Jump to content
The Dark Mod Forums

DeTeEff

Member
  • Posts

    1243
  • Joined

  • Last visited

  • Days Won

    31

Everything posted by DeTeEff

  1. Yes, I know there is a low loot objective but I've got the impression that some players don't like high limits so I kept it low. But as I increased the amount of loot I forgot to raise the objective so yes, it's more of the other extreme now. But the loot hounds can still pillage away Will add optional objectives that state 1000/2000/4000/5000 loot in ver 1.01.
  2. Haha, at first I thought it was a bug report, but as you put yourself in that position, it's self inflicted
  3. I found that some light buttons have lost their target spawnarg...added to list
  4. Yes, it's quite big Oh crap...will add that to the fix list... But it should be no problem to reach the loot required But gamebreaking for those who go for a perfect run...
  5. So since it certainly is confusing, all guests are supposed to be carrying the key to their own room. Anything else is sloppiness by the author. One guest was apparently carrying a key to another room than his own, but since it's not that important it will be added to the small bugfixes and released at a later stage. I also noticed an misalignment with one of the guests in room 5 and her key. It may float around.
  6. If that is so, it's an error...Thanks. Will fix in an update but it's not a gamebreaking thing...
  7. Why, oh why didn't I get these for Not An Ordinary Guest?!
  8. At last my mission is released :)

    1. Show previous comments  2 more
    2. demagogue

      demagogue

      Congratulations for your FM, FM! ;)

    3. Lux

      Lux

      Congrats- yay for us!

    4. Mr. Tibbs

      Mr. Tibbs

      Congrats! Look forward to playing it tonight!

  9. At last my mission is released :)

  10. Mission released!
  11. So it's finally time! Not An Ordinary Guest hits the forums like a heavy bag of coins! This is, as the topic states, my entry to the Unusually Gameplay contest. It is a fine example of a mission that has been built with only vague plans in mind. I thought it would be cool with a hotel mission and so I started building a room and a corridor and a boxy lobby. This was back in january 2010, the first serious map I started and since then I've probably run into every crevice in the road in my attempts to become a master mapper. Always start small, that's the lesson the gurus are trying to teach us. Baah, humbug! I rather went for something I thought would be fun to play. And after all, it wasn't meant to be a quick build, but rather something I could planlessly just add things onto as I went. And so more and more work went into it but I got carried away from it because of the other contests so this mission is something I've been building on from time to time over three years and because the overall plans were very vague until about one and a half years ago, several things have been changed over the years. I hope you'll enjoy the resulting mision! The unusual element in this mission is that each difficulty setting corresponds to a different character with different agendas; Will you play as the assassin, sneaking into the hotel, figuring out where your target is and eliminate it? Or will you be the unseen thief, skulking in the shadows, looting the wealthy from their heavy purses? Or why not the saboteur, wandering the hotel like an ordinary guest, but is he? Why is the water in the bath cold? Why is the food tasting like shit? It is something peculiar about that fellow in that room... Another thing I would like to mention is the effort I've made to increase replayability. There is no guarantee that the guests will reside in the same rooms from play to play, and the same goes for where the loot may be. And as the different characters have different agendas, so will some items be frobable for some and unfrobable for others. Special thanks to Ziggun, my friend who has helped me with lots of visual design desicions. Henrik Swenson, who has made at least one of the ambient sounds. BikerDude stepped in during the betatesting for some lighting help, much appreciated! And Grayman helped me with some scripting, I'm very grateful for that! I would also like to thank the betatesters with lots of good advice and keen eyes for Z-fighting and other unwanted errors: Bikerdude, AluminiumHaste, nbohr1more, lowenz, jaxa, Obsttorte and TylerVocal. I must adress some issues with the map. As I said, some parts of this mission was built when I was rather new at this and visportalling became a second issue, especially in the front section which is a rather open area. Lower end systems will have problems there. My efforts to increase the replayability was not without a cost. I'm very close to the entity maximun with only a few hundred entitys left to prohibit the mission from starting. I don't know if this will cause any trouble, performance vise, though. Planned fixes/additions for ver 1.01 Good hunting/looting/sabotaging! Ver 1.01 (Newest) http://www27.zippyshare.com/v/7742855/file.html Ver 1.0 http://www73.zippysh...35167/file.html ------------------------------------WARNING, THERE MAY BE SPOILERS BELOW--------------------------------------
  12. It worked with $entity.moveToPos('xyz')
  13. Of course...I did this in Real as you sow for the camera movement in the outro...thanks Obs
  14. Translate! Now how do I do that... More like what is the syntax for a translation? $entity.translate('0 0 3'); doesn't work
  15. Probably really easy but I need an object to move/slide to set origins via scripting. "Press button 1 and the entity moves to position 1" "Press button 2 and the entity moves from position 1 to position 2" "Press button 1 and the entity moves to position 1 again" "Press button 3 and the entity moves to position 3" The idea is that the thing shouldn't care about its former origin. Just slide to the new one... I have the script but can only use setOrigin and of course it snaps. I want it to slide... How do I do that through scripting?
  16. I don't think this should be connected to the release of 2.0 in any way. I bet there's going to be more gameplay goodies to tinker with and I haven't taken that into consideration beacuse I still work in 1.08. A contest connected to 2.0 should be later when mappers have started to get the feel of the new stuff.
  17. Fine for me...I will release today anyway because if I don't get this beast out, it'll keep me at the computer while the ocean bathes in sun and my body is white like a revenant's ass...
  18. So that gives us how many entrants?
  19. Sooo Nbohr...when exactly is the official time for dead line tomorrow?
  20. Sure is, paperhat man!
  21. To be clear, I was a medic in the army during drafting (Some decades ago it was mandatory for every man in his 19-20, in Sweden to do a year in the army), but I volunteered. Now I work as an intensive care nurse...
  22. Never mind...I made a new skin...
  23. When you create an open book/scroll with text, the text is visible even if you don't frob the readable with lots of small letters. Is it possible to create this GUI on a parchment that gives the player a map. I've created the in-game map with this article http://wiki.thedarkm...me_Map_Entities Usually one uses the rolled up model but my goal here is to have an open sheet hanging on a wall, so the player can see the physical drawing of the map without frobbing. One way is to create a special skin for this but it seems too cumbersome...
×
×
  • Create New...