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Posts posted by JackFarmer
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22 hours ago, geegee said:
My timing was off on this one. Work on beta-testing is much more needed elsewhere as there are several missions for the contest alone.
So I apologize.
Feel free to send it to me for alpha testing; I am pretty sure I can manage an alpha and a beta.
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"Thanks" to the pandemic, I am working from at home next week. Thus, I can test during the evenings Central European Time , if that is ok for you.
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Can you PM where you achieved this? Will then fix it for the 2.10 update release.
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39 minutes ago, thebigh said:
That will open the door when I am away from player_exit, and I already had that working more or less OK. What I was hoping for is this: you've been out on a dangerous mission, grabbed your special treasure and loot objective and it's time to come home. When you approach home, the door swings open welcomingly just as the screen fades to black and you get the "MISSION COMPLETE" text.
The problem is that an objective that completes the mission does not trigger its Completion Target (or script) and I haven't been able to find a way to fake that behaviour.
Then this should work if you expand the setup I described above with the following:
Objective 1 ---> completion target ---> trigger-count_entity XYZ with count N
Objective 2 ---> completion target --> trigger_count_entity XYZ with count N
Objecive N --->dto.
Further steps:
- Place a trigger_once entity brush in the location you want the player to be the door in question shall open
- Give the trigger_once entity the property "triggerFirst - 1" (this sets the trigger_once brush inactive - the player cannot activate it by touching - and it waits for its activation)
- Target the trigger_once_entity brush from the trigger_count
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1 hour ago, thebigh said:
I've got another problem involving objectives that I can't figure out.
I have a pretty standard set of objectives: get a specific item, get X amount of loot, go to the exit when you're done. But I want a door near the exit location to open when your objectives are done and you enter the info_tdm_objective_location. However, triggering the door using a Completion Target does not work- I'm guessing because the mission complete takes priority and never triggers it. How can I get this to work?
Objective 1 ---> completion target ---> trigger-count_entity XYZ with count N
Objective 2 ---> completion target --> trigger_count_entity XYZ with count N
Objecive N --->dto.
Then simply target the door in question from the trigger_count entity XYZ.
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https://piped.kavin.rocks/watch?v=cnNyxy7XPfs
A must for all Jimmy McGill fans remembering them how he walked through Albuquerque selling mobile phones!
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40 minutes ago, nbohr1more said:
There is no such thing in TDM as a "spirit in a script".
Correct. However, there is a Police album called "Ghost in the machine" which was released in 1981.
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Will that also work with cinematic cameras (for example as in the starting scene in TBM)?
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4 hours ago, gokudo said:
Loved it. The last castle mission I played was House of Theo and this is a quantum leap on that. How the hell did you get those artworks to look so real?
Thank you.
However, I cannot take any credit for the artworks or their appearance in general:
SpoilerThey are either from the mod stock (castle) or provided from forum member OGDA (puzzle room, last crypt room). @Zerg Rushcreated the grayman avatar picture displayed in the dining room.
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5 hours ago, stgatilov said:
Read this carefully:
Quite likely, you have one of those situations where you think location separator applies to one visportal, but it is actually is applied to two, and you should fix it to be sure it works as intended.
There were major changes in visportals system in TDM 2.08.
If the portals were set before 2.08, then it is quite expected that some portals have dropped away.Otherwise, I can probably look into the problem...
You are right; shame on me, it is exactly as you wrote; the adjacent VPs in question are angled.
Regarding (a) I will produce a smaller version for you of a different mission where I encountered two or three issues with that.
As for beta 2, I did not find any in game problems with the two missions I played till now.
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5 minutes ago, Gadavre said:
Much better (48-60 fps).
Before that I had 20-35 fps.
But I want to repeat my idea. The best solution is to give the player gameplay tweaks that improve performance. After all, future mission developers will probably use resource-intensive technology... Do we players have to write about performance degradation every time? Give us a tool to manage graphics in missions and we will solve the performance issue ourselves
You are not taking this into a good direction.
