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Posts posted by kingsal
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Thanks for playing guys!
IMPORTANT: I noticed an issue with playing this on 2.10 beta 5.
Im taking the PK4 down right now and uploading a fix! Apologies! -
Fixed! ha.. of course I foul that up
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HAZARD PAY 1.5
[ TDM 2.10 REQUIRED]AUTHOR'S NOTE
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Hello! Its been a while since I’ve released something so I figured I'd join the
Connections Competition and make a stand-alone adventure to try out the new 2.10 features.
================================DESCRIPTION
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This is a medium size mission with an emphasis on adventure and stealth combat.
!!! WARNING !!!
I recommend NORMAL if you're looking to cruise and HARD / EXPERT if you're looking to sweat a little.
EXPERT uses a prototype save room mechanic and is very tough.
================================PLAY IT
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Requires TDM 2.10
DOWNLOAD HAZARD 1.6
================================PLAYTHROUGH
================================Courtesy of Filizitas
Part 1 Part2 Part3
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CREDITS:
VOCALS courtesy of the very talented : Goldwell, Mortem Desino, and Yandros.
TESTING by the diligent and awesome : Amadeus, Epifire, Goldwell, Mike_A, and Moonbo
ADDITIONAL SCRIPTING provided by the very talented Dragofer
ADDITIONAL AUDIO by the masterful Goldwell
PLAYTHROUGH by Filizitas
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Im just excited to contribute and I don’t care for the competition part of this.
I think we should just scratch the entire voting part and just reward everyone for participating and releasing missions for 2.10. I think thats enough of an accomplishment by itself, honestly.
We have authors who have been making missions for a decade and some who are releasing for the first time. At this point theres really no way to make it fair without creating an overly complicated scoring system and taking into consideration everyone’s specific circumstances.
Thats my two cents, but once again im down to do whatever the group decides. I think us having missions on deck for 2.10 is the most important aspect of this and I strongly encourage people to take the time they need to finish their FMs.
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Im going to release my mission tomorrow because I have to move on to other stuff, but I am okay with whatever people want to do.
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Congrats on the release!!
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On 1/19/2022 at 7:55 PM, kingsal said:
Im not sure what the plan is, but it seems reasonable for authors to create their own mission release threads as usual but with a (BETA 2.10 ONLY) tag or comment somewhere in the OP with this link :
That seems to be the best plan.
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4 hours ago, Abusimplea said:
Missions can state the minimum required TDM version in their Darkmod.txt.
They are not started by older versions then. And iirc they aren't offered to older TDM versions for download either.Right. I just want to avoid the case where players download them, get excited and then have to jump threw hoops to run the missions .
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I would suggest we don't put the missions in the downloader until they can be properly played in the release. Everything in the downloader should be rock solid, otherwise people might get confused and/ or frustrated.
Im not sure what the plan is, but it seems reasonable for authors to create their own mission release threads as usual but with a (BETA 2.10 ONLY) tag or comment somewhere in the OP with this link :
Once 2.10 is released, we can get them in the downloader and rocking to encourage people to play the latest and greatest.
What do people think?- 1
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Very cool mission, really enjoyed the straightforward objective, lots of attention to detail, and varied patrols. Thank you for this little gem!
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Hey what a nice surprise! Sorry about the covid though, hope you're feeling better.
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8 minutes ago, stgatilov said:
How?
It does not affect lightgem.
It does effect the light gem:
https://www.dropbox.com/s/0ucaxcvk9rp4zqf/The Dark Mod 2.10_64 2021-12-27 02-15-23.mp4?dl=0
And even if it didnt we cant have players thinking they are going to be in light.. when they arent.- 1
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Just now, stgatilov said:
And it does not affect gameplay, as far as I know.
It does effect gameplay unfortunately.
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5 minutes ago, duzenko said:
For now I think mapper has to manually adjust the light so that it does not intersect any walls, etc
I dont think thats wise. We should just be turning them off in stencil mode. Isnt this part of the beta test? To debug this stuff?
EDIT heres a good example. A mapper wants to add them to a security camera which @Wellingtoncrabshowed an awesome example of. We can't do that if players are gonna use stencil mode and expect to get caught behind a wall...
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Heres an example
Shadow maps:
Stencil:
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2 hours ago, stgatilov said:
Volumetric lights should not cost too much.
And if we render them to separate buffer (5850) in 2.11, the cost will be lowered even further.Sorry, its not just about cost. They do not work correctly in stencil mode and will go through walls. So a player can be standing behind a wall and might expect to be fully visible.
So we're going to either need a menu setting or they need to be turned off in stencil mode or we're going to have gameplay problems. -
These look great! @duzenkoI would definitely recommend these being a graphics feature if possible. I can see these tanking some machines.
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This is a fantastic release, the overall stability and faster dmap times are huge! So far everything looks and runs great.
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8 hours ago, cabalistic said:
Which is why I must again strongly object to any UI choices on the feature. Either implement it or scrap it. No half measures, please.
We're only taking half measures because no one can actually make a final decision here.
So then I suggest scrapping it or going with the version with the least problems (#2 currently?).
EDIT: Actually it looks like the problems between the geo and image based solutions aren't dramatically different. Will keep testing before I make any more claims.- 1
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On 12/15/2021 at 10:18 PM, Goldwell said:
If this is implemented as a permanent feature I do hope that we have a choice between all four options though. Something like: strong, soft, softest and off. With the default being set to soft aka Preset 2 would be the best.
Also I agree with this, I know its a pain to support all of them but it would be awesome if players can choose.
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Option 2 seems the most stable. However visually I like 3 when its toned down (blurpass = 0.3 and brightness about 0.5.
@stgatilov Can we give players the ability to control the alpha (brightness) of both the line and the highlight in the settings menu?
I also think the default values are too high. They should mimic the strength of the old highlight. These settings feel close to me:
r_frobOutlineColorA = 0.5
r_frobHighlightColorMult(RBG) = 0.1
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Works for me! Thanks
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3 hours ago, Dragofer said:
But this is 1 1/2 months later (middle of Feb) than the original deadline, so it might be unfair if some of the entrants designed their mission on a small scale to be sure to meet the original deadline.
Thats a good point. An extra 1 1/2 months might be too much, but moving it a couple weeks to avoid the holidays would be nice.
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Fan Mission : Hazard Pay by Kingsal 01/27/22
in Fan Missions
Posted
Okay, I've hotfixed the issue. If you've already started a game and are still early on I would recommend redownloading and restarting Its a finnicky bug that might not happen to everyone but if it does it sucks.
Thanks for your patience everyone, gonna be a little rocky with the BETA!