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RJFerret

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Everything posted by RJFerret

  1. In each of my fms I used the stim/response system to provide the damage. As such, adding a water response to remove the damage stim, and a fire one to reinstate it, wasn't too bad. I'm not at my computer to verify if you can teleport a trigger_hurt away/back by the s/r system as easily.
  2. If you aren't finding harder loot within, perhaps collect some of the outside stuff? No, it shouldn't be too challenging, there's enough other challenges, loot requirements were lowered to be sure it was fun rather than frustrating.
  3. I think that might be one of the least critical Sotha reviews I've ever seen for a mission, hehe, thanks! There's a readable that explains one of those things, and another of your issues was due to a technical limitation... Without the third night the story arc would've been lacking in my opinion, it needs the crescendo, climax and denouement. There's also a lot of character development and changes to witness as a result of our actions across the various nights. But of course I also conceived of it all as a whole, since the parts are so interrelated, I'm not sure I can relate to them separately.
  4. Yikes folks, no need to make it so complicated! ;-) Yes there is: "diff_0_change_0" "locked" "diff_0_arg_0" "0" The above sets it to unlocked on Easy. "diff_1_change_0" "locked" "diff_1_arg_0" "1" That sets it to locked on Medium. Use diff_2 for hard's setting if it's different from the default spawnarg of "locked". For more info: http://wiki.thedarkm...iculty_Settings
  5. Were you playing in the regular version of the game, or a pre-release of a future version with the propagation changes? (I expect to have a similar issue with my mission too when that change hits.)
  6. The more nondescript the better in my mind, specifics cause problems with suspension of disbelief for players when an author expresses something differently. (And we already have missions that don't match some of the specifics described above.) *nods
  7. That's map path setup. I'd simply add another path node at the sleep one which precedes it to evaluate the condition then. This way they will go patrol based on your circumstance. (You probably already know but for other readers, be careful to provide secondary targets for every node using idle only with the other condition so if their alert changes they will have appropriate available nodes to go to rather than getting stuck.)
  8. Ouch. Leaks like that are frustrating. First one (deleted skybox leak), is it possible something was filtered or hidden, such that deleting it all left a remnant? (A less likely explanation would be having deleted the vertices of something, leaving it's origin remaining.) Second, you are correct that encompassing everything isn't a viable solution. There will still be an issue with sound, and the space will be rendered when it shouldn't be, negating the benefit of portalling areas. However since surrounding it all sealed without a leak, that means there IS a leak that can be found within that space. What you might do is encompass just portions of it until you isolate where the leaking section is. I've done this to find leaks in my and others' maps by simply walling off part of a space, shifting that wall if necessary.
  9. Heh, "Let's fiddle with objects", how apropos... Nice! Having done so many quick run-throughs while testing, I was having flashbacks.
  10. Much more depth, very nice. Two nitpicky things feel free to ignore. (I usually wouldn't even bring up such, but if they'll be prefabs people expect to drop into multiple future missions...) The half timber texture on the top center doesn't match the rest, it appears ridiculously clean, in a completely different architectural style, and with different wood timbers (much thicker) having been used. The top of the bay window might want to extend up to the overhang above rather than having a sloped roof section coming to rest against the plaster and having timbers appear to penetrate the window space. Either that or add framing/copper flashing around that roof section. It's awesome to get rid of that repetitive stone texture, I spent a good amount of time tweaking that for InnBiz.
  11. Not canned as much as postponed. But first, thank you very much, I appreciate the sentiment! :-) I removed it from my signature (very observant) as I didn't want folks to believe it was "pending", and another FM concept developed faster. However both are on hold as Spring arrived, and I'm no longer sitting at the computer for hours upon hours each day/night, heh.
  12. I believe the answer to that is...all of us!
  13. Sweet! That's a new one on me, haven't heard of that type of glitch before. I hope it was a random fluke that doesn't happen again! (But if it's a recurring problem, let me know please, as there is a work around.)