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I have the feeling that the new diagnostics system has some issues.
Hidden Hands - Vitalic Fever - dmap with 2.10-beta2
(a) false positives, missing portals, examples:
- info_locationseparator_15 covers no portal(for reasons unknown this portal became defective during several mod releases)
- info-locationseparator_68 dto. (this is an outside portal)(b) false positives, multiple touches, examples:
- info_location_separator_30 covers more than one portal
- info_location_separator_97 dto.
- info_location_separator_98 dto.(b) seems always to be reported if two Visportals are close to each other (this example shows info_location_separator_30):
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5 minutes ago, stgatilov said:
@JackFarmer, I have just committed an optimization of collision model construction for patches (5859).
I suggest you wait a few days, and dmap your next version with upcoming beta210-03.
Note that you should delete .cm file before doing so (to be sure it is rebuilt).Noted and thank you.
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@stgatilov@nbohr1more@Gadavre@Zerg Rush@datiswous@Dragofer @duzenko @STRUNK
Try this (note: still unoffical, but already named "version 2"):
- The ceiling geometry is now non solid
- Increased height of MC brush covering the lava lake significantly to avoid conflicting pathfinding between MC brush and ground patches
- The ground patches are now four separate entities
- Eanabled fixed subdivision for each ground patch.
With these changes, the only critical spot I had in this area jumped from 30 to 60 fps.
@datiswousWould you mind checking the cave area for possible problems with player movement?
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3 hours ago, nbohr1more said:
creating simplified brushes for the Fire Elementals to path-find over?
Sorry, I do not follow, what do you mean by that?
The patches in question are fully covered by MC. Should that not prevent any pathfinding?
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This is looking better and better! The music is fantastic (reminds me a little bit on the dragon theme from GoT).
0:30 - 0:38 shows good examples on how to break tedious walls with columns and other stuff.
My favourite shot is at running time 1:01 where you have achieved a great contrast between two areas. Plus, that dude in the end is very frightening! Hope you will create even more monsters like that for the final game.
However...it looks like the key in the opening sequence is floating above the surface which seems to be an open book with pages almost the same colour as the furniture below its location. That's a bit strange and should be corrected in case you want to reuse this part of the trailer for later promotion.
Other than that, great work! I pray to the Builder, the Trickster and to the Osterhase that this game will be very good!
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11 hours ago, tapewolf said:
Okay, that was awesome. I loved the weird obsession with food - was that part of the original plan, or an addition of your own?
Thank you, it was my addition:
SpoilerHaving designed the chef's character, I needed a reason why he was locked up in the first place. So I got the idea that he was imprisoned for a failed attempt at cooking, although his whole cuisine is already difficult to digest. So there I put references to food in all conversations and books.
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Since I have integrated your voice lines into the mission, no day goes by I do not recite at least one or two paragraphs from your manic speech in the crypt!
Dedicated Builders, boozed working class heroes or megalomoniac aristocrats - New Horizon can do it all!
Once again, a big thank you to you and all the other great voice talents who contributed to this mission and also my previous missions!
