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Posts
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Joined
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Days Won
24
Status Updates posted by VanishedOne
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Back again... probably only to disappear for at least another fortnight. Must be nominative determinism.
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The AI didn't like my lift. I fixed it. Now the Captain is taking detours just to ride it.
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Good to hear.
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I don't remember seeing AI use a lift in any finished mission. Do you know of some?
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2 or 3 AI use the lift in siegeshop.
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Is anyone building anything for Halloween this year?
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Hmmm, getting me tempted...
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Nothing from me this year, all of my mapping efforts are focused on my current WIP for now.
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I might try to build my first mission until then and can make it horror-based. I don't really have any obligation now (except looking for jobs) and my roommate is not here, so I'm not forced to have a social life for some time.
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Playing with Soulforge-style machines. :-) Though the way AI bodies are handled looks set to spoil the Punch & Judy show.
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Potentially all of those except the robots. The system can also be used for cookery. You put items in and what comes out depends on whether you matched a 'formula' the system recognises. My first attempt used the Objectives system but couldn't handle cases where the player put in all the right ingredients for e.g. cake but added a nail and a dead rat as well. Now I have something that can check for exact matches.
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Sounds awesome. You've really been coming up with some cool things, lately.
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Methamphetamine operation when.
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I have a mostly working speed potion, but since pm_walkspeed is persistent, exiting while sped up can leave speed doubled. While testing I ended up with a cumulative speed of 1120 and was fatally splatting myself on walls, T1-bunny-hop style.
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It turns out the intended way for a speed potion to work was through a call to PowerUpModifier(SPEED) in Player.cpp, but in its current state that wouldn't do anything even if scripts could access it.
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I have to assume guards are going to go haywire around someone using a speed potion, since they are sensitive to movements around them.
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Well, at least you can run away.
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Apparently TAFF = http://www.takeafriendfishing.co.uk/
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For me, the initial status update is less weird than the flow of comments that follow.
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Weird flows of comments are the best flows of comments.
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I was going to find this funny, but then I took an arrow to the knee.....
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Does anyone have the previous gen_ornate_iron01 files? The 2.03 update seems to have redesigned the corridor seen in http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=363726
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The old "gen" textures were terribly low res and rather poorly made. The update shouldn't change much other than the specific pattern used on the trim.
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Cool
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In other cases it may not matter much, but it's a pretty big change to the way that particular corridor looks, and I want to restore my original design. It can certainly wait five hours, though.
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Toning down the physics on a bouncing monocle. It's killed me once, turns allied AIs hostile, and launched a nobleman into the air.
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I tried both of those. High mass had some effect, but it still bounced a lot, and hit with the full force of a 60lb monocle. With "solid" "0" it still seems to bounce off worldspawn (and if it didn't, the monocle would disappear anyway). I think this may be the physics engine getting jittery with a small object's collisions.
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Yes it's a long-standing issue. There are open trackers for arrows bouncing forever. I've never messed with the physics system, but I notice there's a "bouncyness" spawnarg that does get used by the physics system. It needs to be set between 0 and 1 or it gets ignored. Not sure whether bigger number means more or less bounce. Have you tried that?
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Yes. In the end I even reduced it to 0.000000001, but I don't know to what extent it helped.