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Posts posted by kingsal
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I am not petitioning for an extension! Ill be ready tomorrow.
Volta 3 is coming.-
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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.
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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. -
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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On 7/20/2024 at 12:45 AM, stgatilov said:
No way to set GUI text from its spawnargs?
$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? -
11 hours ago, stgatilov said:
I think there is difference between player overlays and GUI entities.
The script event that you cite only works for player overlays.
And your readable is GUI entity.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. -
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. -
6 hours ago, datiswous said:
That save mechanic is complettely broken in Linux though, giving a crash to desktop, so I wouldn't call that perfect.
Maybe @kingsal could fix his mission with this version somehow.
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.
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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! -
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. -
5 hours ago, nbohr1more said:
@kingsal likes to use custom EFX so he's probably the best audience here but I think presets with locations are enough as long as the old def file method still works and both can be used in the same mission with precedence given to def file.
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.
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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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17 hours ago, stgatilov said:
I'd like to ask authors: why did you decide to override this script?
Perhaps we can add some customization points and delete overrides?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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3 hours ago, Tuomas said:
Another failure by @kingsal. Firstly the mission is way too short. And like his other missions, the quality is supreme, keeps me playing and neglecting real life duties. Never feeling the frustration of getting stuck, never resolving to walkthrough material. Is it a sign of excellent design or rather a lack of challenge? Also extreme attention to detail, engaging maps from room to a room, gorgeous visually. I understand this is just a free-time effort for someone who could instead make money out of his skills but, I'm sure you could do better.
Ill do better!
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22 hours ago, Johnnytheboy76 said:
No there is not.
SpoilerVine arrows are a bit finnicky and might not work on every surface. They should work on most brick and stone but some of the textures aren't set up correctly.
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47 minutes ago, pwl said:
Kingsal I don't have any mods it was the brightness and gamma settings. I adjusted those and all is good.
Cool yeah that's my bad, the image I'm using on the screen is just too bright. Thats good to know, thanks. Out of curiosity what was your gamma and brightness set to before?
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Could be- I am still messing with the UI elements but if the brightness is cranked really high it might blow out that background image too much. Its something I can fix down the road.
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1 hour ago, pwl said:
I'm lost for some reason I can't get past the difficulty screen there is no start the mission icon?
Ok it was invisible I found by blindly clicking in lower right portion of screen. I think this is because of my video settings?
Hm can you send me your user config file? Are you using any mods or changing the core files in any way?
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Done.
@nbohr1moreWould you mind updating this on the server? Its a fairly bad bug, I've updated the OP but here is the link to the new pk4:
https://www.dropbox.com/s/u279b60l40p29cq/moongate.pk4?dl=0
- I've fixed the issue with players getting places they shouldn't be.
- Fixed an exploit with secrets
- Fixed a few minor issues @snatcherIve included the stock tdm_playertools_flashbomb.def-
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7 hours ago, SeriousToni said:
Yeah there should have been an invisible wall brush to prevent this.
Or even better in terms of UX, a little secret inside the room.
Yeah Ill fix this in an update, I swear I put a clip brush there but I guess not
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I havent tried in 2.11 yet but I will.
Just an update on this. For now I think I fixed it by:
- Addressing most of the warning in the log above. Outside common errors like some missing textures and such that are part of the core.
- Made sure to give my parallel lights "parallelSky " "1" spawnarg.
- Deleted my .aas files and rebuilt them
- Dmapped the entire thing
Right now I am not getting the load error . It's a very hard problem to nail down because the console isn't giving a specific script name that it's getting hung up on (if that is even the issue similar to Amadeus's problem) AND I am actively working on the mission, creating new errors, fixing other broken things. ect.
Its definitely something I fear will pop back up in beta testing though-
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21 hours ago, SeriousToni said:
I am quiet confused.
I took my gear and sneak past the city watch, used the elevator, got up to the window where the music comes. But the room is empty, only a statue and a globe. I can't get the music off.
So far I liked the city area with its verticals and the home of the protagonist.
The room is suppose to be inaccessible, I think you got up somewhere I didn't intent for players to get to
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Light hint:SpoilerJust head back down to street level and explore the area just after the electric bridge, where your neighbor's house is.
Stong hint:SpoilerGo back down from where you are. After the electric bridge while facing the large metal gate, , make a right, go past the tree, then take a left and get behind your neighbors building. Turn off all the electric boxes. There are four.
Fan Mission: Volta III - Gemcutter [15th Anniversary Contest]
in Fan Missions
Posted · Edited by kingsal
VOLTA 3 : GEMCUTTER 1.1
Please make occasional hard saves! There is a rare quick save crash that happens.
[ TDM 2.12 REQUIRED]
AUTHOR'S NOTE
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Can you believe it's been 15 years of The Dark Mod? Happy anniversary and please enjoy this mission.
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DESCRIPTION
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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.
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CREDITS
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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.
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SPECIAL THANKS TO
Goldwell for years of feedback and help
Amadeus for helping get the Volta story into a good spot.
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Volta 3 FAQ
In game maps! where are they?
Objectives
How do I get aboard the Orchid?
The Orchid can be boarded either via the lift by the starting area, or by using tools to climb up the side of the boat. There are two entrances on the deck, one portside and one starboard side.
Where is the card game taking place?
