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Everything posted by kingsal
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Fan Mission: Volta III - Gemcutter [15th Anniversary Contest]
kingsal replied to kingsal's topic in Fan Missions
Im going to combine all the volta missions into a campaign with some persistent stuff. I have 3 more missions planned so it’s going to be a while before it is done. As I said in the OP, some story elements in the earlier missions are inconsistent. That will be fixed as I work on the whole package. -
Fan Mission: Volta II - Cauldron of the Gods by Kingsal (11/30/17) V2.3
kingsal replied to kingsal's topic in Fan Missions
It looks like this mission's been broken for a while. I've updated it to be compatible with 2.12. @nbohr1moreWould you mind updating this on the mission downloader? Version 2.3 (requires 2.12) Available in the in-game downloader or HERE -
Fan Mission: Volta III - Gemcutter [15th Anniversary Contest]
kingsal replied to kingsal's topic in Fan Missions
It's certainly not a direct sequel. I'll leave it up to you how much the two are tied together, but there are some things you can do in Hazard Pay that would create an "alternate path" for our man Gordiff -
Fan Mission: Volta III - Gemcutter [15th Anniversary Contest]
kingsal replied to kingsal's topic in Fan Missions
Thanks for playing! A heads up, the briefing doesn't have subtitles yet, I'll do that in a future update. I just ran out of time. The OP has the briefing scripts written out along with an FAQ as chakkman mentioned. Goldwell was kind enough to host the briefing on his youtube which does a decent job with automated captions. I made the briefing using photoshop and blender. Cut it all together in premiere. -
Fan Mission: The Wizard's Treasure [15th Anniversary Contest]
kingsal replied to thebigh's topic in Fan Missions
Congrats! Thats was great little mission with a tight layout and fun twist. Thank you. -
Fan Mission: Volta III - Gemcutter [15th Anniversary Contest]
kingsal replied to kingsal's topic in Fan Missions
There is always something.. I found a minor but kind of obvious bug of a few missing grate models. Ive updated the OP. If you have already started a play through, this isn't mission breaking but if you haven't. Please update @nbohr1moreWould be as so kind as to update the servers for me? Its enough of a bug to fix. No idea how it happened gemcutter 1.1 -
Fan Mission: Volta III - Gemcutter [15th Anniversary Contest]
kingsal posted a topic in Fan Missions
VOLTA 3 : GEMCUTTER 1.1 [ TDM 2.12 REQUIRED] Please make occasional hard saves! There is a rare quick save crash that happens. AUTHOR'S NOTE --------------------------------------------------- Can you believe it's been 15 years of The Dark Mod? Happy anniversary and please enjoy this mission. --------------------------------------------------- DESCRIPTION --------------------------------------------------- This is a medium size, dense city / boat mission that continues the Volta storyline. It's an evolving campaign - some story details in here might not line up with Volta 1 and 2. --------------------------------------------------- CREDITS --------------------------------------------------- VOCALS by Andrew Bartmess, Desino Mortem, Goldwell, and Yandros. TESTING by Amadeus, AluminumHaste, Bikerdude, Dragofer, Epifie, Goldwell Mat99, Mike A, Skacky and WellingtonCrab. ADDITIONAL MODELS AND TEXTURES by WellingtonCrab and Epifire. EDITING by Amadeus and Moonbo. --------------------------------------------------- SPECIAL THANKS TO Goldwell for years of feedback and help Amadeus for helping get the Volta story into a good spot. -------------------------- FAQ / GUIDE (spoilers!) -------------------------- -------------------------- BRIEFING SCRIPT (spoilers!) -------------------------- Youtube link courtesy of Goldwell: -
The Dark Mod 15th Anniversary Contest - Entry Thread
kingsal replied to nbohr1more's topic in Fan Missions
I am not petitioning for an extension! Ill be ready tomorrow. Volta 3 is coming. -
The Dark Mod 15th Anniversary Contest - Entry Thread
kingsal replied to nbohr1more's topic in Fan Missions
Hey all. I spoke to Biker and @nbohr1more about this but wanted to ask everyone participating. @Ansome@thebigh @xlm @Nico A.@jonri@Petike the Taffer @grodenglaive@Uncertain Title@DeTeEff I had some time free up in October, potentially allowing me to finish Volta 3 for this. Would it be fair to enter this late? The mission's been in the works for a long time. At the end of the day, I just want to celebrate 15 years of TDM with everyone . Either by participating in this, or just releasing Volta 3 later in the month, around Halloween this year.- 60 replies
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@ArcturusIts probably a combination of things that contribute to gaps in the lightgem read out and the visual perception of how bright you are. I use light gem adjustments and a lot of ambient lights set to "ai_see" "0" I have my reasons for lighting missions this way, but its it a lot of manual work and prone to error. Its a trade off between light gem accuracy and cool lighting @WellingtoncrabNever though to set ambient_world to ai_see 0. Thats a great little trick.
