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Amadeus

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Posts posted by Amadeus

  1. 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

     
    Spoiler

    Hmm, 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

     

  2. 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

  3. 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.

    • Like 1
  4. 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 

  5. 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.

    • Like 1
  6. 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.

    • Like 1
  7. 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.

    • Like 2
    • Thanks 1
  8. 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

    • Like 1
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