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The save game discussion is like a traveling circus. It rolls through town every year with the same old clowns. @SeriousToniThe loot save idea is interesting. Do you know how it works in Black Parade? Maybe the script checks the players loot score every so often to see if it incremented by X amount and then award a save. Or in TDM you could append the frob actions to force a check on every loot pickup. It might be weird to just save every 200 loot like thebigh mentioned. Might be better to gift the player a save item, similar to the savior schnapps in Kingdom Come. Interesting idea, not impossible to implement but definitely a little involved.
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Not to sound like a total dork , but thats an "octagonal and dot" pattern. I looked it up and sounds like its origin is from the victorian era but takes inspiration from roman tile designs.
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This issue pops up in a couple missions and its very hard to diagnose Would you be able to send me the follow files via PM. Preferable google drive or other commonly used file transfer? - darkmod/fms/moongate/savegames/(all files) - darkmod/Darkmod.cfg - A DxDiag file. This is a graphics diagnostic file that tells me what kind of hardware your have Instuctions here The dxdiag will export your computer name. If you dont feel comfortable with that info you can edit it out or just send me what kind of graphics card/ windows version you are using.
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There are some other repositories besides the svn : https://github.com/thedarkmodcommunity The github one seems useful : https://github.com/thedarkmodcommunity Are you able to package all the files up and send them to me? It would be easier to integrate it into my own FM than trying to find all the files in the SVN. (im having a hard time finding everything)
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Very nice! Im definitely going to use this guy. Which repository is this uploaded to? There are several official and unofficial these days. If you can, it would be helpful to have a link to the files in this thread so its easy to grab them.
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Right on , what you put into your patch is up to you but you should know this will allow players to get into an unwinnable state without them knowing it. I've seen this happen more than once.
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Its up the author if a key or any item is droppable. The default of making keys not droppable makes sense. Not only can players accidently leave a mission critical key (or any key-like item) behind, they can toss it somewhere inaccessible and now they will be stuck. It would be risky to make every item in your dark mod setup droppable.
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Very cool! Really nice texturing and overall execution. Id love to use this model if you do end up getting it all working. Btw, how are you doing the animation scale stuff?
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Awesome! It might be some time before I can properly review them but if people like them, I'm cool with them being modified. I made them nearly 7 years ago and don't have any of the reaper settings I used. I also made the compress / decompress and underwater sounds in volta. I honestly don't remember how, but water and microphones where involved
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Oops, sent too fast. As mentioned in the OP, I also got a lot of feedback that the player and AI footsteps were too quiet. I fixed this by increasing the max distance and dB slightly. I think the distance was 25 and I increased it something like 30 for AI footsteps. @WellingtoncrabThere might be a bug tracker for this / already known issue, but the jump land sounds are increased artificially when holding sprint. I think this is a coding issue?
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Nice! Ill have to give this a try. For what its worth, I made an attempt at my own footstep "mod" with some of my own recorded sounds. Im happy to donate those if they are of use. The sound prop and sound distance stuff is really difficult to balance. Mine were done for Volta 1 and 2 which are fairly large maps. They held up okay in some of my smaller missions, but I'm curious to see what was done here. I agree any changes to the core that are this essential need a lot testing and probably multiple rounds of iteration.
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Fan Mission: Volta III - Gemcutter [15th Anniversary Contest]
kingsal replied to kingsal's topic in Fan Missions
Unfortunately, Im not sure what is causing this but thanks for sticking with it. Ive seen this before when AI get stuck in a loop somewhere and cause serious frame dropping. I suspect the fish AI might be doing this, but I'll take a look and hopefully fix this! -
Congrats! Im looking forward to playing this.
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Fan Mission: Volta III - Gemcutter [15th Anniversary Contest]
kingsal replied to kingsal's topic in Fan Missions
Haha, that was unintended, but maybe it works. He should at least mumble when searching I agree with you on the echo in the intro, I just couldn't get it quite right. Your feedback helps though, thanks. @datiswousThe settings slider won't effect the reverb in the intro video since its baked into the audio track. @gokudoThanks for playing, the tight spaces in the boat were a real challenge to build so Im glad to hear it works.