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teh_saccade

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Posts posted by teh_saccade

  1. There's a bunch of stuff and that's about that.



    You ought to be armed with everything in order to make your own textures and build a wharf that no-one has ever seen before in TDM, because you've put in some effort and spent some time putting in the legwork and learning to do it yourself.

    Secret's out.

    post-32914-0-96058300-1543527027_thumb.jpg

    and if you don't bother reading it - cos tl;dr, then you just missed out on a brief masterclass in how to get a job in a studio's art deparment, be a crimescene photographer and analyist (anal...), plus a bunch of other things, and also do better than copy other people's ideas from other games, by stealing from places they've never been in real life than a game which everyone knows.

    Either way:

    post-32914-0-51659900-1543527206_thumb.jpg



    That's my good deed for the day and I'm going home to play Shogun 2.

  2. The techniques are not only limited to texturing



    It's possible to make some concept art or a splash screen or something from your stock, or patch together your own reference images for further design ideas / textures / personal insight, eg, how a player might feel as they step through the window from the graveyard, into the ruins.

    post-32914-0-76314700-1543526519_thumb.jpg

    even though that's a bit "oil filtery" and the shadow's a bit crap - it would do as a .tga in a briefing, maybe, to illustrate and suggest a mood to the player before they've even entered the game.

    It's a Bullshot, but it's based upon what the player will actually see and experience in the game.

    I don't think the armour suits a thief (but that's a rogue/assassin PC and not a thief), but that doesn't matter 'cos it's not my decision or responsibility.

    ----

    So - by doing all this stuff - you've learned how to do a bunch of other things, seeking your own answers rather than asking questions.

    post-32914-0-56632000-1543526705_thumb.png

     

  3. If you can't find the exact thing you are looking for - there might be an alternative.



    While the centrepiece motif is an octopus - you might never draw, find a carving or download an image that's right - so it pays to be flexible and think outside the box for similar replacements.

    Rather than use an octopus / chtulhu motif - I might find what I'm looking for on the back of a playing card, or beermat, or tattoo shop, wherever, and make something from parts of this, giving it stone textures and then building the texture using the techniques as described.

    post-32914-0-74088900-1543526241.jpg

    There's a whole bunch of patterns right there that I can use for a variety of things.

     

  4. Pretty much everyone carries a camera phone, so there's no reason to not take interesting pictures for level design ideas.



    In addition to the main scene - all relevant textures and features are captured, same as before, which might end up being a few hundred photos. But you'll then be able to reference some nice stuff and the job's half done before you start.

    post-32914-0-67405100-1543525832_thumb.jpg

    Not only does a scene like this satisfy a whole bunch of design rules, such as the golden ratio - what's around that corner? There's a light, so it's a bit tense. There's a whole bunch of houses and stuff around.

     

    There's also a slight optical illusion at this angle, based upon constructivist design theory, that means - even though it's just a boring row of houses going up a slight hill (there aren't many inclines in TDM missions, but going up a hill is a great way to suggest to a player that they are progressing forwards in the game, same as using water to indicate a divide or let a player know they have just escaped or are entering a dangerous area, based upon the music, lighting, etc... on entry/exit/if they lose breath, etc... and forcing a save or a checkpoint without needing to explicity imply that this is necessary).

     

  5. Say you need a particular texture, as you are looking for.

    Getting away from the desk can mean a nice day out and ice-cream for everyone while exploring some ruins, old building and chatting up the intern.

    These kind of photos will be useful for your wharf, because you not only snag the textures from the area, but also have a reference from which to construct the area:


    post-32914-0-36675700-1543525106_thumb.jpg

    This is a decent ruin to base some geometry or a prefab, plus the textures are going to be spot on (if the light is good)

    post-32914-0-89930100-1543525106_thumb.jpg

    This might be blurry - think it was teaching someone how to use the camera - but the brickwork, sides, windows, doorways, internal walls, ground, grasses, roof tiles, etc... are all captured to reconstruct the building.

    post-32914-0-33244300-1543525107_thumb.jpg

    This one isn't flat, because sometimes it's good to take a few different angles of something, so it can be repurposed - this could be a lot of things, cutting parts of the photo to patch over shapes.

    That one was photo number 336 from the day trip - that's a decent library.