The card game is happening in the Gambling Hall on the main deck of the Orchid. Look for signs labeled “Gambling Hall”
Light hint
Once in the Gambling Hall, look for a set of stairs in the back.
Strong hint
There are two main routes to get to the gambling hall. Once in the Gambling Hall, look for a set of stairs in the back.
Route 1- Once you enter the Orchid, head down the stairs and look to your left (south). Follow signs for the gambling hall. This is tough and well-guarded.
Route 2 - Pass through the lower decks. There is an entrance to the lower decks in the Main Hall labeled Terrarium. Make your way to the south end of the lower deck (towards the aft) and take the elevator by the Fighting Pit. It will shoot you up at the back of the gambling hall. There are several ways in, but the front door is the most convenient.
Why did I fail the card game objective?
You likely were seen or heard by the guys in the private card game. They are two nervous cats, stay quiet and out of their sight.
Where is the dirt on Gordiff? (expert only)
Light hint
Head to Gordiff’s office in the Cargo Hold. You’ll need a key…
Strong hint
The Dirt is in one of the offices the cargo hold. Look for the one with an electric floor tile. There are two keys that will open safe there, one on Gordiff's belt (see card game hint for his location) or one available buy purchasing a bribe at the beginning of the mission. (see bribes)
How do I exit the mission?
Head back to the boat you started in. You need to actually climb aboard and go back into the hold below. The easiest way is to board from the dock.
Bribes
What are bribes?
Bribes are purchasable scrolls in the shop that give you hints on the whereabouts of special items. They will change the flow of the mission. They’re a little experimental.
Where is Gordiff’s Key Copy?
The key copy is in a newsstand on the west side of the market/ dock area. It's next to Vienco’s Tailors (check your map). The latch to unlock the newsstand is on the other side of the door.
Where is the Dock Worker’s Disguise.
The disguise is in the storehouses, bay 3. Check your inventory for a scroll with the code. There are several entrances into the storehouses, but the most convenient is the door on the south side of the building. Next to the fountain.
Why did I get caught while disguised?
You either had a weapon out, tried to lock pick, steal something, attacked someone, or entered a building you shouldn’t be in. The entire Orchid is off-limits except for the deck.
Hints on secrets (this will basically spoil them)
Docks
On the rock ledge to the left of your starting boat
Below storehouse 1
Orchid
Behind the bar (bow)
Around the generator above the Orrey (bow)
Below the elevator in the galley. Look for something out of place. (bow lower deck)
Lady Volta's suite (midship / middeck)
Lombardo's suite (midship / middeck)
In the rafters next to the builder chapel / above the bow elevator. (aft / middeck)
Hidden Objectives they’re no fun if I spoil them
but:
The first:
Return “Pookie” the stuffed toy to their owner's bed or locker nearby. Pookie is somewhere in the Galley.
The second:
Frob all the snails in the mission. There are 4; 2 in the docks and two in the orchid. Good luck.
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BRIEFING SCRIPT (spoilers!)
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Volta 3 : Bellero’s Theater Script
Bellero:
“Ho ho! Good to see you sir. Come, we have much to discuss. Welcome to my theater, it's been in my family for generations. Oh you should have seen it back in the day, glorious.”
The Thief:
“Your letter mentioned something about a job?”
Bellero:
“Haha, straight to it I see! Well.. I wanted to thank thee again for clearing up our little situation the other night."
The Thief:
“I'm no bodyguard, if those beasts snatch you again…”
Bellero:
“Nay! I shan’t step foot towards those troglodytes evermore. For my next venture I have an eye for something much more grand and profitable. You see the gem you acquired, tis a rare and valuable thing and I’m in the business of expanding.”
The Thief:
“Right… more gems for the mantlepiece?”
Bellero:
“Oh no no my dear boy, where art thou ambitions? I seek to collect more of these. In my youth, I thought it enough to just be upon the stage, to revel in the glory of the crowd, but now I shall be the stage itself. The gems… oh the gems! Imagine all the theaters I’ll be able to purchase and all of the coin that will spill out from them.”
The Thief:
That's a fine dream Bellero, but dreams don’t pay the rent. If that’s all you’ve got to say to me..”
Bellero:
“Seventy-five thousand, all in advance.”
The Thief:
“Well, if you put it that way.”
Bellero:
“There there! See? I’m a man who rewards his friends and I wish to make you a very cherished friend indeed. A toast, under the eye of the gods, may they grant us their favor. ”
[End]
Volta 3 : Gemcutter Briefing Script
The Thief:
“Bellero’s looking to get in on the City’s underground gem trade. Well lucky for him, I know just on whose door to go knocking.
Gordiff the Gemcutter; guy’s an old-school racketeer, deals mostly in bogus gems and knock- offs, but his recent stuff; it’s lookin’ a little more authentic, and going for a fortune at the auction houses, sounds like the ole’ cutthroat has a new source.”
Gordiff is hosting a card tournament aboard the Orchid, one of the City's more upscale leisure boats. She’ll be crawling with high-stakes rollers tonight and Gordiff’s new supplier will be there.
Pulling this off will be risky, but if I can find out who this new supplier is, Bellero will put a tail on ‘em and lead us right to more gems.
It’s nearly dawn and the only gamblers left are those with deep pockets. I’d better make my way down the docks and see if a few careful bribes can get a ne’re-do-well like me in on tonight’s games.”
Youtube link courtesy of Goldwell: