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Posts
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Posts posted by Amadeus
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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:
SpoilerTry 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.
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Spoiler43 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:
SpoilerCheck the study in one of the upper tenements on Wycombe Street
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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
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7 hours ago, ERH+ said:
I've heard there are more than one organisation you can call an Inventors Guild...
Wow, awesome work!!! I haven't the slightest clue as to what a cube like that is for, but I know it's cool!
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Okay, that's good to know, thanks. I do hope you give the other difficulties a chance too!
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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?
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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
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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
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31 minutes ago, thebigh said:
I still have NFI what the mission is about but I managed to find multiple endings and figured out how to get that one pesky coin.
It's not often you get a mission where finishing it leaves you with more questions than answers
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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"-
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2 minutes ago, snatcher said:
This sounds cool!
Thanks! I'm hoping to have some time this weekend to polish it up and then if I have something nice I'll share it
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I just finished that FM last night, and it was very good. I thought Nicked did a great job capturing TDS vibes using the Dark Engine. I have no idea how that mapper keeps pumping out maps so fast, he is basically a one-man FM factory
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This fragile bottle mod is pretty cool! I like the wine splash effect as well. On a semi-related note, I'm currently (and slowly) experimenting with making throwable firebombs for my WIP, so I wanna take a look at what you've done here
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4 hours ago, datiswous said:
Hey maybe you can add the alternative combined lockpick to core? So mappers might more often include it.
Thanks for playing!!! And yeah, that is a good idea. I'll look into it and maybe see what can be done
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22 hours ago, Geep said:
But, in any event, they do need to be backed up somewhere official.
I did back up this files to the official HiRes textures SVN, so we are good to go on that front!
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3 minutes ago, Oleron said:
"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
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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 -
2 hours ago, grodenglaive said:
Texture normal map type: does TDM use opengl or Direct X?
I just learned this recently too, it should be Direct X
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17 minutes ago, stgatilov said:
Speaking of actions for the missions which only tweak zoom delay.
I can only speak for myself, but I think option 2 would be fine. This will at least allow the missions to be playable on the dev builds for now, and we can see if any other issues pop up
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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
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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 -
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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12 minutes ago, Wellingtoncrab said:
Kingsal could make a mission where you crawl around like a baby in moon gravity and I might be right there with you saying it was a bad idea. It'd still be his mission so his choice.
I think you just gave me an idea for the next April Fool's FM
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Just now, chakkman said:
Again, that's not the point, The point is that the game is all over the place, if every mission feels and plays different.
Yeah, some (myself included) would argue that is a feature, not a bug. The important thing is that the FM plays "well" and is "enjoyable".
Fan Mission: Eye on the Prize (4/1/2024)
in Fan Missions
Posted