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Bienie

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Everything posted by Bienie

  1. Somewhat counter-intuitively it is the use inventory item button, which defaults to Tab I believe. So frob the body then hit tab (or your use inv. item key) to shoulder it.
  2. I can see the argument on both sides. I also feel that burning torches inside peoples houses or other establishments is kind of immersion breaking, more so than the fantastical steampunk contraptions somehow. I guess I find it harder to suspend my disbelief. However I have also fallen for the temptation to use torches as a gameplay element, even indoors, due to their threatening light radius being balanced with the ease of extinguishing it for an equipment penalty. There really are few alternatives for mappers at the moment, as fireplaces can not be placed at will, they have their place and that's that. A candle light that shone as bright as a torch would be even more immersion breaking than using a torch in its place. Open, extinguishable gas flame lights seem to be the closest approximation to a torch but they certainly provide a more upscale feeling wherever they are placed, and are not appropriate sources of lights in dungeons, stables, back alleys or what have you. I would love to find an alternative that makes sense, while also retaining it's in-game function.
  3. I will certainly keep up the work! I've got a kind of experimental project in mind next, but I will work on it alongside CoS3.
  4. Thank you for the shining review! It sure sounds like you took your time and explored the mission fully. I had to pause for a second when you said you found 5 ways to enter the watch, count them in my head and remembered that, in fact, yes there are 5 ways to get in haha. As for the issues you mentioned:
  5. Thanks for the kind words, glad you enjoyed it. You can accomplish quite a lot with stock assets, and just adding a few hand-built bits and bobs here and there (the god rays are a stock asset by the way!). Though I think for the final installment of CoS I'm going to be adding a lot more brushwork buildings and such, being set in a different town where the current module set we have doesn't fit in. I'm not going to rush it too much though, and have at least one non-CoS mission lined up before it.
  6. Story: A local Brooksdale alderman and childhood acquaintance of mine, Miles Harewell, 'happened' upon me last night down at my local tavern. Apparently, he has to defend his position on the borough council this year and suspects that his chief rival, Edric Shorditch has an ace up his sleeve. He mentioned damning evidence of dealings with 'various entities of dubious legality' as he put it. Sounds like hightowne-speak for good old corruption. He needs any such evidence to disappear tonight, while he has an ironclad alibi, being invited to dinner together with Edric to a local lord's manor. He also wants me to find some dirt on Edric to help turn the tables on him. Miles is a natural born politician, but he is good news for my 'profession' so I think I will have to forgive him that. Besides, with all that rampant corruption of his, I'm sure he can pay his way and then some. This Edric Shorditch is the captain of the local city watch, and has made a name for himself by taking a hard stance on crime. Slipping into the city watch station and stealing indiscriminately won't be easy, but it might help undermine his approval, while also clearing Miles' name. Thanks: Thanks to Springheel for the creation of the handy and pretty module sets. Thanks to my beta testers; Amadeus, Goldwell, Cambridge Spy, Boiler's_Hiss, SuaveSteve, Tafferboy and Jedi_Wannabe! Additionally, thanks go out to the people who frequent the Newbie Dark Radiant Questions thread for always helping troubleshoot issues that arise during development. You know who you are. Download: Available in the in-game downloader, or at any of these below locations: Gallery: Hints, Tips, Walkthroughs, Spoilers(!): - This mission will greatly reward those taffers who like to explore a mission thoroughly. It is possible to go directly for your objectives, but you will be missing a lot of content. - Many windows are openable, leading to new areas or private residences. - If an area seems hard to navigate due to patrols, chances are you can circumvent it. - Those who like a challenge and some extra replay value owe it to themselves to visit the astronomer's office close to the starting area. Disclaimers, Player Information. Thank you for playing! What did you think of the mission? I look forward to your honest feedback!
  7. I actually found the problem now, just browsing through the files. Turns out the startmap pack that I always use to get the basics in my map comes with a custom definition to add the map into the game and calls it "map", whereas my atdm:map_of has a customized name, the conflict must have caused TDM to create two separate maps. Thanks for the help!
  8. That's a nifty trick! I was just thinking to myself earlier that's it's a shame that the entity list only shows things by name and isn't sortable by classname. Unfortunately however, I did a search and confirmed that there is indeed only one atdm:map_of entity in my map. Where should I look next? Could it be a problem in some definition file or something?
