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kingsal

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Posts posted by kingsal

  1. 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
  2. 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. 

  3. 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.

  4. 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
  5. 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
  6. 2 hours ago, AluminumHaste said:

    What's the intended way of reaching this bottle?

    m9QSPHH.png

    I see that there is a ladder there, but you can't swim up the current is too strong.

    I've been able to sometimes shoot the bottle down with an arrow and if gets pushed by the current.

    Hmm you definitely used to be able to swim up that. Maybe something has changed with the function force volumes. I'll have a look, thanks.

  7. Yeah SEED is kind of a strange beast. In some situations its tanked my FPS as well. 

    There's definitely no competing with modern engines here, there are other options: animated UVs, switching to static mesh LODs at long distance (I might try this), but all of them have pros and cons. I'll keep messing around with them and see if I can get them more performant and still looking decent. 

    • Like 1
  8. 39 minutes ago, stgatilov said:

    This video shows that patches are too regular in one direction.
    That's exactly what I mean by saying that good randomization is very important, otherwise people can see patterns under some conditions.

    Yeah, I did my best there. I can send you the 3dsmax file and you can try out some different orientations of the cards. I suspect making them too dense is going to get very very noisy with alpha tested cards. 
     

  9. 2 hours ago, Wellingtoncrab said:

    @kingsalNo nothing disappears at close range. It is just when you are standing in the middle of the dense grass patches the fact that they are cards becomes very apparent and the illusion of density is lost.

     

    Ah right, yeah I see so maybe an additional layer of smaller ground cover grasses. I want to be careful adding too many alpha cards but maybe we can afford a few more up close. Thanks!

    • Like 1
  10. 8 minutes ago, Wellingtoncrab said:

    The larger patches look great, especially at a distance, but they don't hold up as well close up. Part of that is a given with billboard alpha, but iirc in the original test map the large tufts have a sort of dense ground cover that pops in at a very low distance, but this kind of fleshes out the tufts when you're standing right in the middle of them, which I imagine as a sneaky thief you're likely to be.

    Thanks for the notes!

    Yeah that might be a bug actually. So you are standing in the middle of a patch and cards are disappearing? That shouldnt happen. Would you be able to show an example of this? 

  11. I should also mention that I do love that old demo, not trying to knock it. But its pretty tough to make animated grass conform to the terrain like that without using a 3D tool like blender, max, maya, ect.

    Im also curious if these will work with our SEED system? SEED might only work with static meshes :( 

  12. The old grass demo is irrelevant here. I've completey remade these from the ground up so they are usable by authors. The old demo is one giant custom mesh specific to that demo. 

    Anyways- ill post a video this weekend but as Dragofer mentioned we're really looking for authors to try them out and collect feedback about how usable they are. 

    • Like 3
  13. Restricting saves in Hazard was a way to test a new tool in the authors toolbox. That's kinda it honestly. Save rooms seemed to line up well with the theme, so I decided to try it.  I didn't love the idea of eating up my EXPERT difficulty to test save restrictions, but it was the only solution that worked at the time. Looking back I might have done it this way:

    - Normal
    - Expert
    - Master (exactly like Expert but with save restrictions)

    Balancing and testing three difficulties is a huge pain to be honest. So having only 2 difficulties + a save restricted one might work well with maybe more save gears :)

    Anyways- I would be down to see more experimenting with save restrictions, but authors might want to plan for a good deal of testing. Any bugs or unintended deaths are brutal for the player in that situation :)
     

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