     

  6. Being obsessive about taking photos wherever you find something interesting is a good habit - count the textures, possible to be cut and skewed, and modelling ideas in this photo (but also the textures and features have been photographed flat):


    post-32914-0-00660700-1543524315_thumb.jpg



    For example, the texture of the wall:


    post-32914-0-02753600-1543524415_thumb.jpg



    or some chopped-up wood, for a wood pile in a shed or something:


    post-32914-0-48438100-1543524554.jpg



    That one might be more difficult to tile, and would require additional textures for the sides and top - which means making a mesh and having to mess around aligning it - which is gonna be a pain to do.

    So a woodpile like this would more likely be made up of the main texture on a plane, surrounded by individual cylinders, that have a front and back face, plus a wrap for the sides.

    Doing this means that the object appears to be a big stack of wood, but it isn't a bunch of individual pieces - it's probably only a few dozen instead of hundreds of objects and different textures.

  7. If a texture is going to be applied to a warped mesh or some primative that isn't flat - it can have the dodgy bits covered up by other textures or objects, which is a handy trick for if looks a bit naff.


    post-32914-0-57663400-1543523985_thumb.jpg



    To break the recursion, different trees and grass textures have been used. The borders of the rocks have been overlayed with a simple grass-transition texture, to hide the fact that it looks crap at the edges and no-one wants to make a special rock texture for every type of rock to transition to every type of grass.

  8. Those dumb selfies that girls want to take can also contain useful stuff that might be cut-n-paste into a blended pattern.


    post-32914-0-93737500-1543523579_thumb.jpg



    Texturing software will make it tesselate / tile and it can then used as a repeating texture.

    Everyone's got a bunch of dumb selfies that some girl took at one point.

  9. This photo contains shapes I can use for the flagstone surrounds, that I can lift and texture as part of my main input:


    post-32914-0-62722200-1543522934_thumb.jpg



    Using threshold in PS to grab the shapes (10 seconds) - I can auto-trace the paths (20 seconds) and then simply copy-rotate it around my main motif in AI (2 seconds) before subtly altering each shape so that the surround appears less recursive (2 minutes).

  10. No, but the spoilers contain how to make one.



    I do know that DR's texturing can be a pain - this carpet looks too square, is too fiddly to align as it runs up the stairs - so I've got to make a mesh to make it look more natural and make aligning the run more simple:

    post-32914-0-26666200-1543520592_thumb.gif

    Because I don't want to use anything but the stock assets in the TDM FM, because I cba with the process, making and defining mtrs, having them all left lying around, never used again - plus the player isn't going to be spending much time looking at a wall, but they will be awed by lighting, particle effects, audio, scripted events, an immersive story, challenges and plush and well-constructed level-design, more than they will by fancy decals that they see once - or have seen before because they've been ripped from the internet and don't quite match what you're after.

    (that's only my opinion, so... you know...)

    Aka "Every tomb in Skyrim is the same" - they all look the same, but what makes them different is what's in them and the level of tension and immersion that's created, plus the odd surprise. For every Skyrim tomb, you just stick to the right wall and you can get through all of them without missing anything - same with new Fallout games interior locations... Why they limit some things with keys, skill-levels and harder enemies and traps in places a player who's bored of the same tomb every time, will just rush through without looking and end up being more cautious in case there's a mine under that or a tripwire or pressure plate in a section that's "safe".



    If you want to know how to make one yourself - I've outlined the process of how to make something such as in your image (plus the other replies will demonstrate how to get the wharf, plus the value of going outside and taking photos, rather than relying on the internet) in the spoilers and other replies.



    There's a garden in the town I'm currently sequestered that has a centrepiece mosaic like this.
    But it's surrounded by gravel, not flagstones.

    I could simply photo this and mess with it to make my own texture maps for a dds - if you don't have the software to do that, there's plenty available to buy or, if you drop me a message: I'll lend you my copy of Bitmap2Material to use.

    It also looks like a decorative manhole, of which there are many examples.

    - One good way to capture texture relief for things like manholes or carvings, is to get some washable ink and use a roller to coat the thing.
    - Then use some paper to lift the texture from it, washing the ink away so you're not vandalising anything, like lifting fingerprints using dust and tape,
    - This will give you some solid outlines that can be simply auto-traced into vector after scanning, or scanned and, using a threshold filter to remove all the white for transparency, saved as a .png (or .gif, jpg's don't have transparency).

