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Everything posted by Frost_Salamander
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[2.11] New Blackjack System (available via dev build)
Frost_Salamander replied to Obsttorte's topic in The Dark Mod
Ok I just tried it. It seems pretty neat, but I can't say if I prefer it or not without spending a good amount of time with it. I can see how it would come in handy for less experienced players though. One possible bug: I tried it in my last FM (In Plain Sight), and it doesn't seem to work for the guy sitting in the chair in front of the fireplace in the Inn (that is, the animation doesn't play and you can still blackjack him). I thought it might have been just an issue with sitting AI, but it works fine for the 2 other sitting AI in that FM. -
[2.11] New Blackjack System (available via dev build)
Frost_Salamander replied to Obsttorte's topic in The Dark Mod
That still doesn't work - same issue: http://ftp.thedarkmod.com/upload/custom_builds/blackjack/manifest.iniz Also, when you get the URL correct it would help if you update the link in the top post with the new URL (you only updated the text, not the link address so 'copy link address' still gives you the old/wrong address). -
[2.11] New Blackjack System (available via dev build)
Frost_Salamander replied to Obsttorte's topic in The Dark Mod
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[2.11] New Blackjack System (available via dev build)
Frost_Salamander replied to Obsttorte's topic in The Dark Mod
Yeah this. And if you creep, every 2 or 3 steps you will make a small noise. All you need to do to stop then resume creeping before the noise happens and you can cross a noisy surface silently. -
Unshoulder body in tight space (possible? forcible?)
Frost_Salamander replied to cvlw's topic in The Dark Mod
Instead of the teleport thing you could try func_aas_obstacle, that's basically what it's designed for: https://wiki.thedarkmod.com/index.php?title=Pathfinding#Dynamic_blocking.2Fclipping_with_func_aas_obstacle -
Thanks - glad you enjoyed it And that is indeed a bug, I'll need to get that fixed! EDIT: @Kopfrkingl I just quickly tried to reproduce that, and couldn't. Also, the mechanism used should prevent that from ever happening, and it never seemed to happen in beta testing. Could you maybe DM me the details of how it happened? Thanks EDIT 2: Nevermind, I figured it out. Will patch this today.
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I'd like to announce the release of my 2nd fan mission: In Plain Sight. "You are an intelligence officer tasked with revealing the source of a political uprising in the city of Watchgate" Mission Type: City Missions Credits: @Frost_Salamander: Author @Airship Ballet: All custom content, including signs, loading/menu screens, in-game map, menu music and creative input. Also sets the standard for beta testing. W10 (my son) and @Frost_Salamander: Mission briefing Beta Testers: @AluminumHaste @nbohr1more @Obsttorte @Mawerick @madtaffer @wesp5 @Airship Ballet @Acolytesix @Cambridge Spy @jaxa @prjames Notes: TDM 2.10 required This FM rewards stealth play, although it can be done without KO'ing anyone Read the readables! They trigger some mandatory objectives that aren't initially visible. Follow this and you shouldn't have a problem figuring out what to do next. There are multiple ways to access some parts of the city. Some are riskier than others! If you are finding it too hard, maybe there is an easier way The only differences between the difficulty levels are the (optional) loot objective, the availability of some player tools and the difficulty of the bank objective. There is an in-game map. It's found in a location near the start. This FM contains 5 secrets (hints below for anyone who's given up ) Secret hints: Secret spoilers (did you mean to look the hints above instead?): Download link until the mission database gets updated: https://github.com/FrostSalamander/tdm-fm-inplainsight/releases/download/v1.4/inplainsight_v1.4.pk4 Screenshots: https://www.flickr.com/photos/196169449@N05/albums/72177720301116716 NOTE: Some of the initial versions have bugs. Ensure you have the latest version (currently 1.4)
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Just finished this, really enjoyed it. I found it pretty challenging, but fair. I thought the builder area/church was really well done. God knows where the secrets are - I only found one, and just barely got the loot goal on medium (I got 685). Good use of verticality too, and I like these small but packed maps. Good stuff Oh and I loved it when
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The frob box becoming solid doesn't seem to be limited to this prefab - I just added one to another model and the same thing happened. However, I think it's probably not really an issue, and is only a problem in this case because the frob box is way bigger than it should be. I'll raise a bug about the prefab frob box being too large and mention the solid thing in there. If someone thinks that's a bug as well they can look into it.
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I have some questions about frob boxes. In the screen shot below, you can see the frob box for the wall_lever01.pfb prefab. In my FM, I made the lever non-frobable while you were outside the room it was in because you could frob it through the wall, and I didn't want to reduce the frob_distance. However, when you make it non-frobable, the frob box becomes solid, and if the player passed by that wall outside the room, it would appear they were being blocked by an invisible entity. I didn't really understand the problem at first so I just moved the lever. Since then I've played around with the spawnargs and have realised you can just change the frob box size, or get rid of it altogether. So questions are: Is the frob box supposed to become solid when the entity is not frobable? If so, why? This prefab works fine without the frob box, is it really needed? If the frob box is needed, why is it so big?