  14. I've found it best to have it fit within rather than be embedded, the latter leads to unusual troubles it seems.
  15. Off topic for this thread, but so you can make plans without disappointingly going the wrong way down a long road (pun intended), due to needing visportals to divide areas for performance, long straight streets aren't really an option, hence all missions having lots of zig-zags, corners, and uneven city blocks, so streets won't line up with long sight lines. (It's much harder to try to mutate a long street with single digit FPS, into one that performs well with multiple corners in it, rather than to start out making short stretches between sight blocking corners.) The rest sounds action packed!
  16. Yes, I learned of the issue/work-around digging in the forums myself, and it does seem to only affect some of us (space in the directory name perhaps?), but since I never go into prefs except when this question/issue pops up, it doesn't affect me. I'm just motivated to get the info out to those who need it readily, hence my always replying if nobody beats me to it when it gets asked. :-)
  17. It sounds like your Game preferences setting has been lost (it isn't retained well, every time I open prefs, I have to replace it). Assuming you return your texture PK4 back to where it was originally installed, the Engine Path should be the parent directory of where the "darkmod" folder is, and the mod is "darkmod". IE, the engine path should not include the complete path, but the parent of it. (This all presumes textures aren't showing up in your Media tab, the Texture tab itself doesn't get populated until you use stuff or load stuff.)
  18. Is it always the same sequence/order of "days"? If so, and I understand correctly, have multiple target entities for the bed that only affect the appropriate objective, and increment/change which is targeted each day.
  19. Simultaneously!? I can't wait to see that, or a mash-up, load both maps so they overlap and see if you even move through the resulting maze...
  20. Entertainment happens! Having two virtual objects try to occupy the same space at the same time is not quite as bad as trying to make two physical objects try to exist in the same space at the same point in time, but not helpful in the least. When the outer one is affected by physics in any way (touched, nudged, hit, shot, etc.) the inner one will get propelled apparently in a random direction at high velocity, including perhaps through the floor, depending on where it was. It happens so quickly there would be no indication to the player anything was there other than the apparent object, unless the "bullet" hit something noisy along it's way nearby. If the object gets propelled into the void, you may see falling error messages in the console. When I was trying this out in my first FM, I managed to successfully find a sparkly object sent flying in this manner by carefully scouring the cavern floor in a serpentine pattern once. Now this lack of evidence might not sound so entertaining after all, but you have to consider that the newbie mapper testing it was expecting to be able to reveal the loot, not have it shot off into oblivion like road runner cartoon physics.
  21. Alphabetically please. *points to signature for slightly humorous reason ;-)
  22. Replace please, and thank you. There are so many broken ones and issues, every mission that uses the cash box (or jewelry box?) has missing polygons and screwed up textures, heh. There's no value in maintaining the old broken ones and already a cluttered list in some areas. PS: If/when you get to containers, might chest bases have frobability turned off, so lazy mappers who don't change defaults will have chests that it's easy to loot from as well?
  23. That was one of my mapping disappointments, as I toss keys in my shoes at the gym IRL, but you can't do that in game. Most objects have a cube physical collision model, so if you try to put something in a vase, it just sits floating on top. So the mapper work around is to put objects beneath objects to move aside, in plants, etc. It technically is possible to create an object that has a hole within like in St. Lucia, but you have to create multiple exterior objects as walls and a floor as you can't create anything concave in the modeler and collision models are limited in polygons for imported models. So although you can do it, as a mapper your time is better invested in something else. That being said, most of the possible random locations of a key's appearance in my "Inn Business" requires object manipulation, and my first FM even had some basic object manipulation to advance.
  24. Chests/boxes in my missions only highlight lids. It's one click during mapping to uncheck frobability, and SO much easier for access. Having the prefabs set up this way to begin with, would go a long way to improving things. The autopick attempt number would be for game balance...otherwise map patrols would have to be quickened and cause problems for those who pick it seems to me. PS: I don't swipe up as I grab something, I just position my view slightly higher, so its centering lifts it silently.
  25. Ironically just re-watched the very episode that's from last Friday.
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