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Everything posted by Dragofer
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Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer replied to Dragofer's topic in Fan Missions
Thanks hanmin, to answer your question: On a different note, I've posted solutions for all the steps in this mission in the first post on page one, it should be easier to have everything in one place. -
Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer replied to Dragofer's topic in Fan Missions
Thanks very much for your feedback, I'm glad you liked the mission. That rat setup was a bit hacky because AIs can only reach highest alert state if they have an enemy to lock on to, so I had to briefly place an invisible spider wherever the woman's eyes were currently located, triggered by a custom stim/response setup. It worked fine in a test map, but something broke on the way to the real map, so I just disabled it and pushed it to the back of my agenda. Funny that someone should dig around in my script files and notice it, heh. Strange, that's not the first bug that looks like the ingame downloader only partially completed. But it worked fine when I tried it, the downloader's archive is identical in size, 55346 KB, to the original archive that I submitted. Thanks for this review Spooks, I especially appreciate your view on the ending. Commenting on the quoted part, I still remember after completing One Step Too Far I planned to make a mission with a more conventional story. Though over time, the way my various mapping projects progressed, my hand was led back in the direction of my original style. Not that I mind, back in Thief 2 it was always the unusual fan missions that really drew me in (Ruins of Originia tops my list, if only Ycatx would return to finish his grandiose campaign), so it's probably only normal that my own missions also have something unusual about them. -
Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer replied to Dragofer's topic in Fan Missions
Thanks very much Outlooker and Spooks, it’s wonderful to see other people enjoying one’s own creation. That really sounds like great advice right there John Atkinson Grimshaw captures phenomenal amounts of atmosphere in his paintings of 19th century harbours, misty forests and roadside manors, while Ivan Aivazovsky is incredibly skillful in how he portrays ships, the sea in all its forms and faraway coasts. It’s a joy to view their works. I’ve taken a look and double-checked: the windows and doors are all functioning there, but random pieces of the outside do render. I’m supposing it’s part of the engine problem where things in closed visleaves bleed through. @VanishedOne, for the time being this is the Of Brambles and Thorns series. @Tarhiel, -
You could try to find the problem by first removing everything from 'Enabling Objectives', test whether the Esc objective works at all, then one by one add back the objectives and test every time to see what makes it stop working. Wiki - Doors describes how you can manually place door handling position entities either side of the door which have spawnargs that let you disable the AI's locking behaviour. These entities need to be on ground level.
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Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer replied to Dragofer's topic in Fan Missions
I'll take that up myself actually, thanks for offering to do this. -
Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer replied to Dragofer's topic in Fan Missions
The special valuable item: The hint at the end of the game: -
Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer replied to Dragofer's topic in Fan Missions
Thanks, I'm pleased to hear this. Also thanks to everyone else for the congratulations A little correction for your spoiler in answer to prjames: -
Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer replied to Dragofer's topic in Fan Missions
@prjames: That bug looks like part of the readables text file went missing somewhere down the line. Edit: I've looked into this again: the mission archive you get from the ingame downloader is identical to the one I uploaded, and when I use the downloader's version that part is working fine for me. I really can't say what made that particular (flavour) readable misbehave, maybe the download didn't fully complete? -
Fan Mission: Down by the Riverside, by Dragofer (2016/09/25)
Dragofer posted a topic in Fan Missions
http://i.imgur.com/CYPljmM.jpg The fisheries have had a bad year. Unemployed roam the streets and crowd the pubs. The merchants sleep with one eye open and keep a tight grip on their property amid the unrest. A thief, even a skilled thief like myself, has a hard time finding good, worthwhile work. I began looking for more... unusual tasks. I set my eyes on Thornton Hall, remote and cut off from the outside world. These outlying manors are difficult to find, let alone reach, but they're bound to hold precious trinkets and family heirlooms untouched by anyone. Not few are said to be haunted by one dreadful apparition or another. But it's common for the lords themselves to spread these rumours, to keep unwanted visitors away. This mission is in two parts. Once youre done with the first, on to the next. Changelog, v4, December 5th, 2024: Changelog, v3, December 14th, 2016: Changelog, v2.5, November 23rd, 2016: Changelog, v2, October 27th, 2016: Notes In response to a question about the relation of this mission to One Step Too Far: This mission started its life as a standalone mission for a Halloween contest, so it takes place in a different setting and begins with its own story. There is, however, a strong link thatll become apparent during the mission. From a mapping perspective it contains areas and ideas that I had originally intended for Of Brambles and Thorns, which is the bonafide sequel, but realised that they wouldn't have space there anymore. So this could be described as being neither sequel nor prequel, but certainly a part of the series that began with One Step Too Far. Solutions Part 1 Part 2 Credits Inspiration, Story: The Terrible Old Man by H.P. Lovecraft, a short story which leaves much to the imagination. Inspiration, Setting: Right Up There in the Mountains by Troutpack, a fan mission for Thief 2 which left its mark. Betatesters Round 1: Abusimplea, ankai, Ryan101, Oldjim, bikerdude Betatesters Round 2: nbohr1more, bikerdude, crowbars82, jaxa, dunedain19 Custom voice work: AndrosTheOxen, bikerdude, Goldwell Custom models: Atheran, epifire, Dragofer Custom paintings: Airship Ballet Custom AI path setup: Sotha Custom ambient tracks: gigagooga, spady, bottle_rocket_fx, dobroide, Dragofer, augustsandberg, bosk1, 01sound Custom sound effects: kyyrma, cgeffex, speedenza, cabro, joelaudio, robinhood76, klankbeeld, benjaminharveydesign, vate Subtitles: datiswous Bikerdude for not allowing me to stray from the highest standards and perfing troublesome spots John Atkinson Grimshaw, Ivan Aivazovsyk and William Bradford for paintings used in the briefings and loading screens- 145 replies
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You can insert a path_waitfortrigger in the AI's path so that it'll wait for a trigger before it continues. I'd append a 1s-delay relay to the end of your 71s-delay relay for triggering the AI to guarantee that the AI knows the door is open before it starts moving. You could also do s/r Add Target, but this is more cumbersome because it ignores the 'delay' setting. You'd have to make a chain of a 71s-delay relay, a 1s-delay relay and a final relay with the s/r to get the same effect as above. Something to remember for later is that if you're using the conversation editor and want to get the AI to resume their patrols after the conversation you have to use the Add Target method, path_waitfortrigger won't work.
