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JackFarmer

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Posts posted by JackFarmer

  1. 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:

    1. Place a trigger_once entity brush in the location you want the player to be the door in question shall open
    2. 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)
    3. Target the trigger_once_entity brush from the trigger_count

     

    • Like 2
  2. 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.

  3. 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:

    Spoiler

    They 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.

     

  4. 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.

  5. 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.

    • Like 1
  6. 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):

    grafik.png.da19002d129317feb7808364dc747f50.png

     

    • Like 1
  7. 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!

    • Like 2
  8. 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:

     

    Spoiler

    Having 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.

     

     

    • Like 1
  9. @New Horizon

    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!

    • Like 1
  10. 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!

  11. 39 minutes ago, dienal said:

    Hello everybody!

    I'am newbye on this game I downloaded a week ago.

     I am stuck in mission 2:

      Hide contents

    I have no stash to give to the guy in the pub.

    Where can I get it? Thanks

    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

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