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DeTeEff

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Posts posted by DeTeEff

  1. Hello!

    This will surely be seen as a silly, easy question, but I want to change the model that gets spawned when the AI eats stuff. I believe all the animations are stored in "tdm_ai_guard_proguard_devel.def" and here I have found the carrot animation and thought it would be easy to just exchange the carrot for ex a muffin but no, not so fast, DeTeEff. I guess I'll have to create some kind of def file for my FM but exactly what do I put there? Do I have to copy a whole AI definition and add the muffinanimation or can I just add the muffin somehow?

     

  2. 33 minutes ago, Shadrach said:

    I really enjoyed this one, especially the very tense part stalking the watchman, I literally started sweating 😅
    Absolutely loved sneaking around and exploring the bandit HQ as well 👍

    But have to agree with some posters here that the very long start section was confusing and slightly frustrating, as there was no map and no indication where the target was located. I always found myself thinking I must have missed the pub - even if it was basically a very linear path to the objective it was in no way clear where the pub was located before getting there. It would've helped a lot with a map or some more specific directions, otherwise a player would start looking for the pub at the start like I did.

    As for the final objective, I figured this was the only way to deal with these nasty scum:

      Reveal hidden contents

    m254fQi.jpg

    It's a grisly job, but someone's got to do it I guess ... 😆

    Glad you liked it!

    Yes, there are parts that aren't optimal but I redesigned the level quite heavily during betatest; when I entered beta, it was meant for the player to stalk the Sergeant from the mission beginning, but that meant that the player couldn't explore anything up to the bar (until you backtrack later that is) and the testers thought that was a missed opportunity which I totally agree with. So I moved him to the bar and made the stalking part not start before you reached the bar. I could have included an ingame map but because the map is quite linear and I didn't think players would get lost, I didn't prioritise that :D

    • Like 1
    • Thanks 1
  3. On 4/5/2023 at 4:42 PM, VanishedOne said:

    Presumably func_portal control is an option if you can determine a distance at which the portal can be safely closed.

    Yes, you can use func_portals to control when to open/close portals through triggers/scripts, but this "fog occlusion" thing takes precedence over that, meaning that the portal shuts close as the fog gets to dense, ie you reach the number in the spawnarg shaderParm3 on the foglight.

  4. 3 minutes ago, AluminumHaste said:

    So if fog keeps all visportals in the same visleaf open, doesn't that cause performance issues?

    No, I'm always building with bends and vision breaking visuals in mind so the mission will not get bogged down. This "portal function" gives me more control over when and why a portal stays open as I would like it to, when there is sections where there is stuff beyond the portal that pops in, when using the auto closing function.

  5. 2 hours ago, nbohr1more said:

    Just add the spawnargs “noPortslFog” “1” to any foglight entity.

    I can only build Linux binaries so perhaps @AluminumHaste can get you a Windows build if you want to check it out before the next dev build release.

    Ahh, installed and noPortslFog didn't work...so I spelled it noPortalFog and we are up and running! :D

    Thanks boys :)

  6. Lovely :) I can see stgatilov rushing to this, hammering away with his magic 😍

    How will this be implemented? A switch/spawnarg on the foglight itself that prohibit the fog from closing portals, or will it be possible to put it on a func_portal to prevent just that visportal to close. The fogclosing is nice in itself and absolutely not a useless feature. It's only bad when the portal closes and make things inside popping in and out of view.

    • Like 1
  7. 10 hours ago, nbohr1more said:

    Yeah, name_attach sounds like the way to go.

    If it doesn't work, please attach a test map so we can evaluate :)

    I'm sorry I'm not getting it. This def/name_attach is nothing I'm good at. I only use it to attach some random pouch to some guard and thats stuff that is defined and tweaked to fit the belt for example. The light in my misison that misbehaves is a spotlight in the sky. I don't get how I could attach this to some func_static?

    I could just use the old method of patches and tubeformed moon rays, but that would defeat the purpose of these volumetrick cones.

  8. Okay. I have created some caulk boxes, one in each leaf, turned them into one func_static and tried to def_attach that to the light or vice versa but I get an error; "Couldn't spawn '' to attach to entity 'func_static_621'" Should I use "name_attach" instead? It doesn't show any icon in the entity inspector so it doesn't seem to work.

     

     

  9. One way to make stuff to been seen through caulk/portals is to combine them with other func_statics. Like combining a rock-func_static on the ground in one visleaf with a huge tower in the background (within another visleaf) and if you can see the rock, the engine will render the tower as well. But that is func_statics. Is the method you're suggesting something along these lines?

     

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