  9. I remember having to make my lute player stone deaf and blind as a bat in my first mission to pull it off haha. I'm now beta testing my newest mission, and we've run into a bug where the player spawns with two area maps. One called "map" and the one that I have defined in the game with an "atdm:map_of" entity. Does anybody know what the issue could be? I've looked through my entity list and it doesn't appear that I have two map_of entities in the editor. It's also not an item that can be bought in the store. I'm completely stumped on this one, even though it does sound kind of familiar like I had the same or similar problem with my first map.
  10. Finally got around to playing this one tonight! I liked what you did with the mansion modules, it really does make the place look like a seriously posh bank! Some of the "client rooms" seemed to be rented by some very eccentric people, which was a nice touch. I also really enjoyed . The only downsides in my mind were that the storytelling, while solid, seemed a little lighter than previous WS missions, as well as the lighting and objectives being a bit on the easier side, even on expert. All in all though, great work! I'm definitely looking forward to checking out the Baleford Museum!
  11. Excellent! I have started the thread in the beta testers' forum. Anybody else who wants to help the process are welcome there!
  12. Hello! I'm now looking for a group of dedicated players to put my latest mission to the test! It's not required to have played the first mission in the series, but would be handy when judging the story parts. I'll have the first iteration of the beta uploaded tomorrow, in the beta tester's forum for those who wish to partake!
  13. I've created an excel lootlist in google docs, I'll see if I can share it directly with you in a PM. I'll try and do one for The Night of Reluctant Benefaction tomorrow evening. Ok, behind the scenes, so not trivia like crossover/homages to other missions etc? cause I do a lot of that Yes Chronicles of Skulduggery is definitely going to be a series, most likely a trilogy. The second installment is a hair's breadth away from beta! (I'll make sure to have a loot list for that one ready as well!)
  14. Great work! I never got any rights to the wiki unfortunately. I noticed you added The Night of Reluctant Benefaction, but not CoS1: Pearls and Swine. (all my missions have EFX reverb btw). I was thinking I could send you a message with the Lootlist and Trivia sections instead of worrying about editing rights maybe... What kind of things would you consider trivia?
  15. My missions also used a modified version of that script too if you want to use that for reference.
  16. Thanks for the ideas, that is indeed what I was trying to do... "removing" the knockout part from a compound "do not kill" + "do not knockout more than X" objective. I have tried making it a success, but that fails the objective as a whole, so I think what I'll do is make sure the player can't take that objective on Expert instead, it makes sense anyway.
  17. Whoa, this one caught me off guard! Congrats on release! I'll definitely give it a go soon!
  18. Thanks for bringing the problem to my attention. I've updated the original post with a link to the correct archive. Hope you enjoy the mission!
  19. Mr. "hear the lamentation of their women" has a sense of justice? How interesting Those two problems are common to pretty much every map and require a bit of retrofitting from the mapper to solve.
  20. That was an annoying bug... I made a workaround where I put the horse in an open area and teleported it to its correct location at map start and works fine now! Yup that definitely solved the problem! It seems to have resolved itself (??) somehow. I had the ambient light set a bit too high, for mapping purposes. Initially when I lowered it down to a more reasonable level he still spotted the body, but then upon subsequent testing suddenly he didn't. I guess I'll never know, but at least it works! My list of bugs grows thin! The only one that vexes me at the moment is when I try to "cancel" part of an objective. How do I do that? I can't find any info about it on the wiki. I tried an setobjective_component_state target but triggering it instead fails the mission despite having tried with comp_state set to both 1 and 2.
  21. I just checked. Seems you do need special permission to edit/add to the wiki... I thought maybe my forum login would allow me access to the login page on the wiki too, but appears not. I'm guessing the same people who moderate the forums have the ability to grant access to the wiki as well?
  22. I'm glad to hear that you have gotten good reviews on the increased humor. Similar to you I have also included a bit more humor into my upcoming mission and was also a little bit worried. Awesome that you've already got Act 3 in the pipes! I guess that's a huge benefit of being able to reuse some areas. Sounds like it will still feel fresh with completely different weather too. It will certainly be interesting to see!
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