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Posts
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Posts posted by Aosys
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Previously, I hand-picked all my updates, so no need for software like GWX Control Panel. Now, Windows Update no longer works at all on my laptop (it gets hooked up on the "Checking for Updates" part) so I guess that's it for me...
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I once got a leak that I couldn't figure out for the longest time; turns out it was because a func_static's origin was out in the void, which apparently DR doesn't like. Dunno if that was your problem here?
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Wow, the Church one is super Thiefy. Very neat stuff, thanks for sharing!
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So I've been on-off working on various missions of some description or another, and during the course of doing this I've been thinking about the process of bringing an FM together from start to finish. That is, maybe less the technical side and more: how does one go from an idea, to a fleshed-out concept, to a final product? There is some good stuff on the "Mission Design Tips" wiki page (http://wiki.thedarkmod.com/index.php?title=Mission_Design_Tips), but I feel there's more to the mapping process that can be explored and expanded upon. So I was wondering, how does everyone here do it? Is there a particular mapping method(s) that works for you / that you'd recommend?
Some things that might be nice to learn more about, just to start the ball rolling (provided this thread isn't redundant):
1. Where do you draw your inspiration from? How do you tend to come up with a mission idea?
2. What building techniques do you utilize? Free building? Planning everything on paper first? Bare-bones architecture first? Modular? Creating major areas, then linking them all up later? Something else?
3. What do you do to keep morale up / keep progress going, particularly when you've been working on the same mission for a long time?
4. What are some of the most important things to keep in mind when creating a mission?
5. Are there any particular mapping practices you'd argue for/against?
6. What are some of the most common issues you run into when creating a mission, and what are some ways you can overcome these issues?
7. Would something like a GDD for missions be useful? What about something like a cognitive model of TDM players?- 1
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To test or not to test: that is the question...
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Goldwell's is a skull; Aosys wanted to adapt it for something like a Weeping Angel.
@Aosys Try replacing abs(angle_x); with 0;
Worked like a charm, thanks!
Also, you don't want to put the while() loop inside the main() routine, in case you want the main() routine to execute code after the while() loop.
Yeah, I figured as much. For now, I'm just doing it for testing purposes. In my actual WIP I'll be sure to create a separate method, and hopefully be able to call it after a specific event.
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Found the problem: forgot the main method 'cus I'm an idiot
The above script works (and is super creepy!), but still causes rotation on the z-axis, at least with the statue I'm using.
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I'm trying to run the script on a simple test map, and I'm getting game error "Line 1: 'player_skull' is not a type", despite there being a func_static named "player_skull" in the map, situated directly above the player start (as prescribed). Am I doing something wrong?
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Just out of curiosity, would there be a way to make that script work only when the model is outside of the player's FOV, Weeping Angel style?
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Aosys, by "fully ghost" you mean without tools? One water arrow each is enough, of course.
I'm probably not following the full rules of ghost (it's not a style I usually play in), but I did try for no-tools, no-alert run, since this FM seems pretty well set up for it. I ended up having to blackjack the two aforementioned characters, since they were in the way of loot/objectives. In hindsight, I probably could have used water arrows or something, but eh, I'll take what I got and roll with it.
[Edit] Actually, I just remembered, I had to blackjack a third guy too.
One of the sleepers had a purse, and the only way for me to get at it was to knock him out. So there's that...
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Thanks for the mission, and gratz on the release! I played through it last night, and was able to almost fully ghost it, with the exceptions of
the innkeeper and the thief.
Very nice little mission, especially for only two weeks - modular building seems like a powerful technique indeed. In terms of issues, I only found three pretty minor ones:
1. The haunted candlestick was already mentioned, so nothing new there I guess.
2. The material for the portrait on the northeast desk, in the room behind the counter, seems to be missing?
3. Had some minor issues frobbing the one piece of loot in the Builder's room chest. Ended up having to pull noclip shenanigans to get at it. Anyone else run into this?
Anyway, thanks again, and nice work!
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Hi all, was just recently poking around my AppData folder and managed to find my Darkradiant crashdumps, which reminded me that I should probably report what happened. To date, I've had three crashes from 2.0.3, all of which occurred when I was manipulating patch vertices, if I remember correctly. Has anyone else encountered this? Is it even worth reporting at this point?
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I just finished watching a full let's play of the original. Will definitely have to keep my eye on this...
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There is something oddly mesmerizing about Woodkid's music videos...
https://www.youtube.com/watch?v=vSkb0kDacjs
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@Obsttorte Ah, yep, that was it. Didn't know the actual visportal texture needed to touch the door, thought just the brush did. Thanks!
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Evenin' folks, having a bit of an issue with the "door_128x64x2_withhandles_oak.pfb". It works fine as a door, but I visportal and it a) doesn't register as a double door and doesn't close the visportal when the doors are closed. Looking at all the entity properties, I see nothing wrong, and I know the visportal is set up correctly. Anyone know what might be causing this?
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Also, there's a limit to the number of entities you can have in a map, and func_statics count, right?
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It looks like you may have enough beta testers atm, but if you're looking for someone with a pretty powerful computer, you could maybe put me down as well? Maybe as a backup? I'm completely new to beta testing, but would be happy to give what feedback I can. I could also try testing on my old computer, if you want someone on a really terrible machine...
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In terms of the render distance, do you have "Enable far-clip plane" checked in the options? If so, uncheck it and it should get your render distance back up for you (it's what I ran into when I installed 2.03 on my new computer).
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It also looks like some of the mechanics are a bit broken in the demo, but it seems they intend to fix them in the full release:
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If I may say so, "boom shroom" is a fantastic asset name!
[Edit] Well, a bit of poking around revealed that the static boom shroom models seem to work just fine (though the flinder's collision material appears to be missing). I'm guessing this was never fully implemented?
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You know, this post got me thinking: would it be possible to implement poison mushroom traps? E.g. if the player or an AI get too close, it releases the same cloud a gas arrow causes? Has anyone already done this in a map?
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Mushrooms! Mushrooms for everyone!
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DarkRadiant 2.0.4 released
in DarkRadiant Feedback and Development
Posted
Thanks Greebo! Just had a near-catastrophic crash on 2.03, so I'll be glad to move to the new build