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RJFerret

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Everything posted by RJFerret

  1. Yeah, this is confusing, why they use jargon here I have no idea. "Frob" = "activate" essentially. Or "reach out and touch something". It's the key for when something is highlighted in the game world to make something happen with it. Note, it's critical it's separate from "use" as that activates your inventory selection (as mentioned before), or also stops reading stuff. So it's just a perspective thing... Actually "use" is consistent. It stops reading stuff no matter what the condition, or where it came from. Don't worry, it'll become second nature soon enough!
  2. Sadly noise reduction won't help the over-modulated stuff (when the mic was blown out), it can't put back lost info. If your meters are going into the red when recording, need to either lower the levels and re-record, or move the mic further from your mouth/the sound source (like you see pro singers do when they are belting out stuff live). Not having it directly in line with your exhale can mitigate needing a pop filter too. If things are too low after it's recorded, you can amp it up a bit usually okay, as that's taking info that exists and multiplying it, but you can't lower data that was beyond the scope and doesn't exist in the recording--IE, what's 90% of beyond infinity?
  3. I learned this the hard way too, the first thing in the map needs to be a worldspawn brush. (Not player start, not ambient light, etc.)
  4. Vice-versa, this is how it works, I didn't include a shop in my campaign implementation, but designers have to take measures to work around it, if they don't want it that way.
  5. Perhaps confusion between use/frob? A readable in world, as said, one can just move away, attack or hit the "use" key to stop viewing. A readable in inventory, "use" displays it to read, and also stops viewing, or you may attack as well. (You wouldn't want the use key to bring up readables out in world, as the priority would be to use a health potion, or flashbomb, or something else you have queued up in inventory.) We all go through this when new, why multiple "activate" keys, but the reason is they make sense and function would be limited if you tried to combine into one key.
  6. Thank you! :-) I invested plenty of extra time on those items, so glad you appreciated. (Confesses to being pleased with the flurries moving about.) It's the horse_dung model (in junk folder), with fly sounds and particles...or see attached for prefab of the combo... DungFlies.pfb.txt
  7. Because the needs of the many outweigh the wants of the two? ;-) If you consider the ramifications, a graphic checkmark with no functional purpose, which the user may enable with a couple minutes of editing a text file, or hours of editing a mission, beta testing, all which might confuse new players... Some ramifications: -the mission would end and fade to black when the objectives are met, to return to another room/practice more the player would have to go through multiple screens to start anew. -in an environment where a lot of information needs to be conveyed, having additional extraneous info doesn't seem beneficial, but distracting -if simply setup, how to avoid accidental completion for users who don't know movement controls yet and will stumble into it? -if more involved setup, when/where to you present the info to the player without distracting from more important messages? -how do you support players who then fail to complete it? Although I thought objectives would be motivating for some players, as a new player, it certainly wouldn't have affected me. I was motivated to edit the text file though. Presumably the team had debate about it when they were doing it.
  8. *nods, this is an effect of the _warp part of those materials. There have been previous forum discussions about it, and finding ways to potentially change it in the future.
  9. Welcome, glad you found us! Are you closing doors behind you as you go? In my case, if it dips below 60 fps, it rises back up when I turn away or leave the heavier performance area, but leaving doors open means more to render. If you poked around the Handling Objects section of the Training Mission, you'd see that anything can potentially be movable. Most things highlight, but you can push some things around even if they don't highlight, which can be hard to ascertain, since there's a delay while you are trying to shove them. Windows that are open-able are tricky to convey to the player in missions as well. Some use open shutters to draw players' attention, others don't, some say "try". Which brings us to one of the delightful things about this game, try. I completed Saint Lucia never knowing there were sewers. Most missions are designed with multiple ways of accomplishing things, and sometimes you can do things the designer never anticipated. Which means often your explorations will be rewarded.
  10. It's context sensitive, depends on what you have selected: They'll be greyed out if your selection includes an entity. If you have only worldspawn brushes selected, more will be available. If you have nothing selected, they all should be available. Other things change in there too, like player start, revert to worldspawn, convert to func_static.
  11. Yes, it counts actually, just need to be further up compared to the others (this is the one I was referring to in my previous post's second spoiler for technical reasons). Seems like the hidden stuff is still waiting to be discovered! No shame, it does kinda' come out of left field. And this brought you over 500 posts in the forum now, so go from "Member" to "Advanced Member"! Hopefully we didn't give too many details away that might spoil any fun. :-)
  12. It'll trigger "objective complete" promptly, so you'll know right away. You might have already done it, but if not, nothing special, just have the marker out in hands. The spots viable aren't the obvious one's they would already know about of course. Note, if you or anyone happens to drop a marker such that it rolls out of an area or gets moved away afterward, you can simply pick it up and put it back in place. The areas are rather tolerant though.
  13. Nice, kudos! :-) Looks like you got it all then... Congrats!
  14. Doh, sorry! Let's see if we can point you in the right directions then... First part... Second part...it's hard to see...
  15. Nopes, the loot is secondary, the important part would be those health pots (plural). (There is a hint where they are stashed in a readable by a morale potion that's out in the open. There is a "why is this frobable" hint in addition. There are also extras so you can stumble across alternates instead of those specific ones.)
  16. Yikes, that is disconcerting! Wonky sleepers it sounds like? I'm glad you are finding it fun and are looking forward to the rest, thanks! PS: That second night got a few extra pieces sprinkled around during testing, I hope they jump out at you readily, if not, I'd be glad to suggest some spots to check.
  17. Which is what I did for the convenience. The file is in your "fms" folder, make a backup copy first: missions.tdminfo (This isn't the first time we've heard the suggestion that the training have completable objectives.)
  18. Also be sure filters are off or deselected, if you are creating a brush and the current texture is being filtered, it disappears.
  19. Heh, whoops, I totally forgot I had left it running minimized in the background from that test earlier, only to stumble across it happily still playing on it's own however many hours later. *snickers
  20. I know you are familiar with one of them. The other(s) you interact with less directly, but have some ramifications nonetheless!
  21. Honestly I don't recall the specific thing either, I'd have to poke through forum posts over the past three months, heh! But there was something specifically tricky, and took some orchestration, one of those, "and if that doesn't work, we can script it" type of things. ;-) Thanks for the positive vibes all, I hope it exceeds anticipations.
  22. Yes it is! :-) Blame the occupant for that effect. My condolences on using varied skins, I get tired of knowing from a distance in other FMs if I should bother even entering the room or heading toward that wine rack, preferring to mix things up a bit and bring back the exploration/unknown. I'm surprised more mappers don't use the various skins provided. However, I do compensate by not having most things highlight, so in these cases only the valuable things pop out at you. I'm not a fan of needle in the haystack either.
  23. Sorry, I learn more from posts than polls! (But vote for egg salad personally.) In terms of the error, I'm guessing maybe a RAM issue or something like that locally? Wait, _56...does that mean there are 55 previous ones?!?? Somebody get something stuck in his fly?
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