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Everything posted by DeTeEff
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Fan Mission: The Wizard's Treasure [15th Anniversary Contest]
DeTeEff replied to thebigh's topic in Fan Missions
Started playing this tonight; first time I play a mission in at least a year... I appreciate what you've achieved with (I guess from what I read in the contest thread) a big time constraint I'm just a couple of minutes in and stumbled upon some lights in holders. Is it only me or are the shadows bugged on those? It's just a black box beneath the holder... -
Oohhhh, the day has come! This old lurker releases another creation of his deranged mind...! What has he in store? Does it involve sunlight and pollen and hayfever? Will it involve strange towers and priests with bad breath? Naah, just some mediocre airship type of mission, aimed at the Anniversary mapping contest! I have a lengthy/humourly rant/lore for some of the building process for anyone interrested, in spoiler tags. According to DarkRadiant I have worked 570 hours on this, and that doesn't take into account all hours of coding and scripting. This feels like an insanely huge amount of mapping time for this small mission but I try not to judge myself. DarkRadiant says 570 so...I say thanks to all calm hours at the night shift at work where I could sit and script and write readables. And I also humbly bow myself to the scripting genuses that are on the forums. A special thanks to my girlfriend who (almost) always lets me talk about my projects. She has also written some of the readables and voiced some recordings in the mission. Thanks to Dragofer, Mirceakitsune and Melchior for much needed scripting help. Thanks to YouTube channels BGM President and Sound Effects where I've borrowed some music and sound effects. Thanks to my betatesters; nbohr1more, Bergante, datiswous, Wesp5, nightmare, Jaxa and Cambridge Spy. And a big thank you to the mod in general for still being alive and supportive! ########################################## MISSION RELATED STUFF ########################################## On an airship, heading for Flowerdale a lot of strange things can happen. As some people guzzle down liquor in the bar, some others skulk around in the shadows. Certain people cannot be trusted and there are even those that kill for a living. Somebody may or may not work for foreign powers. But everyone yearns for those shiny pennies. There are some strange things in the cargo, huge coffers that can hold bodies, alive and dead. This story may unfold in several different ways; Three characters can be chosen; Zacharias the thief, Oliver Mortimer, the assassin or Rupert Peabody, youngling of the Wizlas woodfolk. DOWNLOAD LINK https://drive.google.com/file/d/10w_SJSBAxxVFYTwPjJhIo48fEzvuTo1M/view?usp=sharing
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Good you solved it! And also nice to build stuff with the wife! Me and the girlfriend built a boy so hobby time got scarce
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I believed he needs to set up DarkRadiant in "project mode" where he points the editor to the right files. https://wiki.thedarkmod.com/index.php?title=Startpack_Mappers'_Guide#Non-Project,_Common_Map_Setup Project Desktop Shortcuts To access your map as a project from Dark Radiant you can either make a desktop shortcut OR set the game parameters in Dark Radiant: Setting Game Parameters within Dark Radiant To configure Dark Radiant to access your map in a project folder: Dark Radiant > Edit Menu > Preferences > Game: Mod (fs_game) = mymap Mod Base (fs_game_base, optional) = darkmod You must then relaunch Dark Radiant. When you want to access the maps in darkmod\maps you should delete mymap from Mod (leave it blank) then relaunch Dark Radiant. Dark Radiant Project Shortcut To regularly use Dark Radiant to switch to different project folders it is easier to create desktop shortcuts for each rather than set the game parameters within Dark Radiant: Create a Dark Radiant desktop shortcut RMB menu > properties Add to darkradiant.exe in 'Target' field the parameter: fs_game_base=darkmod fs_game=mymap So the target field should be eg, C:\DarkRadiant\DarkRadiant.exe fs_game_base=darkmod fs_game=mymap Rename the shortcut eg, Dark Radiant mymap Whenever you run that shortcut then the game parameters will automatically be set in Preferences.
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@Uncertain Title I have the same issue with my "module building map" because I put all my custombuilt stuff in a folder so I get notified when something in a mission is missing. Nowadays I always use an isolated approach when building because it's nerve wracking to have to search through all custom assets to add to the mission so nothing gets left behind. Because when you play test your mission by yourself, the game doesn't distinguish between local assets and assets that is needed in the mission you're playing. So when your players play the mission, they will be missing files. It's like camping in the living room and always go to the bathroom to piss and the kitchen to drink and then believe you got the camping mojo down. Then when you're out in the wild you realise that water is scarce and there's no toilet to be found! Sorry for long post and strange allegorical sidetracks.