    This is the same process as isolating tyre/shoe treads/splatter-patterns from a photo for forensics.

    - Then make a rubbing (put paper over it and go over it with pencil, like at primary school), so you capture some details or if you want a negative relief to overlay on your positive relief, using a layer-style such as exclusion or screen (if you invert the colours at around 30% opacity and 30-50% fill).

    It looks like something from Cthulhu: https://www.ebay.com/itm/Embroidered-Steampunk-Cthulhu-Lovecraft-Motif-Patch-Badge-Applique-Silver-/292473425139
    Or from Ancient Greece: https://ferrebeekeeper.wordpress.com/2011/04/15/the-octopus-motif-in-ancient-greek-ceramics/
    Or find a free-to-use octopus-like mosaic from the internet: https://png2.kisspng.com/20180404/hkq/kisspng-octopus-mosaic-art-oceanographic-museum-ethnic-5ac515baf17c47.9655041015228655949891.png

    What I would do is either buy that patch (or nick the image - or draw it) or trawl ceramic squids and octopus mosaics, photograph/scan it a few angles / run the image(s) through Photoshop / GIMP - probably the old "sponge/mosaic" art filter to make the "pebble" and another layer with "find edges" overlayed to distinguish them

    Perhaps I'd use Adobe Illustrator / Inkscape to draw extra stones because it's easier than drawing paths in PS, as it's a pretty simple bunch of shapes, and then chuck that into PS (vector paths only) to give each shape a different part of a stone texture (if I didn't have one already, or didn't want to go outside to photo some, I'd get some from a place such as https://www.textures.com/ and use them, overlaying this layer on the central motif and creating my basic image.

    Then, I'd put it through Bitmap2Material, that will allow me to tweak and create all the different maps I need in order to output a 512x512 dds for use on a primative mesh, flat plane.

    If it wasn't quite right - I'd use the B2M outputs to tweak the texture in PS/GIMP again, before giving it another shot.

    This way - even if I can't draw - my theft is disguised because no-one will recognise the original image (unless I drew it myself with some pens, perhaps using my monitor as a lightbox so I can trace it, and scanned it).


    Einstein said, "genius is nothing more than hiding your inspiriation", or something.


    Would probably take an hour or so on the machine to get it how you like. Maybe an outing to find the source material to use, if you don't already have it stashed away some place.

    I use black and white 35mm film, with a digital colour secondary, for my textures, because I can develop the negatives and scan them at a very high dpi, it adds a unique touch to everything and I can colour it how I like - but a camera phone does the job equally as well by itself.


    Every photograph has some value to it, whether it be for textures or for reference for any level design/puzzle ideas - or for futhering another piece of work. This is why I have a few TB of images that I've organised and have forgotten about, so everything's in folders according to what's in the image. Might have a bunch of duplicates, but I know that I have at least something suitable that no-one else has ever seen before and I don't have to pay for or ask someone to get for me.

    I'm sure you could do this, as you've managed to follow a tutorial to do the synthwave 80s' chroming thing on your picture - I've made them a lot for FCR and some indie bands, but rather than use the computer to make the chrome, I've developed a method using a thick stencil, a warm water bath and some Gallium metal to form the words, so that no-one will recognise the typeface (because I made it) and it's outstanding from the rest because it's not the same tutorial piled on top of all the other free fonts with levels/gradient overlays and highlights, that we learned to draw in workshop class at the age of 14.

    Since it's unlikely that someone's going to say, "yes, here's a texture for you" - there's a method to make one, plus I'll post a few pictures to demonstrate how taking photographs of anything interesting is very useful and making day-trips to gather reference images and textures is not only fun but an important part of the job.





  11. There's some interesting research on boredom in game design.

    It can be analogised to a combat mission. Spend 12 hours pretending you're not scared, another 12 being very bored, perhaps another 24 on the ground sitting doing nothing - then the part that lasts 2 minutes feels like 2 years.

    Our perception of time can be altered in so many ways - some games need boredom to make the action interesting. Music can form a big part of that, especially since it augments our response to a situation.

