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Bienie

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Everything posted by Bienie

  1. Congrats on the release, will be playing this one soon!
  2. I sometimes use a program called "dimmer", that helps take the edge off, but a fully realized dark mode would be the best I agree!
  3. Bienie

    2 Bugs

    Yeah this on my to-do list. I have a similar setup in CoS3 that works with "open on unlock" set to no, so I will just make a similar setup in CoS2. I just want to make sure I address any other problems the mission has at the same time so I will have to look through some old notes.
  4. I think that since either way it will require an update I'll just figure out a way that it will work with either setting to begin with. Thanks for bringing it to my attention though!
  5. Thanks for the praise and the feedback! I thought I had fixed that lever thing... I know it's related to "open on unlock", unfortunately I designed the map without knowing how that setting even works. I'll keep it in mind, maybe soon I will get around to making an update.
  6. This is an interesting little mod, never occurred to me that limb damage could be a thing in TDM. The way you've been implementing it reminds me a lot of Escape from Tarkov. Not sure if you are familiar with the game, but it could be worth watching this 5 min video explaining the healing system, might give some inspiration.
  7. Thanks for the in depth review. I think I agree with most of your criticisms, and will be moving in that direction in the future. I can't remember about the water arrows off the top of my head but I think there are some to find around town.
  8. Glad you are enjoying it so far! The slow match is for a side quest in the catacombs that you may not have found yet.
  9. Looks like we're keeping this wonderful project going! I'll be happy to contribute a few under 2021 as well!
  10. Thank you for a second round of praise! Unfortunately I'm very bad at going back to patch up my missions as I tend to be focused on building something new all the time. I'm ashamed to admit that I've known about the safe bug since just after release, but have never gotten around to fixing it. I was hoping to patch it for Christmas this year, and take a look at changing up the snow particles among a couple of small issues... I think I could probably fix this mission up in a day or two of work so I should probably just bite the bulllet and do it.
  11. I was also positively surprised. I live in a little sleepy town of 3000 inhabitants and they put on quite a show around midnight. My GF said it seems like everyone is celebrating that the trainwreck of a year that was 2020 is finally over ^^, but hopefully the festivities won't translate to an increased infection rate. We still don't have much in the way of laws or mandates for Corona here, mostly sternly worded guidelines. No restrictions on selling fireworks either. I did notice a lot of teens/tweens gathering outdoors without masks, but no sign of indoor parties thankfully.
  12. Glad you enjoyed! This series is definitely best when you take your time and explore everything. I think you'll have your work cut out for you, since the sequels are even more expansive
  13. I will be looking forward to this episode! I've listened to a few IAL episodes and they're always enjoyable. I second peter_spy and greebo's recommendations but would probably add Grayman to the list of authors as well. I think Duzenko and cabalistic probably have a good handle on the inner workings of the mod as well.
  14. Oh my, is there a list of these I can read somewhere? I'm currently working on a 3-mission campaign, so hopefully there's nothing major.
  15. Thanks for the high praise! I'm glad the mission is straight forward enough to not cause frustration, that's something I always aim for. By inventory buildup do you mean that you have too many keys? In my missions keys are always dropable for this very reason. I do realize that sometimes you don't want to drop a key if you're not sure it'll be useful later, but I try to name them in ways that it's clear they are for one specific door or area only. I certainly managed to pack a lot of side content into this one, glad you immersed yourself in it!
  16. Just finished it! Interesting mission with some pretty good world-building, but has some performance issues (maybe due to the transparent windows?) and some odd choices taking you out of the zone occasionally. Comments: All in all a fun little mission, looking forward to what you come up with in future missions ^^
  17. I've finally finished the update for this mission! It's available in the in-game downloader. It's mostly bugfixes and quality of life improvements, but there is a major Halloween-themed addition in the form of a new challenge that I highly recommend those who are looking for a reason for a replay!
  18. Thanks for all the effort you put into solving this! I think I have an acceptable script now, though it's a bit different than the one you suggest. What I ended up doing was merging your idea with @Dragofer's, who suggested turning off the stims of the corpses by using "$name_of_ai.StimEnable(14, 0);" and then putting the spawnarg "acuity_tact 0" on the revenants. Now they completely disregard the corpses on the ground, but interestingly they don't lose their ability to sense if the player knocks into them. This way I don't have to worry about setting teams / enemy status. My script essentially looks like this for reference: void killguards() { $guard1.kill(); $guard1.StimEnable(14, 0); //and so on for every guard } All the revenants have spawnarg acuity_tact 0 and the guards are teleported to places where they won't accidentally block a door if they happen to be opening one on their patrol when the script is triggered.
  19. Not sure if it's helpful but I had a lute player in CoS 1 that was deaf, blind and mute. The setup is very ghetto, but if you can keep him from taking damage (or the lute stays floating mid air and sound keeps playing) and he's doesn't need to do anything but play the lute it should work.
  20. As it happens I am actually working on the exact same thing as @MirceaKitsune for a Halloween update of CoS 3. I've ran into the exact same problem, my revenants go haywire when they see the corpses of the former guards around town. I tried adding the .StimEnable(14, 0); to the kill script, and it seems to work... partially. The revenants no longer "see" the corpses, but if they walk into them they become alerted. Don't know if there is a "proprioception" stim that you can turn off as well to maybe solve it? I just tried becomeRagdoll and stopmove and hilarity ensued! I was walking up to one laying flat on the ground to see if the corpse was frobable and he turned his head and said "I could use an ale right now!" He then started flopping his feet around like he was trying to walk. If anything I would say he had one ale too many! ^^ It seems the script makes them fall to the ground and paralyze everything but their head, feet and hands, and they just keep going on as usual as if nothing was wrong. After that I tried adding .kill() first in the script but similarly to Dragofer's StimEnable idea the revenants still alert if they touch the corpse. It also has the odd effect of killing them but freezing them in place like wax figures until you frob them when they fall flat. All in all an interesting test session, but there are still some kinks to iron out in this script.
  21. Glad you enjoyed the mission! The vertical space thing was definitely something I tried to work in as much of as possible. Där ser man! Vi är ett par stycken verkar det som.
  22. I've put it on the list of things to consider for an updated version. It seems the forum software got an update and the old [spoiler]spoiler content[/spoiler] is no longer recognized, now you have to add it in your original post by clicking the eye next to the emote before you post. Adding spoilers while editing a post does not seem to be possible.
  23. Thanks for your feedback, glad you enjoyed it! It certainly was a labor of love to finish making the mission and the series. I was a bit afraid that that would happen to some players, i.e. finishing all main objectives and then going about finding the secrets. Unfortunately the only way around this at this time is to noclip through the city gate and go forward a few meters and then go straight down. this way you do not hit the exit box before you are able to grab the spinning coin. I'm not sure what I can do about this, aside from maybe making it not a secret, and not loot. I will think about it, the scene works without loot as well, could just be an easter egg I suppose.
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