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kingsal

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Posts posted by kingsal

  1. On 11/4/2023 at 12:35 PM, stgatilov said:

    Perhaps because you have too many proguards and they pee too much.

    I think the core parts for it to trigger is when player switches weapons and then shoots bow at the same time when one of these guards perform "urinate" animation.

    Maybe we should try to make a test map with horde of these guys, making sure they can run "urinate" animation.
    By the way, does it has some condition? I can't find any references to this animation in def files, but I think there should be some condition...

    Interesting... hmm. As far as I know that animation is only called by  a path_anim or path_cycleanim entity in a map or maybe by an authors custom script. I have seen it in missions before, so I know its been used. 

    It could be buried deep somewhere in the AI's core code though, which would be... an odd choice to say the least.

  2. On 10/27/2023 at 4:18 AM, snatcher said:

     

    The new "ticking" sound comes from the Hazard Pay mission so thanks @kingsal for this wonderful audio file! Speaking of Kingsal, Hazard Pay remains the only mission 100% incompatible with the TDM Modpack. I remain available to assist in solving this situation.

     

    Nice! Looking forward to trying this out. Can you please tell me again what is incompatible  in Hazard pay? 

     

  3. Ive definitely experienced this crash. If it helps. I am overwriting tdm_weapon_broadhead.def. Dont want to lead you guys astray just thought id mention that since other authors use my defs from time to time. 

    This is all im overwriting : 
     

        //volta bow mod
        "anim_rate_attack_start"    "1.2"
        "anim_rate_attack"          "1.2"   
        "anim_rate_lower"           "1.2"
     
    // entityDef atdm:projectile_broadhead :
        "velocity"          "1950 0 0"

    // The default is inherited from  tdm_weapon_arrow.def
    velocity"         "1800 0 0"

     EDIT: By the way its always when on arrow release and its a hard crash. No console warning, nothing. Just quits to desktop. Its very rare for me :( 

    • Like 1
  4. @chakkmanAhh right so I see what's happening there. The beast is playing an "eating" animation which is making his head very hard to hit :( Probably similar to their crouch and maybe other animations such as the walk. It could also be that their head is just too far forward in a lot of cases. Sucks because thats a lot of animations to fix if it is indeed the problem. 

    Thanks for finding this. I don't know if I'll have time to fix that animations soon, but as your playing just be aware when their head looks up and down, it will also change the hit detection volume. 

    I can't tell from the video but is your blackjack raising up to signal a successful hit? It should shift up slightly if you are about to get a KO.  That was integrated in 2.11

     

  5. On 7/4/2023 at 3:48 AM, chakkman said:

    I'm re-playing this mission, and have trouble finding the

      Reveal hidden contents

    family ring in the bath house again (already couldn't find it the first time I played the mission). Any pointers?

    Edit: Ok, got it. At 24:32 here:

    Well, that's really hard to see, and the guy in the video had his issues finding it as well.

     


    Yeah thats terribly hard to see :( I wanted it to be hidden but that's just too well hidden. 

     

    • Like 2
  6. I was going to say I think their crouch pose might be moving the invisible KO volume too high. I can have a look at this.

    @chakkmanI agree the blackjacking in TDM can be fickle. Do you have the latest 2.11 updates with the new assisted black jack system? I've been using it since 2.11 and personally, I love it. 

    EDIT: Alright so... I think because cauldron was made before that system- there might be some funkiness going on here because I have a modified version of the blackjack. 
    @chakkman If its not too much trouble, can you try unpacking cauldron_v2_2.pk4. Be sure to "Extract here" so it puts all the files right where the pk4 is. 

    Go to cauldron_v2_2/def/tdm_weapon_blackjack.def and delete that file

    See if this helps. 

  7. 2 hours ago, snatcher said:

    And I am not sure Volta 2 is representative of anything because I just loaded an old save and noticed I ended up the mission with 4 rope arrows and 5 vine arrows, meaning - with some work - I can take the fella virtually anywhere.

    Once again, its not about where you can bring Bellero its about being able to haul him up vine walls.

    I need players to be able to carry bodies up vines and ropes  OR that mission will stay broken for a while until I can fix it. Thats the short of it really.

  8. 13 hours ago, Daft Mugi said:

    I'm going to post a series of screenshots to illustrate the current state of the work-in-progress patch.
    I hope the screenshots help to get an idea of the patch better than numbers.

    First example, shouldering Bellero in Volta 2.

    @kingsal Does this look ok? Does it break your intended design?

    volta2-low-mantle-patch.jpg

    volta2-low-mantle-patch-2.jpg

    Thanks Yeah that should be fine!

    I think you could make the shoulder mantle even higher honestly. Since the current frustration from players would be that they have to put the body down on the red ledge, climb up, and pick it back up again. I don;t see why we can't go at least to player height. Hard to tell how high that is from the screenshot though.

    Anything overhead the player would be a no go still. Testing will tell if this makes sense or not :) 

    • Like 2
    • Thanks 1
  9. As for my own opinion on mantling with a body. Im for it. However, I worry that this could have the opposite effect and break some missions where the author anticipated the player not being able to mantle with a body.

    Risky waters changing mantle rules, but.. im not against the effort.

    I could see allowing waist high mantles with a body, but not full on overhead grabs and mantles.

    • Like 3
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