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Thank you, Master Sotha.
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Thanks, it's appreciated.
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While the test reports for Down by the Riverside were rolling in I've been making progress now and again in my other map, Of Brambles and Thorns. It's a large-sized mansion, so I have no qualms with showing a larger selection of images - there's plenty more where that came from. The whole place should have something sinister to it, and the outdoor wilderness should never be far.
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Could've been that Goldwell didn't plan his mission well enough and realised that the pit would be straight above the dining hall. Can't have the pit open out onto that, this isn't Dwarf Fortress after all, which puts a damper on how deep the pit can be. Always need to anticipate all kinds of scenarios when people ask questions on the forums.
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Looks so far like the custom stim setup is the way to go then. All it does is that the pit entity checks every 2 seconds whether any of the AI are within a certain radius of it, if there is one then the response on the AI will be to kill _self (or if that doesn't work, just directly fail the mission by triggering a set_objective_state entity). Pit entity: - Custom stims tab: create new custom stim - Stims tab: apply the custom stim to the pit entity. Radius i.e. 200 units, time interval 2000ms. AI entities: - Response tab: apply the custom stim, right-click add response effect 'kill' '_SELF'. - Copy-paste the s/r spawnargs from this AI to all the others.
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I'll add my own observation that when testing my spherelamps I noticed that they'd badly illuminate the brush wall they're attached to, while the other wall in the corner was much better illuminated. If I remember right the stock lanterns behaved in a similar way. I had to put the light origin as far out in the bulbs as possible to reduce this.
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Nothing like the crackle of a fireplace, a grandfather clock ticking somewhere in the room and the sounds of the night coming through the window for getting some ambience going.
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Probably more straightforward would be to copy the damage stim setup from Inn Business' furnace, with 'magnitude' turned up to a very high level.
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The downside to that is that it takes a while before they die, so the player might walk away from the pit after having done the deed thinking it was fine, then 20s later the mission fails. But I do agree with the concept, that the most efficient solution would be some kind of kill surface. Unconscious ragdolls are still alive and can be killed by normal means (had to test this recently), so this shouldn't be a problem; they also continue using the name of the AI. Though I don't know for sure whether they keep the stim/response settings of the AI.
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That looks like you've got the filter for decals activated. Does the same happen if you use i.e. a wood board texture?
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One way of doing it would be to setup a custom stim on an entity in the pit, the bounds of the stim defined to be a box that fills the pit, and put responses on the AIs to kill _SELF. If you have a lot of AIs you can speed up the application process by setting up one AI, then copy-pasting the spawnargs when you have all AIs selected. The stim on the pit entity could fire every 2s to keep the load low. And to see how to define a box-shaped stim, take a look at the damage stim on the cellar furnace in Inn Business. Edit: it can just be a simple radius if the pit bottom is separate from other parts of the map, no need then to carefully define a box.
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That's not what happened at my end, patches showed up where expected (selected surface, then went to brush -> create decal patches). I'm using greebo's 2.0.5 beta DarkRadiant version. The way I normally create decals is to select the brush, change orthoview so that I'm looking directly at the intended surface, then Patch -> Create Simple Patch Mesh, untick Remove Selected Brush. The popup window lets you choose how many rows and columns of vertices you want to have in the patch.
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That sounds great, it'll be interesting to see the thread with your map and schematics you mentioned and the replies it gets.
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Terrain can be done with patches. You start with a flat sheet and move the vertices on it around so you can get things like curves, slopes, bumps - it works quite well for streets. I think this is done in the A-Z tutorial. About your changes: - ambient light can be changed dynamically, this is described in the location settings wiki page iirc. - fog can be added by making the fog light inactive at mapstart and then activating it via a trigger (doesn't need scripts) - skybox can be changed by triggering the skybox entity of the appropriate skybox - objects can be removed by targetting them with a func_remove and then triggering that - corpses can be brought in by targeting them with an atdm teleport entity and then triggering that, but it'd be a little tricky because they'd have to fall correctly into place The editor is quite user friendly and has provisions for all kinds of effects without requiring the mapper to be able to script. Usually you can just search the entity list to find one that performs your desired effect. My laptop isn't the fastest either so I've gotten into some habits: - use layers to hide all the areas that you aren't working on. You could go as far as using one layer for each floor of a house so that it becomes like The Sims, quite easy to furnish the rooms then. - there are also filters which hide things you don't need to see all the time like collision meshes, shadow meshes, visportals, nodraw, caulk etc. And if you want to make changes to things like doors, AIs etc. you can hide func_statics as well which is a major fps boost and makes it much easier to see the important things. Maybe you'd have a good chance if you asked whether someone wants to work on a campaign with you, so both contribute maps which get linked up by the story you work out together.