    One reason some gamer might end up with a massive backlog of games is because they get bored very easily with hi-octane, repetitive action (unless it's a routine for them or they're lucky to not form habitual dopamine tolerance), yet another gamer will happily play a train driving game for several years and never feel "bored" with the "boring bits" where they just sit back and tick along.

    I know one fella who did just that with a train sim for most of his college life, and he's now been a train driver in Belgium for several years.

    After the Falklands/Maldives, I got to have a go in one of the flight simulator things as my old man was transferred to training Tornado pilots - it was basically a computer game designed to familiarise people with the real life kit, so they didn't smash millions in training and machine by pushing the wrong button. Guiding a SAM missile was basically using a trackball to keep a cursor (laser pointer) on a moving target within a limited field of view - software does that now, better than humans.

    The US military use Xbox controllers, pretty much, to operate drones.
    Bohemia's stuff has been used in the past as a training tool, also.

    https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3833369/

    Life is boring, most of the time - else we wouldn't have excitement.
    But engineering a virtual experience to alter someone's state of mind and perception of space/time/reality is an interesting topic.

    Games (and other entertainment media) are a fascinating way to train/teach or manipulate people into ways of thinking/behaving.

    One job, when WoW came out - an advertising agency's head tech was big into it (and would play every night, sometimes from the office due to the better machines).
    Dropping off the mail every day and becoming friendly to the point bringing in cups of coffee and hanging out a bit, hoping it would mean he'd go take a leak so as to be left alone in the room - found out about the WoW playing and started to do that. Being "schooled" in how to play WoW by the guy.
    One night, asks if it's possible to log in and do something with his character as he's out. Turns out it was the same password as his admin login.

    Co-op gaming built a level of trust with someone that was not possible to create in real life.

    Turned out there was about 3.4gb of Kirsten Dunst pictures (along with all the non-disclosure agreement stuff that everyone was working on for VW) on the servers when examining the system, cos the friendly mail guy gets in early and security don't question it at weekends - the tape backups were locked up in a safe, so they were impossible to get at - but the system's security ended up being compromised because of playing a game with someone and doing them a favour one time.

    Those kinds of things aren't very nice, pretending to be friends - but it's a function.

    For some people - that's also a game, from which they get their achievement dopamine and level up.

    Time passes very quickly, listening to the sound of a server-room.

    Some of the ambient noises in hiding places in games such as Thief or TDM or other stealth games - they help speed up perception of time through an induced white-noise hypnosis, while waiting for the guard to return.

    A reason why someone coughing in a library or an annoying, constant sniff by a co-worker in a quiet office can become a major irritation - it breaks the flow of time by introducing a disctracting event.

    In stealth games, that's a good thing - to hear the approaching footsteps and the door open again, after waiting in a corner for 4 minutes for a guard to pass on their patrol.

    (I think you've got to be a bit different in the head to go that deep into stuff).

    That's a good example, with the HL2 section.

    • Like 1
  12. 1. That was my sense of humour. Not everyone gets it, but it fills my time until I can join my family.
    2. There isn't a "nominate physics issues" thread. Those are models that could do with a little attention, in my humble opinion.

    Graphics vs Gameplay.

    Who gives a toss what I think, anyway?

  13. I've speed run the game today in a little over 5 minutes, because it's more fun in sandbox and messing around in freeplay after the story is done.

    Also, it's pretty old Unity and, looking at how it's built - they've done a good job, but there's some bugs and glitches that will never be fixed without remaking the whole thing in a newer version of Unity, plus another year or so of play-testing to figure out all the logic errors.

    The AI is "bespoke" copy/pasta. There's a lot of stuff in the game that isn't implemented. Idk if it isn't cut out because it's required inheritence or if it's an oversight.
    Decompiling it, it seems that you hack out whole chunks and it doesn't change anything.

    Steam just put a check in to see if the game's registered to an account for Unity SP games.

    Unity's not a great platform, but it's accessible and you can copy-paste a game together.

    It's a good job, but it's gonna be one of those things that's either gonna be a few years before it's done - or a potential classic that's abandoned, like Clandestine where the studio got its cash to fund their next game, or the dev's get bored of working on it, like a thousand kickstarters, or get rich and pat themselves on the back and get a new Islington apartment and a 6 month holiday, returning to say they're letting people have access to the source to fix the bugs if they want *cough madruga cough*.

