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Everything posted by grodenglaive
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Beta tester request for my first FM: The Spider and the Finch
grodenglaive replied to grodenglaive's topic in Fan Missions
Terrific! The beta test thread is up: https://forums.thedarkmod.com/index.php?/topic/22238-beta-testing-the-spider-and-the-finch/ -
I just finished it. That was a really fun mission! Interesting mapping, I really liked the layout. Cheers!
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Beta tester request for my first FM: The Spider and the Finch
grodenglaive replied to grodenglaive's topic in Fan Missions
Glad you're feeling better. Yes, I was surprised to see three new ones out. I'll have to start one tonight. -
Beta tester request for my first FM: The Spider and the Finch
grodenglaive replied to grodenglaive's topic in Fan Missions
Excellent, thank you! -
Beta tester request for my first FM: The Spider and the Finch
grodenglaive replied to grodenglaive's topic in Fan Missions
I can speed run it in 42 minutes on expert, so probably a couple hours for the uninitiated. -
Nice! Congrats on your first FM. Looks like a busy season for TDM.
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Congratulations on your first release, I look forward to playing it.
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Great idea. I just added this to my upcoming mission. chatGPT helped me with the script. Works like a charm. vector playerPosition; vector riversoundPosition; void sound_follow(entity zone) // have river sound speaker ($river_sound) follow the player along the river when in the yard { playerPosition = $player1.getOrigin(); riversoundPosition = $river_sound.getOrigin(); riversoundPosition_y = playerPosition_y; // river runs north-south, only need to change y $river_sound.setOrigin(riversoundPosition); sys.wait(0.2); thread sound_follow($player1); } void kill_sound_follow(entity zone) // stop river sound following player when they leave the yard { sys.killthread("sound_follow"); }
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Thanks, yes it seems to be that way. I may just leave them on for most of the areas and lower the volume a little. I'm just being fussy at this point.
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Here's another question (the last for this mission, I'm sure)! I'm using info_location for the ambient sounds, which works quite nicely, but I don't really want the sound to loop endlessly. I tried adding s_looping 0 to one of the info_locations, but the sound still loops there. I also tried that on the global atdm:location_settings, but it still loops. Is it bugged or is it just me?
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Thanks Joe, that totally worked!
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Thanks. Unfortunately, the failure logic route didn't work either. It says objective complete when she dies, but I don't get a mission failure.
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I tried that with "Boolean NOT" checked, since I want the person to not die. I was still able to kill them without failing the mission though.
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Seems my brain isn't quite at full capacity today: how do I trigger mission failure if a certain AI dies?
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So, what are you working on right now?
grodenglaive replied to Springheel's topic in TDM Editors Guild
looks delicious -
Open-sided colliders for containers?
grodenglaive replied to grodenglaive's topic in TDM Editors Guild
Thanks! Okay, In St. Lucia, a fake key was bound to a vase, then a stim/response used to delete the fake key and put the real key in the players inventory when the vase was frobbed. Not quite the effect I wanted, but it could be useful. -
Open-sided colliders for containers?
grodenglaive replied to grodenglaive's topic in TDM Editors Guild
thanks, I'll look into that -
I tried to add a custom collider to a pot so you could, for example, hide a key in it that would fall out if the player tipped the pot upside down. This doesn't seem possible - any collider that isn't a single solid polygon gives me an error on map start. For example, something like this doesn't work: Is this just a limitation of the engine or is there a way to do it? It's not super important, I just thought it would be cool to do.
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Ah... smart. Thanks!
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I'm looking for the decal often used on the floor in front of secret doors. I've searched though textures/darkmod/decals and many other locations, but can't find it. Does anyone know where it's located or can post the texture? Thanks.
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Bump maps not blending in vertex blended materials
grodenglaive replied to grodenglaive's topic in TDM Tech Support
Unfortunately it's still an issue on the latest dev build as well (dev16818-10434) -
Bump maps not blending in vertex blended materials
grodenglaive replied to grodenglaive's topic in TDM Tech Support
darn, I just noticed this - I thought I had notifications turned on. I'll check out the dev build after the weekend. Thanks!