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Amadeus

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Everything posted by Amadeus

  1. I think you are failing to realize that this aspect could be FUN for other players and other mappers. I personally find the idea of save rooms fun for certain types of FMs. Save rooms, in my opinion, are appropriate for FMs like Hazard Pay. However, save rooms would be horrific for FMs like Penny Dreadful 3, or most others even. But at the end of the day, you don't need to play those unique difficulty settings in the FM if you don't want to. On that same token, mappers don't need to adhere to every player's whim or desire. If a mapper wants to break things up and change things that is their.... er.... "freedom" to do so
  2. Thanks for playing @joebarnin. I'm glad you liked it! To answer your questions: As for the secrets, you are on your own. Gonna have to pry those secrets from my cold dead hands before I give em up!!!
  3. Shouldn't mappers be allowed this same freedom? If the save rooms are designed well and implemented well, the mapper should be allowed to put them in their FM if they so choose.
  4. Enderal is one of my all-time favorites, and much better than Skyrim in just about every way. Worldbuilding is better, story is unique and compelling, gameplay is much more intricate, and most locations are just plain beautiful to look it. Now you are making me want to replay this for the nth time
  5. Did a quick run-through of AGN, everything seems fine. If I have time I'll give some of the other FMs you listed a go
  6. I can test mine. Are we testing for anything in particular? Just to make sure the guis work?
  7. Yeah, have it target the trigger hurt entity. It's what I did for Written
  8. Seems I am out of emoji likes to use for the day But thank you all for the kind words everyone. I'm glad you guys seem to be enjoying it, despite the few technicalities involved in installing it
  9. In pursuit of a long-sought secret, the key to life everlasting lies deep within the recesses of an ancient athenaeum. Dragofer, Bikerdude, and I proudly present our FM for the Christmas Connections Contest titled "Written in Stone." Notes - TDM 2.10 Beta 5 or later is REQUIRED to play this mission. However, it is recommended to play using 2.10 Beta 6. You can get the latest version here. - This FM is a sequel to The Elixir. While it is not vital to play that before playing Written in Stone, there are some story connections. - This FM may be more hardware intensive than normal. LOD settings can be set below "Normal" to improve performance on low-end machines by disabling certain features. - Various areas will look better with shadow maps enabled at the possible expense of performance. - This FM implements the func_peek mechanic, allowing players to peek through any door that has a keyhole on it by leaning forward. PLEASE NOTE: This function has been known to cause crashes for a small number of players in the past, likely due to using the 32-bit version of TDM. At no point in this mission is it required to use the func_peek mechanic; it is purely optional, so feel free not to use it. As an entry in the 2.10 Christmas Connections Contest, the new features and assets used by this FM are: Download Version 1.1 This FM is available for download here: Google Drive OneDrive Simply place the written.pk4 into your darkmod/fms folder and you're ready to go! Promotional Screenshots Credits A big thanks goes out to Wellingtoncrab for making a beautiful city map, Narrator for their wonderful voice work, nbohr1more for creating the original story premise as well as a few readables, Goldwell for animating the introduction to our briefing video and Duzenko for making certain glasses work as well as they do! A huge thank you also goes out to our beta testers: Goldwell, Wellingtoncrab, Kingsal, noodles, Krilmar, Garrett(Monolyth-42) ate0ate, and Mike_A. Thank you all very much for your keen eye to detail and great insights! Asset Credits Kingsal's Killer Assets Wellingtoncrab's Wonderful Furniture and Book Skins ***PLAYERS BEWARE*** SPOILERS lurk in the depths below. We strongly recommend playing this FM first so you don't spoil the fun for yourself!
  10. Congratulations!!! Players are going to love this
  11. I just tried it out, this is really handy. But yeah, the "If nothing is selected, display the total loot in the whole map" feature would be a pretty big quality of life improvement for the script, that way I don't have to select every layer, etc, etc.
  12. That sounds simple enough. Will plug this in tonight and try it out. thanks!
  13. This is actually pretty useful right now. I'm just not familiar with how to add custom scripts to DR
  14. bats, owls, soon Corbin will be breaking into a zoo! Great work @STRUNK. I am very excited for your bats 2.0
  15. Oh no, I am experiencing this same issue but with a door instead of a button. The door targets the secret, but every time the door opens, the secret is triggered again, upping the count. On the topic of secrets, is there a way for one secret entity to bypass the "gui_found" and "text_found" spawnargs from on the secret_messages entity? Let's say I want the text_found message for only 1 secret in the map to say "You have found a secret area" instead of the usual "You have found X out of Y secrets," how could I do that?
  16. That's like a scene out of a film noir, nice!
  17. Happy new year Sotha, congratulations on the release!
  18. A Christmas miracle! Congrats man! You did a wonderful job bringing Grayman's vision to light
  19. This is fantastic, because I was about to check this exact wiki page today, thanks!
  20. You're very welcome! I'm glad you liked it
  21. Congratulations! Looking forward to playing this
  22. I absolutely love those book covers! (everything else too of course, goes without saying) Very high quality work, nicely done
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