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Amadeus

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Everything posted by Amadeus

  1. 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
  2. I'm also gonna suggest the April Fools FMs: Moongate Ruckus, Moving Day 2, Sneak and Souffle and Eye on the Prize
  3. 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
  4. And thank you for playing! I'm glad you enjoyed it
  5. Thanks for taking the time to upload all these assets! Definitely gonna take a look at this boiler
  6. 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
  7. Congrats on the release, Sotha! Very much looking forward to playing this
  8. 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
  9. Not to my knowledge no. I'm not sure what would be causing this. What version of TDM are you using @MirceaKitsune
  10. 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)
  11. 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
  12. 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!
  13. Nice! You can also use a moss arrow on those windows so they break quietly. The only downside is that there is no moss decal at the moment to show the window has been "mossed"
  14. There are still a few small bugs related to func_fratures, but in lieu of a wiki article here is a good thread to read: If I have time this weekend I might be able to write up a wiki article
  15. So I use a func_fracture entity to make breakable glass, as I think this gives you a bit more control over things like shard size, shatter sound, etc. You can even trigger things such as func_emitters or lights. For Eye on the Prize, I used it to trigger surface emitter patches to make it look like it was raining inside the greenhouse once the window had been shattered. You are welcome to take a look at that map file to see how it's setup.
  16. Yeah, I agree with chakkman. Modpacks can easily break a lot of the scripting that has been done for this particular FM (and it could break other FMs as well). That crystal teleport also uses a lot of custom scripting. I'd try playing the FM without the modpack and see if you get the same issue. I myself just downloaded the FM fresh off the servers and have had no issue with the crystal teleport
  17. Yeah, that is a serious problem. What TDM version are you using?
  18. It's TDM Christmas! Gonna be hard to keep up with all these new FMs. Congrats on the release, can't wait to play it!
  19. Yes!!!! A huge congratulations for getting this beautiful beast out the door!
  20. Moody remote winter setting - Check! Really cool snowy mountain skybox that I'm super jealous of - Double Check!! Fun wizard-based gameplay - Triple Check!!! This was a ton of fun to play, and I'm a total sucker for atmospheric wintery FMs like this. Great work!
  21. Congrats on the release! This looks like a very cool setting, I'm excited to play it!
  22. Congratulations on the release!! I'm 100 years old though, can I still play it?
  23. Hey, sorry about that. I have been changing some things with my Google Drive account and this fell through the cracks. I'll restore the link within the hour. In the meantime, this FM is available via the in-game downloader if you want to get it there. EDIT: Link restored, it should be working now. I guess I'll go check the other ones now
  24. I don't know if this will affect restoring previous saves, but for bugtracker 6552 I had to write save/restore methods for the new follow_actor spawnargs. These changes show up in the dev17095-10833 build.
  25. Yeah, I agree with joebarnin, I really like the curves on the roads and bridges, and I really like your use of mixing natural elements with city infrastructure, like the stream, the forest, etc. I hope you ramp up the natural elements a bit more because I think you have a cool mountain scene going on here. Great work!
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