    Most people put in about 8-12 hours before moving on.

    Instead of ModDB and Greenlight - we now get rushed to "just good enough" full-price games that are still going to be getting patches for years or remastered in a decade.

    The only game I bought this year and I've stuck in thirty or fourty hours playing it through a few times. Will probably still be on the machine for a long time.

  14. Looks like scaling ought to be able to fixed using the monitor's setup menu:
    https://www.kitguru.net/peripherals/james-morris/samsung-cf791-34in-quantum-dot-curved-monitor/3/

    Looked at a lot of software config stuff, but said nothing about the hardware setup - and it looks pretty irritating interface for that monitor.
    110-degree FOV will mean you get the same view as any 16:9 res, scaled to 21:9, but might stretch prevent the GUIs stretch.

    Another option is to run the game in a window, clip the border off with borderstripper (http://winborderstrip.sourceforge.net/) and alt+enter it, same as stretching out other old games from the last millenium.

    Might get some letterboxing, might not. Idk - only purpose I can see in having a super-widescreen monitor is to be able to have 2 "fullscreen" applications running at the same time on the same screen.
    Like Photoshop and Lightroom or bitmap2material, Illustrator and Aftereffects and Premiere- so you can just drag between them and still have all the space to be able to work effectively, or stick it on its side and be able to read a bunch of dll or notepad++ (or a long forum thread on a monitor) without scrolling.

    Have you still got the receipt..?

  15. Your chosen resolution isn't listed as being any of the possilble non-standard resolutions supported by the game: http://wiki.thedarkmod.com/index.php?title=Resolutions

    Also the aspect ratio is incorrect:

    Size = 3440 x 1440 = 4.95 megapixels

    Aspect ratio = 2.39

    (not 2.38, as previously stated - perhaps that's the problem..? I'm a [film] photographer - I know my aspects - go check it using an aspect ratio calculator, if it's not right still)

    Otherwise, stick it to the closest known supported (3360x1200- 2.8) and scale by aspect using the monitor or your graphics card software.

    It says that it's scaled by native and the hud is stretched, so it might be better to not scale it and put up with the letterboxing.

    If it's not the 0.01 aspect ratio error, then the workaround would be to use closest known supported and scale it using your hardware.

    // I'm glad i never bought that curved super-widescreen monitor. For one - it means, if you're not in the right place, you're going to see straight lines as curves, which is no good for graphics work and also - discovering that only a few games supported that resolution and the crap to get them to do so - it wasn't worth the £4k for a headache. (plus it wouldn't fit on my desk without moving the printers and scanners and inbox and ashtray and collection of lighters and oil pastels and used tissues stuffed in empty pot noodle cups [that have also been used as ashtrays]).

  16. In terms of game models

    1. Lara croft... nah.

    I think all candlesticks needs a tweak, because they can be used as a doorstops to stop patrols, lock rooms and are often plentiful in a level - unlike boxes or moveable chairs, which allow for the same thing, but also for getting out of bounds or bypassing that locked fence and walking over the roof to find a way the FM maker never considered - I've noticed that there are often less chairs and moveable boxes and bails of stuff in newer FMs. Which is a shame, as they're great for dropping on people or luring everyone into a room and then putting a single box in the doorway, or a candlestick against the door...

  17. 1. Hillary Clinton (no explanation needed)
    2. Justin Beiber (or any teen idol, such as Miley Cyrus or Brittney Spears)
    3. J-Lo (or any pop music icon or tv/movie celebrity, but particularly Jennyvonzewesternbloc)
    4. Tess Munster or Blaire White... that's a tough call... I'll say "all social media pundits with a conviction".
    5. Everyone involved with the Kardashian's (because they disgust me)

    These are the worst role models for anyone to have, IMHO.

    • Like 1
  18. That's kinda weird - you might be right. Probably over my head.

    Have you considered ripping the intro video and simply including it as part of your own intro video, leading to your button briefing (if you can figure that), and resetting your other defs (after backing them up)..?
    It'd be easier to force the intro video played if it was part of your briefing.


