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Posts posted by Amadeus
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3 minutes ago, marbleman said:
By the way, is the patch for this still in the works? There is still a black box in Marlow's basement, and the coin I reported embedded into geometry is still embedded too.
Well, I guess there will be a patch now. Sorry about that, I do remember you talking about that coin a while back. Can you remind me where it is please?
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1 hour ago, marbleman said:
I'm replaying this mission after beating it several years ago, and it's almost like playing it fresh since I've forgotten a good bit. In fact, I need a bit of help with
SpoilerHmm, you should be able to find the First Letter in Lily's room. the name it should have in your inventory is "Marlow's 1st Letter". For the fourth and final letter (if this is what you are talking about) is found in Marlow's office, in his desk.
I also forgot about where these letters were as it has been so long. I had to open up the map and look, lol -
21 minutes ago, chakkman said:
May I ask where you got that "feedback from players" from, and who the "several mission authors" supporting making mantling faster are exactly?
I'm one of them. I support faster mantling and told daft mugi as such when I tried it out
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Yeah, you can start here: https://wiki.thedarkmod.com/index.php?title=Creating_Multiple_Skins_For_A_Model
You can make a custom skin for just about every model in TDM. DR also now has a skin editor which makes this process a bit easier -
With all this talk of particle collisions, there is a new small update for Written in Stone now available at a local TDM Mission Downloader near you. It is mostly bug fixes, but there are a few quality-of-life improvements, a new model or two, and a small handful of climbing/mantling fixes that should hopefully make a thief's life a little more painless.
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27 minutes ago, Frost_Salamander said:
yeah totally. One of the outputs of this discussion will be to update that page.
And hopefully update the particle collision page to provide clear step-by-step instructions for mappers on how to set up rain and snow particle collisions. In my opinion, it seems like weather effects will be the most common use case for this collision system, so simple instructions on how to prevent rain/snow from falling through an interior ceiling will be useful for most mappers
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20 minutes ago, Frost_Salamander said:
I haven't personally run it so not sure how long it actually takes. @Amadeus how long did it take for WIS?
so, "runParticle written" took 26 seconds... yeah, that's no small amount of time. Granted, WIS is a large map
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2 minutes ago, stgatilov said:
What about cases when mapper wanted particles to pierce walls?
This does seem like it would be an edge case mostly. I know I wouldn't want to see smoke break geometry, sparks, etc., but I'm happy to be corrected on this. But at the very least, I think the weather particles (like snow and rain) should support particle collision right out of the gate, and it currently doesn't.
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So, I do have some experience using the particle collisions for Written in Stone. At the time of development, I had to make custom weather particle and material defs in order to get it to work properly. Honestly, while the system is nice when it does work, it is complicated, quite a lot of work on part of the mapper, and can be very finicky. A minor change to the map can break the system (to which, the runParticle command needs to be run again after mapping).
One thing I don't get is why TDM doesn't have core materials that support particle collision right out of the box. There is a small handful of rain materials that support this, but most of the core weather textures, and particularly snow textures, all use "deform particle2" even though that is not supported by particle collision; "deform particle" is the correct keyword for this (as per the article here.
I can't imagine why a mapper would ever want rain and snow to pierce through brushwork, like a ceiling in a house. And even if the mapper did want that, they could simply place a weather patch on the ceiling to make that happen.- 1
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Fantastic news! Congrats! I'm looking forward to playing this
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17 hours ago, stgatilov said:
Oh my god!
I can turn into a cup!
I love the gameIt's one of my favorite ways to play this game!
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Thanks for playing Thiefette! Glad you enjoyed it.
Spoileras far as those two particular tablets go, they are just moveable junk that aren't meant to do anything
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How many respondents were you guys expecting? Given the amount of active users here I thought 17 was pretty impressive. And again, why even bother having a poll if you just want to ignore the results?
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40 minutes ago, snatcher said:
Serious question, how many people you think play TDM?
"Not enough" would be my serious answer
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2 hours ago, AluminumHaste said:
Yeah, respect the 17 people who actually care about this topic, and ignore the 10s or thousands of other people who simply don't care!
Why have a poll at all if you want to include the non-voting population? I dont get what you're trying to say here
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I didnt say "obey the poll"; I said "respect the poll". I realize that deciding things by majority vote can be problematic for game development. What I am saying is that this poll should be taken into significant consideration as it is pretty decisive. If the TDM devs decide to not do the shoulder on frob change then there should be a better reason than "it's not consistent" or whatever.
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I'm not gonna write a whole wall of text, because the shouldering topic has been done to death, but I will remind everyone of the poll taken on this subject. Respect the poll:
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One thing you could try, apart from taking the time to make new models to fit your intended style, is to make skins to replace the materials of the already-existing oil lamps.
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This has been a stellar first mission! Killer atmosphere (especially in the first section), great architecture and brushwork, just a very cool style overall. I really enjoyed this. And to mirror what another player said; the amount of AI in the manor itself was perfect; not too easy, not too hard; just right. Can't wait for the next one, so get cracking
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Congrats on the release! I'm very excited to play this one this weekend!
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Let's not forget about dragofer's wonderful oil lamps used in Down by the Riverside, Perilous Refuge, and many others
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Fair enough. I will say that as a player, I do get annoyed when I climb on something and then clip onto a small thing (like a fork). But that is just me
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Yeah, you should select those cutlerly models and food models and turn change their classnmame into func_statics so they don't fly around when the ai is alerted. EDIT: Better yet, you can give those forks and knives, etc., "noclipmodel" "1" that way players don't clip on them if they climb onto the table
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Public Domain Paintings, Tapestries, and Prints!
in Art Assets
Posted · Edited by Amadeus
Are you tired of looking at the same old painting skins? Do you want exciting, new banners to revitalize your WIP? If so, look no further than this all-in-one CC0/Public Domain asset pack filled with Paintings, Tapestries, and Prints! For the low, low price of $0.00, you can get over 80 brand-new images that will launch your Dark Mod map into the stratosphere! It doesn't get more FREE than this, people, so get the .pk4 while supplies last!
This asset pack has been brought to you by @Wellingtoncrab and myself! Love it? Let us know! Hate it? Tell us your woes! Find a bug? We'll fix it.
And did I mention that all these images are CC0/Public Domain? So go nuts!
You can download the .pk4 from Google Drive here.
Enjoy, Taffers!