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Wow! That's awesome and might be a good way to quickly make complicated level geometry.
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Sorry, Ive been sparse with replies in here but thanks for playing this tiny mission everyone + giving your feedback.
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$painter_bribe.setKey("page1_body", $painter_bribe.getKey("bribe_text") + combo); This works by just setting the key directly on the readable. However it gets cut off from the 127 character string limit. Im not sure how to get around that for a readable. I call the readable directly here "painter_bribe" but something just isn't working. $player1.setGuiStringFromKey(overlayHandle, "page1_body", $painter_bribe, "bribe_text"); EDIT: maybe a readables gui file can be called out directly? Or this needs to happen as an action script on opening the readable?
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Okay, then it seems this function isn't a good candidate for authors to use for the string limit work around. Will keep searching but might have to give up on this route.
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Thanks guys, yeah I can't figure out which overlayHandle to use here. I think all readables use the same one. @stgatilov Would you mind taking a look at the OP? Is the $player1.setGuiStringFromKey working properly, or am I setting it up wrong? Its the only work around I know of for the 127 (I think it is) character limit.
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Hello! I've read on the wiki about a work around for the string limit in scripts, however I'm struggling to figure out the setGuiStringFromKey() function. https://wiki.thedarkmod.com/index.php?title=GUI_Scripting:_GUI::_Parameters void set_hint_painter() { entity lock_name = $painter_bribe.getEntityKey("associated_lock"); string combo = lock_name.getKey("combination"); //Grab string "bribe_text" from spawn key and combine it with unique combination // Hits the string limit issue $painter_bribe.setKey("page1_body", $painter_bribe.getKey("bribe_text") + combo); // Work around for string but do not know how this is set up $player1.setGuiStringFromKey(overlayHandle, "page1_body", $painter_bribe, "bribe_text"); //sys.println("LOCK CODE on = " + readable.getName() + " is " + combo ); } $painter_bribe is my readable and "bribe_text" is the text string in a spawnarg. Its taking the text and combining it with "combo" which is just a random number. I can't seem to get this to work. I just can't wrap my head around what handle to use or what I am doing wrong here: $player1.setGuiStringFromKey(myhandle, "myGuiParamName", self, "mySpawnArgName") Thanks for any help.
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Dark Mod: Dynamic Save Room Mod - A custom save restrictions challenge
kingsal replied to RedEmber's topic in The Dark Mod
Thats not really on me to fix unless the save mechanic needs to be implement differently in 2.12. @stgatilov or @Obsttortemight know the status of the linux save crash issue. -
Dark Mod: Dynamic Save Room Mod - A custom save restrictions challenge
kingsal replied to RedEmber's topic in The Dark Mod
Thanks @Bergante. Glad you like the mission. @RedEmberI played around with this a bit and its a cool idea! A couple things I found: The card: Having the card drop to the floor could create a lot of issues, it could fall through a mesh, be dropped on a platform that moves, dropped in water or to an inaccessible place. For this to work it would likely need to be something that floats in place and is generally unaffected by the world or accounts for those edge cases somehow. Loot: This is a cool idea to earn saves via loot, but be aware loot varies wildly across missions. 60 percent of loot could be in the last few rooms of a mission. Maybe you get a save token at 25, 50, and 75 percent of the loot collected. Save restrictions: One idea I played around with but never prototyped was a kind of a "potion of recall" so to speak that the player drank and acted as your save. You could then find them in the level or start with a limited amount. Having the saves be an item could be interesting and totally optional via the shop. If you buy the potion of recall you basically activate save restrictions as a challenge mechanic. This isn't something easily done via add ons, but just thought Id share the thought. Doing this via the location could work, but location sizes will vary wildly across missions. Hope this helps! -
Dark Mod: Dynamic Save Room Mod - A custom save restrictions challenge
kingsal replied to RedEmber's topic in The Dark Mod
Thats a cool idea! I like the idea of restricting saves as an optional thing for players. It builds a lot of tension and gives replay value and challenge. Will check this out, thanks and welcome. -
EFX preset spawnarg for Location entities?
kingsal replied to Frost_Salamander's topic in TDM Editors Guild
I've actually stopped using custom EFX settings and I only use the presets now. Unless you really know what you are doing, its hard to get the effect you want. That being said, an EFX spawnarg pointing to the preset would be nice assuming we can keep it compatible with the current method. -
Cvars aren't a bad starting place, especially for fine tuning some of our gameplay elements. However, we would want explicit control over them per pk4. Or put differently, we wouldn't want to loose control of them
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I override it so I can tweak the #define ARROW_ZOOMDELAY 3 //VOLTA MOD There's a whole bunch of reasons why I do this, one of which is because it makes shooting the bow easier for most players. I dont really want to get into a debate about if thats better or not but I would suggest you expose the variables in a way that authors can tweak them. I sent you a DM about this exact thing.
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Ill do better!
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No there is not.