    Also, it's worth making another user-account / boot on your machine that's independant (totally autistic), so you can use this for testing purposes on a clean install of the game.
    It means you can test your own builds without having to purge a bunch of stuff or lose track of changes.

    It's one reason I changed to a blog rather than use the mapping thread I created in forums to use as my scratch-pad (that and because it was annoying people with me editing spoilers to be blanks and fill the forums with my progress and self-ramblings.

    I've TDM game installed on my main windows profile on one disc, but TDM and DR installed in another windows profile on another disc.
    This way, I can test my missions and experiment "chunks to copy into the mission" on a copy of TDM that hasn't had me messing with files that I didn't fully understand at the time and can't remember what I did.

    Using a process of elimination - you can isolate which file might be causing the problem by copying only the map, scripts and xd and briefing stuff, then the other files you've changed, to see which one is the offending file.

    The other option is - is it it really that important to have it there, if the mission works fine..?
    As with all art, if it doesn't add to the piece - don't add it.

    My solution is to back up, wipe the files and rebuild it from the text code I keep on my FM reference blog.

    As an example;


    I'm having trouble with the objectives and random player spawn points and different AI behaviour and random interest on their paths for different difficulties, for the consequence mechanics I'm trying to implement. "Ghost" difficulty (the first I designed) works fine, but "Trickster" and "Worming Death", for some reason - even though the map's fine and the triggers and scripts work - the hidden objectives that call scripts to change the level pathways and AI behaviour for each difficulty (or on certain player actions or gameworld states) mean that some things don't work - I think it's a case of the number of objectives available being too few, so it means having to drop some things or think of other ways to solve the issue.

    The main thing is, the level architecture is there, it works and maybe I'll just have to forego the different "difficulties" (which are all the same difficulty, but have different objectives and paths throughout the level based upon player actions.

    Perhaps this will be enough, and I can forego the hidden objectives in and find a level-design mechanic.
    Rather than specific optional hidden objectives for each difficulty, use overarching optional objectives on all difficulties - eg, instead of having each difficulty using named characters states (eg, KO / dead / alarm) to trigger the objective to call a script to change the player's path by rotating a symmetry room so they don't take the ghost path with less guards and traps, but take the trickster or worming death routes instead - it will mean that trickster and assassins can finish the level as a ghost - but assassins are going to have to kill some people, which means I can at least ensure their route is the one I want them to take.

    Tricksters, they can choose, but also so can ghosts - they'll end up on the trickster route if they cause alerts and on the assassin route if they, somehow kill someone, by pickpocketing an archer for an arrow or dropping a crate on someone or something, which the briefing stipulates to avoid doing - they won't fail if they are caught or kill someone, but it deny them access to the ghost route, and all the traps and puzzles that playstyle might enjoy).

    For me, the briefing is less important than the gameplay. The rest of the briefing and mission objectives unfold through notes that are left in the symmetry rooms, on doors that leads to the ghost/trickster/death pathways later on in the mission, once the player has committed to a particular route or playstyle.

    A player who chooses the assassination jobs and killed their way through the level won't be stealing a precious item as an objective - they can take it as loot, but their objective is to assassinate the lord of the manor in the same, guarded room (that on this route doesn't need lockpicks, as the character might not have found or bought them to start).

    A player who choose the ghost route will be stealing that item, but they will never have to kill anyone, but it's possible for them to do so and end up on the assassin's route where the door doesn't require a pick.

    It's proving to be a nightmare in figuring out the different logic gates, so I made a flowchart that maps all possible routes from these "consequence rooms" so that the player is never stuck and - so - every playthrough, unless it's absolute ghost every time - will be different in many ways.

    It's also proving to be a nightmare if they player wants to backtrack through a gate and finds that - this once unguarded area now has guards, because they were caught after backtracking (they're starting to move to the trickers/assassin route). So I'm having to figure out how to ensure the rooms can be reset by tiggers that rotate them to the correct angle, so the player can return and explore other pathways (which might be dead ends if they haven't killed anyone, cos they never received that objective, or get caught on the assassin's path - which I can't even ghost - and return to their ghost path to find the same looking way now has a patrol, because they're on the trickster's path.

    Maybe an assassin player will ghost their way through and face the traps, instead of alerting or distracting guards and getting into swordfights or shooting people in the face with an arrow, blowing them up, or whatever...

