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RJFerret

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Everything posted by RJFerret

  1. This isn't what you're looking for, but thought would be if you can't hide the change with line of sight or distance, how about obscuring it with a blast of smoke/steam/fog? Edit: Nevermind, learn something new everyday.
  2. I'd only watched single picking with hairpins before, so interesting seeing faster processes.
  3. Got it. It needed adjustment of a decal too, as well as cloning. Map file attached in zip: thiefs_den.zip.txt Changes: -caulk surface replaced, copy/pasted from building front -decal patch adjusted -decal patch cloned for other half of wall
  4. wikified: http://wiki.thedarkm...lobjectfunction Edit: ty and ty Steve! (see below)
  5. My first thought is simply put playerclip overhead, so jumping is inhibited. You'd have to teleport it away if you wanted to enable jumping there later. There is the "is_mantleable" spawnarg. If you wanted to change that to subsequently be able to mantle there, you'd teleport in a different object.
  6. Or the conversation could trigger a script, so other door closings wouldn't autolock it (for example, after the player unlocks it).
  7. "Lacklustre", heh. Do eet! One of my favorite instances in Lord of the Rings Online is "The Mirror Halls of Lumul-nar". The dwarven mirrors rotated by pulling a lever on it, to one of four different positions. The light beams cleared dark, evil webbing like material, opening the way forward. Beings down below would dirty the mirrors if you weren't fast enough at cleaning them, and several had to be brought together to focus their beams to eliminate the final barricade. The mirror puzzle was physically larger (each mirror several times taller than you), with multiple ways of completing it (you were within it's space), compared to the one in Gatehouse (which I completed simply randomly, never figuring out the buttons/mirror correlations). In TDM, since you can pick up objects and place them, it could be even cooler, as you could have various holders, and placing mirrors on certain holders could illuminate one path compared to another. Which all just reminds me of speculum (no, not the medical device, the metal) from Newton's first telecope: http://www.youtube.com/watch?v=4ESW_NTIhBM
  8. Heh, I wasn't serious about the inspiration, and although I didn't know there were 70 varieties, I have seen bioluminescent fungus in the wild a few times--it looks radically different than in those long exposure pictures. Thanks for the link, is a variety from Japan it seems, some of the other forms are pretty cool too (around here it's low growing, without stems/caps). And yes, I've always found them "magical" in games too, breaking my suspension of disbelief, since naturally they don't illuminate around them, and they appear "we needed something to add light/contrast/color" in areas with nothing for fungus to grow on. But yeah, recently replaced/lit torches have that issue too. Of course glowing crystals are just as hokey. Lava may be plausible, but hot/dangerous and often horribly designed in TDM as just a flat polygon. Mirrors require entities to have set them up, although not as recently as replacing torches every half hour, heh.
  9. This isn't Super Mario Brothers, but as suggested earlier, such a fall would likely hurt the player beyond playability, what with the broken bones, unconsciousness, or death resulting. However mappers could set this up if desired.
  10. ...you might see why my first thought was to share it here... Inspired by TDM?
  11. Thank you! And that amount of playtime/entertainment is awesome, thanks for sharing that too. I do try to design with multiple options available, so "the intended" doesn't quite apply here, so yes, that works! (I was very glad during testing that another aspect I personally only knew one way through, a tester approached in an entirely different manner as successfully.) It is possible to achieve what you theorize about too though, you've already witnessed an aspect that hints towards it. I'd thought that issue was resolved in TDM too, so was surprised at an earlier report of misbehaving too, the usual remedy for it in place as well. I'm delighted you found it so fine! :-) (As well as others I've not directly responded to, I'm glad and appreciate the kind words!)
  12. Already exists, just set your AI spawnarg for chest damage factor to 2 instead of 1.5, to match the head if that's the value you want. There are already assassin missions, but I doubt they bother changing where vulnerabilities are, as you can already take out someone with one blow with surprise. It affects everything that does damage, so sword and arrows and whatever else the mapper provides, like what you listed, or acid or other things.
  13. You are welcome, and once over the hump of the nuances of working this way, you'll fly through creating stuff with ease I'm sure! :-)
  14. After downloading the video, I saw the missing stuff in the bar itself. Again, just off grid stuff, I snapped to grid and voilà. Yet another thought (sorry to be trickling out of my brain today), the bar itself you might want to leave worldspawn, AI don't see func_statics in pathing, so get hung up on them, putting monsterclip around is kind of redundant to just having it be worldspawn to begin with. The bar in InnBiz I had the base and top be worldspawn, all the tchotchkes on top were models/entities, while the trim was func_static, solid 0 and noshadows 1.
  15. Oh, and looking at those decals further, that's something else that might be tripping you up, typically those are done with decal patches instead of worldspawn. (Menu in brushes, "Create Decal Patches", which I made ctrl-shift-p since I already have ctrl-shift depressed for selecting the face to apply them to.) That way they only have one face among other benefits.