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The Black Mage
=============================================================
Title: The Black Mage
Filename: black_mage.pk4
Authors: Grayman, Jack Farmer
Testers: datiswous, joebarnin, Shadow, Amadeus, madtaffer, wesp5
Release date: 24.12.2021 (version 1) - 05.03.2022 (version 2) - 23.12.2023 (version 3)
Version: 3 (available via in game downloader)=============================================================
Grayman - Mapping, scripting & text for briefing video
JackFarmer - Additional mapping & scripting, drafts for readables, conversations and in game comments
Amadeus - Revision & editing of all readables, conversations and in game comments
Dragofer, joebarnin, datiswous - Troubleshooting=============================================================
Voice Talents (in alphabetical order):
AndrosTheOxen - Worried father / Counsel Lester Morlan (fincancial advisor to the lord)
Bikerdude - Sami "Sausage" McNulty (the castle's chef)
BoyLag - Percy Lockhard (the castle's chronicler)
Goldchocobo - Robert (the son of the worried father) / Colton (a fallen Builder)
Jedi_Wannabe - Friend of the worried father / Bennett (a fallen Builder)
Malasdair - Lt. Godric (chief security officer)
New Horizon - Lord Ewan Davenport (the Black Mage)
Purgator - The Thief=============================================================
Paintings:
New paintings provided by OGDA
Grayman avatar painting created by Zerg Rush=============================================================
Assets:
New kitchen equipment models provided by STRUNK
=============================================================
Geometry:
Selected cave architecture orginally created by Bikerdude & Dram for "Blackheart Manor" and later modified
for "The Gatehouse" (rearranged with the orignal authors approval)=============================================================
Sound:
- Wind_rusting trees sound (main menu) taken from freesound.org produced by funwithsound
- "Madrigal" (briefing video) performed by Anthony Holborne
- Pub audience sound (briefing video) taken from freesound.org produced by yap-audio-production
- Footsteps sound (briefing video) taken from freesound.org produced by Nox_Sound
- Stand up from chair sound (briefing video) taken from freesound.org produced by kupp2
- Tape-deck-startup sound (phonogram recording) taken from freesound.org produced by soundjoao
- Short metal scrape sound (phonogram recording) taken from freesound.org produced by Timbre
- Chains sound (phonogram recording) taken from freesound.org produced by arnaud-coutancier
All other new ambient and sound fx recorded and produced by JackFarmer sometimes with altered sound effects/ambient
sounds orginally produced by Gigagooga=============================================================
Video:
Story board and sound arrangement by JackFarmer
Briefing video produced by SirSmokeALot=============================================================
Known bugs:
If you quicksave too soon after killing a fire elemental (within 4-5 seconds), the quickload crashes. (2.09 and 2.10)
=============================================================
Production notes:
Graymans's son gave this work in progress to the Dark Mod community according to grayman's will in June 2021.
After discussions with Dragofer, I overtook this mission in June 2021 and started working on it in September 2021.SpoilerI made only a few changes to the geometry, I added a few new areas (which adjoin the large lava cave) and some
smaller rooms (for example the prison cells in the crypt) myself. Grayman did most of the decoration for the first floor
and the crypt; I finished the decoration for all remaining areas.The briefing video contains exactly the conversation that Grayman had planned, I only transferred it from a busy street
to a tavern because I thought this was more appropriate.The mage's original name created by Grayman was "Devereux". To prevent the voice talents from pronouncing mistakes,
I changed this name to "Davenport".Since I didn't know what else Grayman had planned, I made up my own story from the end of the briefing.
The voice actors did an incredible job. Everyone I asked immediately agreed to complete this work of Grayman.
This has now led to a fabulous eight voice actors taking part in this mission - from England, Ireland, Canada and the USA.==============================================================
Let's raise our glasses in Grayman's honor.Otherwise I wish you all happy holidays. Take care of yourself, your loved ones, and all of your friends.
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On 12/21/2021 at 5:35 AM, stgatilov said:
beta210-02 is available.
Full changelog is in the fourth post of this thread.Most importantly, this new version should run on Windows 7.
I did not test it myself though.
@JackFarmer, @Gadavre, please report if the problem is no longer present.@New Horizon, please try the new beta version.
If it still crashes, I'd be happy to see a crashdump.Works now, thank you very much.
Wow, dmap time has been reduced really significantly!
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Kingdom of Rain from The The:
https://piped.kavin.rocks/watch?v=UIklk1gHbuQ
Edit: This video somehow also carries some DM vibes!
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39 minutes ago, dienal said:
Select your stash from your inventory then use the drop key (check the menu settings if you do not know which key that is) and drop it onto his table
The Black Mage (Grayman, JackFarmer & Friends), December, 24th, 2021
in Fan Missions
Posted
Argh, I've added this bloody torch shortly before beta to make it more challenging...and forgot to set it to not frobable.
Thanks, will fix it for the 2.10 update.