    (reminds me to check there's enough loot).

    Do I care about the briefing so much, when I want to implement a whole bunch of things I've not seen in an FM before..?
    I wrap my presents in newspaper at Christmas, because it makes it look crap - but inside is more than they expected. It's not an Xbox One, like the box says - inside it's a brick and a gift token for a shop that sells games and consoles, so they can choose what they want - they can sell it for cash and buy drugs for all I care.

    So I just have a basic page with a shop - if a ghost would rather buy broadheads to distract a guard than an unreliable noisemaker, that's their choice... If they want to take a blackjack and sword and some mines, it's up to them.

    Gotta ask - is it worth the hassle..?
    For me, I don't give a toss about the briefing - I've seen that video a thousand times already and I dislike timed video briefings, because I'd rather read something and find out the story through exploration than have a voice actor explain everything to some oil-filtered screenshots that transition like my "girls what I made porn with" collection slideshow on my laptop.

    But that's just me. Some people like not being able to skip a cutscene they've already watched 10 times.

     

    .

  19. Ah,yeah - That's the version that was leaked in March.

    It's much better now, at mostly done release stage..

    For a Unity game, it's pretty well put together.

    Steam do not have very good protection for Unity games - their DRM suggestion is basically "check the owner has this title and we'll explain how to put it in, so anyone can take it back out", so Unity games tend to get cracked within 30 minutes of release.

    If you're gonna make a Unity game - make it multiplayer if you want good sales.

    I was working on a UE game for a few years that was similar, but there's no need for that now this is out - beaten to the punch. Again...

    Solo games development is like stepping into the ring with Saenchai after an introduction lesson in Muay Thai.

  20. I have question about handling movables in front of the player, particularly lanterns. I want lantern to be not in the middle of FOV, but rather near one of the edges. Is movable's position (in the middle, mouse wheel zooms in/out) hardcoded, or can I edit these properties for lantern or for all movables and replace used action script in said lantern?

    I think the grabber is SDK coded.

     

    Idk if you can offsetRelation an entity that calls a script when frobbed.

     

    No idea how the grabber works - never had a need to look at it.

     

    Maybe a named item can have its position changed through spawnargs and frob action script...

     

    Seems possible to offset position using Def Attach: http://wiki.thedarkmod.com/index.php?title=Def_attach

     

    Perhaps the lantern can be altered so it's Def Attach includes an offset to appear in the position you'd like..? Same as attaching stuff to AI, but player1 instead of the AI. IDK if that works - never tried it.

    • Like 1
  21. Jack - doesn't the TDM intro video play automatically when you start the mission briefing anyway, once you've added some content..?

    If not - take a look at the standard briefing gui and then copy-pasta the relevant stuff into the button mainmenu_briefing.gui.

    NB - "by default":

    http://wiki.thedarkmod.com/index.php?title=Briefing#Editing_mainmenu_briefing.gui_for_the_Button_Controlled_Briefing

    also mainmenu_custom_defs.gui, for the video:

    http://wiki.thedarkmod.com/index.php?title=Setting_up_Campaigns#Briefing_Videos

  22. Dude, you are really maxing out the possibilities on how a text can be formatted. :mellow:

    I do my best.

     

    It'd be nice to figure out how to script that stuff and use it in the mission from triggers (or obj./stim/resp.) - it would be useful for other things too when working on the mission changing depending on player actions.

     

    Seems having the object in a hidden room then triggering it to be put there and back again (switch calls script and triggers mover), trigger multiple in the doorway calls to place brush back in the hidden room, is the way to do it.

     

    Same as 'porting in an AI or a bunch of brushes after a rockfall or something.

     

    // $<named guard>.kill(); - that might be a good way to ensure it's only the guards that get trigger hurted... Didn't think of that. Thanks.

     

    (ps, "no kill objective..?" what's that? :P Worth noting, though - raises another question of how to stop the player being hurt if they touch the back-face of the door when it's finished opening... Will have to look into that - probably best to have it open so it's impossible for the player to touch the back face, but that means a section of wall will cause hurt... unless it has something in front, like a bookshelf, that slides the opposite way, so the wall is hidden... this is getting complicated...).

     

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