  16. This might be tricky... A func_static or model just snaps it's origin to grid from first selection. You have to tab through. I find it easiest to snap as worldspawn, as it's less clicks. If you are in vector editing mode, snapping will do nothing in my experience unless you have verts selected. I often zoom in to be sure I see something move if I ctrl-g. I've found it easier to try to work with methods that always stay on grid to begin with, rather than opening the can of worms. (No CSG subtract, and only using Clipper on grid aligned stuff or 45°s on grid, no resizing afterward.) In this case, those V beams noticeably thickened when I snapped to grid, which shows they weren't on grid to begin with, or they wouldn't have changed. I agree, it's lousy use feedback, as if something is on grid, nothing appears to happen, and if the selection mode is such that nothing happens, nothing appears to happen as well. :/ PS: There wasn't a duplicate func_static previously, my mistake, was decals.
  17. BTW, when I was doing my first map, I learned this whole keep on the grid thing the hard way too, and had a forum post or two venting about it. Another thing to watch out for with your "V" shaped support beams, if you use the Clipper tool to cut off the overlapping z-fighting parts at the top of the horizontal beam, that would take the vertices off grid (as the intersections of the angles aren't at a grid point typically). So gotta' remember to snap those back on grid, which is more subtle, as you aren't as obviously moving things off grid like with rotating.
  18. Erm, um, well, same solution as before, snapping to grid let them render. (The video only half played for me, but what I saw not rendering were two angled supports on the wall behind the player at start in a "V". Note, there was a duplicate func_static over them that I removed to no affect.) It looks like you rotated the brushes, then didn't snap to grid. Odds are rotations will take points off grid. One way to avoid that, although it obviously changes the width, is instead of rotating, hit v to edit the points, and drag them on axis. That way they stay on grid. If your beam gets objectionably narrow, highlight the two lower points and drag them down (or upper, up). This way you don't have to ctrl-g and risk things snapping in bad directions. PS: FYI, generally func_statics on opposite sides of a room aren't combined. From my understanding, gladly corrected by any reader with better info, generally combine only one wall's details into func_static, otherwise drawcalls are increased for each light hitting any part elsewhere. So in that space, five, one for each wall, and the ceiling separately.
  19. I'll confess when I made "Inn Business", I considered including a store since it's progressive, items carry forward from mission to mission. However I find the store nothing more than a delay to playing the game, and as every option has to permit successful completion, choices there are irrelevant. I used to buy stuff from a store in others' missions, but then find I don't use it. Now I often don't buy much stuff, and get on with the fun.
  20. And there it is! ;-) Edit: Wait, no, that wasn't the one I was thinking of, gah. Although quite excellent I agree, I'm not sure I'd recommend this one as a "beginner mission" (thinking more of future searchers of this thread than the OP, who has done some of the hardest already), due to it's fully lit inescapable spots in the city, complex layout, lack of easier/different level settings (they are used for different themes, rather than difficulty), veritable need to access the forums to complete it one of the modes, and non-standard play setup (although now at least one other mission removes difficulty levels, when I started mine, I thought it would be the only one). My requirements for "beginner mission" is apparent safe spots for the player, preferably multiple ways of obtaining goals, apparent layout (although not restricted to linear, but giving players choices), not likely needing web searching to complete. Although after having done a half dozen missions or a dozen missions and now being familiar with intricate gameplay, Not an Ordinary Guest is one of the better advanced missions, and having completed In the North, you'd have no problems with it. Yikes! Brutal! I'd say you've rapidly exited the "beginner mission" category now though, heh.
  21. Anyone familiar with trigger_presize who might explain how to use it? It's description is identical to trigger_multiple, "Variable sized repeatable trigger." How does it differ? Why does it exist in addition to other triggers? Where/when would a mapper want to use it? What spawnargs are used with it? I actually find not a single forum post or wiki reference to it other than my placeholder in the trigger wiki page on it, which is no help whatsoever. ;-) Appreciate any insights please! PS: Note to self, I do notice unlike trigger_multiple, it doesn't use worldspawn brush boundaries, but comes in at 128x32.
  22. Thank you both, and awesome, I had no clue we could cause knockbacks! Sounds like you want to write a custom def to blast yourself into the skybox. ;-) Taking both your posts, I wrote this entry in the wiki: http://wiki.thedarkmod.com/index.php?title=Triggers#trigger_hurt Please revise, or inform me to revise accordingly, thanks!
  23. Cool, then yes, it's likely the paths not pointing correctly in Preferences in Dark Radiant. In my case, Engine Path is: Drive:/Program Files (note, nothing after that, just the folder that contains darkmod) mod is "darkmod". You don't need to reinstall anything, or even restart, as soon as you change it and click OK all the textures will pop up if you have the right paths. You know the textures are there, since the game itself is pulling them up OK.
  24. I can't answer this, being completely ignorant of the subject matter, but it reminded me of an interesting (to me) bit of trivia, if someone goes over Niagara Falls and survives, the country that arrests them, is the one that they wash up on the shore of.
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