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kingsal

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Posts posted by kingsal

  1. @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. 

  2. 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? 

  3. 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. 

  4. 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. 

  5. 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. 

  6. 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! 

  7. 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. 

    • Like 1
  8. 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. 

    • Like 1
  9. 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! 😆
     

    • Like 2
  10. 22 hours ago, Johnnytheboy76 said:

    I've found a:

      Reveal hidden contents

    vine arrow. I've shot it at metal grating, brickwork and timber but can't seem to find a use for it!

     

    Also, is there a key for the first door you come to after you leave your apartment? 

     

    No there is not.
     

    Spoiler

    Vine 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. 

     

    • Like 1
  11. 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? 

  12. 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?


  13. 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 :(

    • Like 1
  14. 21 hours ago, SeriousToni said:

    I am quiet confused.

      Hide contents

    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:(

    Light hint: 

    Spoiler

     Just head back down to street level and explore the area just after the electric bridge, where your neighbor's house is.  


    Stong hint:

    Spoiler

    Go 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. 

     

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