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Amadeus

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Posts posted by Amadeus

  1. On 7/30/2024 at 5:07 AM, MirceaKitsune said:
    Spoiler

    Is it the goblet on the windowsill of the building music is coming from, which you reach by walking on the rope with the colored paper triangles? I was expecting that to be the second secret after finding the one under the water tower, got it in the bowl on the shelf above the pumpkin. If it wasn't that golden goblet I probably didn't find it then.

    Spoiler

    Nope, not that one. That's just a fun piece of loot you can shoot down via arrow

     

     

  2. 1 hour ago, MirceaKitsune said:

    Great showcase of breakable glass too: With so few FM's using it, I never realized how much the system evolved and how realistic it is now ❤️

    Ha! I'm glad you enjoyed that bit!!! I decided that pretty much all of my future FMs are gonna utilize breakable glass; it's just so fun to blow up. Hint: 

    Spoiler

    Try breaking the glass in the rainy difficulty to see what happens ;) As for the loot, since it is a small map I made some loot super hard to find, almost cruel, but it can be done. And while there are two secrets, there is one other one that is not listed as a secret, but you'll know it when you do it, but that's all I'll say 👀

    But thank you for playing though and leaving feedback, I'm really glad you liked the mission. 

    • Like 1
  3. Spoiler
    43 minutes ago, duzenko said:

    Is there an object to put on a forbable item next to it?

     

    Yeah, so if you are in the attic I believe you're in then yes, there is an object you need to find in the map and then place it there. I don't want to be too spoilery but I'll send you off in the right direction:

     

    Spoiler

    Check the study in one of the upper tenements on Wycombe Street

     

     

    • Thanks 1
  4. I think it's worth mentioning here that as of dev17095-10833, there are now several weather materials with static collisions enabled available for mappers to use. These are found in the textures/darkmod/weather/ folder and are called "rain2_downpour", "rain2_light", "snow2_flurries", "snow2_light", etc. You still have to run the "runParticle <mapname>" command after dmap (this must be done every time the proc file changes), but at least now you don't have to mess around with making custom materials. I've also added instructions in the material descriptions. 

    More info can be found at the bugtracker here: #6545

    • Like 1
  5. 1 hour ago, thebigh said:

    With just two guys? Not likely, even though one of them is carrying a torch. That said, it wasn't as easy as one might think. Getting the loot under the balcony was the trickiest bit, and took some imaginative leaning to stay shadowed. And being able to escape semi-easily to the alley allows the player to watch and wait for more accommodating patrol timings without pressure, so that was nice.

    Out of curiosity, did you manage to supreme ghost it on Frigid difficulty?

  6. 18 minutes ago, datiswous said:

    Would that also work with the water particle from a water arrow? Currently water-arrow splash particle moves down and would take out other torches, even a floor below.

     

    I'm happy to be corrected if I'm wrong, but I don't think so. There are some limitations with particle collisions for particle models, as shown on the wiki article here, but it might be worth testing anyway just to see what happens. I should also note that that visportal glitch is something I haven't been able to replicate, and I've really tried to

  7. 1 hour ago, thebigh said:

    Really nice little mission! Trying to supreme-ghost it was a heap of fun. So much coolness in such a small package.

    Thanks so much for playing! I'm glad to hear that you did manage to supreme ghost it; I was worried it might have been too hard, especially on the later difficulties

    • Like 1
  8. It seems that Shadows of Northdale 1 doesn't work on this new build (dev17056-10800; I haven't checked earlier builds though). I get an error that says:

    "Error during initialization. Error: file script/tdm_report.script, line 22: unknown value "getPersistantfloat"

    • Like 1
  9. 3 minutes ago, Oleron said:

    So, I'm in the Undead Hogwarts, and I have everything I need, but there's this...

      Reveal hidden contents

    ...set of double doors with a shimmery, filmy shield..

    ..in front of it that I can't seem to touch. If there was a written clue somewhere, I have completely missed it. Please assist.

    "Undead hogwarts" is a fantastic description lol. As for your question, that door is purely decorative, it was meant to represent the front entrance. You cant actually traverse it. Sorry for the confusion 

    • Like 1
  10. So, that's how it was explained to me. Even though it seems counter intuitive, using Direct X maps has worked for me. I was recently trying to import a bunch of textures from Polyhaven.com (they offer both OpenGL and directX normalmaps) and I used the OpenGL version at first, but when I put it in-game there was an inverted green channel. I then used the directX version and the normalmap worked just fine

    I'm happy to be corrected on any of this though. Maybe Polyhaven does something different with their normals, or I'm doing something wrong

  11. 1 hour ago, chakkman said:

    I could take your reply much more serious, if you wouldn't call my valid objections "whims". If you don't care about what players think about the decisions you made in your missions (or your "whims"?), then I wonder why you make your missions public at all.

    Seriously, I'd recommend to get off your high horse.

    Alright, you convinced me that this convo is no longer productive. You clearly just wanna be right, so I'm not gonna spend anymore time on this.

    EDIT: I cant help myself, I'll end on a more thoughtful note. I care about all the feedback I get from all players, however there is a difference between "caring" and "catering to". Just because one person says they don't like X doesn't mean I'm gonna make a change, especially when other players do like X. I'll always hear out beta testers and players and listen to their feedback, but I am by no means beholden to that feedback

  12.  

    2 minutes ago, Geep said:

    That may be where @Amadeus got the folder provided to me earlier.

     

    Well, I actually found that initial folder in the HiRes SVN repo. This is different from the TDM assets repo as it has a bunch of source files for textures, fonts, etc, but they aren't really game-ready assets. This is where I found the tga image files for the fonts I thought you were looking for.

    I haven't uploaded Tels folder yet, but I was thinking of uploading them in the HiRes SVN repo, just for the sake of backing it up

  13. 1 minute ago, chakkman said:

    Well, I disagree. I play this game for the features it offers, not the features some mission author thinks he has to change to his personal favor. And, frankly, some of the more current missions offer too much of that "I think this works better" feature change. For example, the sounds some missions introduce add nothing over the original sounds, but are rather worse in my opinion. 

    And it's your right to disagree, and it's your right to critique those FMs. But that doesn't mean authors need to make changes to cater to your whims if they don't want to.

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