Jump to content
The Dark Mod Forums

Airship Ballet

Member
  • Posts

    1584
  • Joined

  • Last visited

  • Days Won

    58

Everything posted by Airship Ballet

  1. It's a reference to Thi4f, also a joke. I don't treat people differently depending on the reception of the mission, so praise doesn't make you exempt from leg pulling, nor does criticism encourage it. No, it was preventative. If you were to get a box stuck and them spam the button trying to get it out, it would break entirely, whereas if you got a box stuck and could only pull it once, you could get it stuck, move the box and have it finish moving. That said, people were hitting it with their own clip model which does actually stop it, so I've just changed it back. The new version's up, though it's completely lacking a briefing because I'm a fool. It'll be back later!
  2. I did want to make them heavier, but they lag behind your view like crazy the heavier they get, so I decided against it. You're the first to mention that! I guess people have been quickloading when the alarm went off, which is a shame Anyway, I'm glad you enjoyed yourself! So, v1.2 will be up on the downloader soon. I've added a bunch of readables to tell a little story about the higher-ups at La Banque, and why Morley's at work so late. I've fixed the wire box again and also AI should be pathing properly where they previously weren't. Some purchased readable hints are a bit too more explanatory now and there's a hint lying around with regards to the button in the vault. I think that's everything, I fixed all that's been reported anyway.
  3. Since feedback seems to be absent, my advice would be to just act more naturally. As has been said, you sound like you're orating to a crowd rather than grumbling to yourself. It needs to be quieter and with less of your voice and more of your breath. That doesn't mean rasp into the mic, but it means stop talking as if you're reading Shakespeare and instead grumble and mumble like you're actually annoyed at the quality of food or whatever. The only time you should be talking like you do in all of your lines--most recent rar included--is when you're addressing the player or another character directly. Your conversational voice does not match the lines and mood you're trying to convey, so just be quieter, and don't be afraid to fade in and out of coherence for added effect, just not so much as to obscure what you're saying on the whole.
  4. It played well before but you'll have to close and re-open the wire box for the wires to go frobable again. It's been a fair while since release now so I'll have another revision upped with all the problems found fixed, including that one from a few posts ago.
  5. I'm glad you liked it! This set of missions has been designed formalistically with gameplay in mind. The idea is for it to just be a bunch of superficial bank heists with a focus on guards, loot, gameplay-enhancing shop items, security mechanisms, big clunky doors and inherent prettiness. The focus is on gameplay, basically, but if it's a story you want my moody and readable-filled mansion mission is approaching 75% complete As for the stairs, they were made for a couple of reasons. Steeper stairs mean you take up a much smaller horizontal space and doesn't look inherently inefficient: an incline half as shallow will mean double the stairs which, given the complete lack of space this city will naturally have, means a small-time bank such as this won't have the room around it to swing a cat. The low ceilings throughout are just a preference of mine. I find vertically compact spaces to be way more believable, while big ones just generally look wasted, and are difficult to rationalise in more modern and functional buildings.
  6. Isn't that the point of optional objectives? There was only so much I could do with the smaller first heist so I opted for a kind of unspoken tutorial, whereby everybody could basically buy the perfect formula for easily acing the mission and know what to expect come the next FM. Yup, think I'll just change that and risk letting the player getting it stuck by their hand rather than mine. The minimalist in you is welcome to go back to picking up cock rings and ink wells
  7. Hm, everything looks fine to me. Maybe the FM didn't install properly for you.
  8. That superimposed painting thing happens when I use my custom ones for the skin of a loot painting because I never bothered to define their painting to show when highlighted. I didn't think I did that anywhere though. Question mark. The wire thing is just a result of the crappy workaround. There'll be an ale jug with your name on it somewhere in the next bank, promise.
  9. Yeah, the key originally opened the door into the first set of stairs but it felt like I was really forcing a use for it, so now its only use is to open the money boxes in the tellers' stands.
  10. I can't say I've ever had trouble with that: I just hopped on top and could get all of them. At least everything else worked for you! I'm glad you enjoyed it, and appreciate the sentiment. I've always been told I have an eye for detail, not that I see it myself. You can bet the difficulty will be ramping up: there's only so much I could do with a small space Welcome to the forums by the way!
  11. Oh I figured, it just appears to be pretty comprehensive.
  12. Basically, and it's another learning curve to add to an ever-growing list I've got at the moment, both for fun and for work. Still, if you want to go to the trouble of making one yourself with the text, feel free. Nice site, by the way!
  13. It's updated, the downloader just still says v1, but if you download it the darkmod.txt corrects it to 1.1
  14. Sure thing. The new version's up by the way, if anybody with the frobbable cover problem wants to see if it opening automatically solves it.
  15. Huh, there's only one instance of each moveable loot sack. Are you sure that you didn't just tp it twice?... Yeah, I can't replicate it: when I frob it again it just pauses the process.
  16. Nah, I know exactly what the problem is, I just don't know where it is. It's not a question of not understanding it, it's a question of me mistakenly pressing enter on one entity in a few hundred and not having the inclination to go rooting around for it. I get the sentiment but it's really not a lack of comprehension, just an abundance of laziness. Also not a clue about the bags on the tray. I feel like if it was an actual problem it would have cropped up more, and I don't see anything triggering the teleport without you first frobbing the coins.
  17. The two aren't really mutually exclusive, obviously. I'd be more than happy for both to exist. I was planning on making it somewhat pretty since it's not much of a leap. That said, it's simple enough to dump the text for you if you want to distribute it elsewhere. It's settled, then! I'll finish the big-old map I've had going for months in the near-future and then start writing.
  18. It'd certainly work in a basement with no ambient light, provided you were trying to reproduce that desire to sprint up the stairs after you've turned the lights out. Still, definitely not the stuff to be playing in a well-lit main hall.
×
×
  • Create New...