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Where in the folder structure do the models live? I guess they're stashed away in the fms folder? Then,when you open DR without specifying which mission you're working on, the paths are wrong because DR looks for them in the root folder.
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I believe that has to do with folder structure and paths. When you built the mission, you probably used an isolated project approach and that means DarkRadiant goes into your fms folder to look for your stuff, not "out in the wild" ie the "root" TDM folder... Some more skilled person should probably confirm my tips before you start rummaging around with the files though
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If you add the standard keys, the one's designed as the dev team "intended" they are stackable, but never dropable. I made custom keys to allow dropping just because some people like that (ghosters for example). I love that you took time to look into this and your findings confirm my thoughts on the problem. I just have to revert to use non dropable keys, and the problem will go away.
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There are both entity attached keys AND laying keys in the mission. There are several instances with the same keys so they need to be stackable, and to avoid cluttering in the inv I want them droppable. It's not game breaking but I want to fix this bug...
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Still a no...
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I tried to put used_by_inv_name Door 4 key but it doesn't work
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I'm having problems with keys in my mission. I've made them stackable and droppable and when you stack some and drop and pick up, they seem to loose their name in the stack so they don't work on the door anymore. Locked doors use the keys entity name to open with the 'used_by' spawnarg but I wonder if there is a way to use the inv_name in some way...
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Still 30 mins remaining of the day here Version 1.01 is up in the beta test forum, if you're still interrested, @jaxa
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Of the game itself, that would be 2.12. If you ask of what beta version, I'll try to release ver 1.01 today, (local time is now 08.00).
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Depending on which character I would say about an hour. The alpha stage got rushed so I don't have much data...
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I'll have to postpone this until at least tomorrow... (Got to aid my girfriend in some cleaning up at home before the guests arrive... Bad tension otherwise... )
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Hello! The time has (amost) come to enter beta testing for my entry to the anniversary contest! It is almost weekend and I believe people may have more time to test then. Therefore I'll start to ask for betatesters now, then I have a few hours where I can make the last arrangements so I have a playable mission(s). (There are several playstyles. Why make stuff easy DeTeEff)? So you'll have the day to sign up, and (hopefully) I can post a thread in the beta testing forum with a download this afternoon. /Cheers
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The Dark Mod 15th Anniversary Contest - Entry Thread
DeTeEff replied to nbohr1more's topic in Fan Missions
@kingsal I say shoot! The point of the contests are to get more missions to the table. If I can get this to beta soon I might be able to catch the deadline :) -
The Dark Mod 15th Anniversary Contest - Entry Thread
DeTeEff replied to nbohr1more's topic in Fan Missions
As I said, I would join the contest but no guarantees for making the deadline. Due to my limited build time and how much time it seems to take for me, to build stuff I have no realistic chance to finish before deadline. As someone said, you cannot enforce art. Yes, I could cut down on some stuff but that would leave a an empty shell of my ambitions and that would kill the purpose of this mission. I will trudge on; this mission WILL se a release, but I think more Christmas rather than Halloween. -
@nbohr1more Update: As the leaking occurs in a corner I tried to add two separate slivers of shadowcaulk (turned into func_static). It leaks. But if I combine the two into a single L-shaped func_static, the leak disappears. I didn't add forceShadowBehindOpaque 1. So I guess I'll try the method of adding shadowcaulked func_statics to the problematic sections... Not a clean solution, but who said mapping should be a clean affair?
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Maybe I'm an old fart that just want to build clean and caulk is a really noticeable texture, which also can be filtered out. And it's nice to use caulk because I know that as long as something from the module is visible it will be rendered in front of the caulk. Nowadays you may surely be right in that the performance hit is negligible. @nbohr1more It's a sealing brush so making it into a fun_static wouldn't be so good. Perhaps if I add an internal sliver of shadow brush inside the wall, func_static it and try your solution... Nightshift tonight so won't be able to test for some time though...