappers to use them if they want. You can find them in my FMs as well as Goldwell's. 

    • Like 1
  5. 4 hours ago, datiswous said:

    Minor criticism: I hope you include some backgrounds in the briefing next time. Only text is a bit of a boring read and it shouldn't have to be too difficult to include some background screenshots for example, but maybe it was intended to stay a mistery or you ran out of time.

    I was thinking about it, and it would have been nice, but that's five briefing pages for an incredibly small map. I'd practically give away the whole map in screenshots. That plus limited time/energy. It would have been a nice thing sure, but I did have other more important fish to fry before the deadline

  6. 35 minutes ago, SeriousToni said:

    Wow I wonder how you

     

    Ha! You are welcome to crack open the map and find out :)

    But what I did 

    Spoiler

    was make three identical areas, with three player_start entities that spawned depending on the chosen difficulty. Things got tricky with fog lights and AI, and some scripting, but overall it wasn't too difficult. I also really wanted to make three different loading screens for each difficulty but that was apparently just not possible

     

    • Like 3
  7. 8 minutes ago, joebarnin said:

    Okay, I give up, I'm incompetent. Can someone post how they did the speedrun? Use spoiler text please - don't want to ruin it for anyone else.

     

    So I 

    Spoiler

    jumped from the open window in the starting apartment. It is VERY hard, but it is possible. That is the only way I've managed to complete the objective. spend a bit of time practicing the jump, but you can make it.

     

    • Like 1
    • Thanks 1
  8. 9 minutes ago, grodenglaive said:

    btw, the path node "path_follow_actor" is supposed to do just that, but it doesn't work (at least in TDM 2.11).  

    I have this working in my current WIP. I have a path_follow_actor node targeting the "lead" AI, and then I have the "follower" AI targeting the path_follow_actor node. This has worked flawlessly for me in both 2.11 and 2.12. On a side note, this setup would make a good prefab for 2.13

  9. 2 minutes ago, nbohr1more said:

    I think it'll take a few days for the "reverse April fools prank" nature of this release to be understood / believed.

     

    Thank you! And yeah, I don't think we really accounted for the potential confusion on an April Fools release, we just wanted to release silly missions. But thanks for putting em up on the database!

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