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Posts
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Posts posted by JackFarmer
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15 hours ago, stgatilov said:
Yes, the background is gone in the old versions of TDM (<=2.09).
It will work only properly only in the new versions (>=2.10).Read the original post for details.
Sorry, I misread, I thought you were referencing 2.10. I fully understand now.
Regarding HHTLC: I am just doing an update to minimize the jumping problem on the roof of the first building which started with 2.08. I will send you the update until the end of the week. Thus, I would kindly ask you to wait before you update HHTLC with the new GUI protocols.
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17 hours ago, stgatilov said:
//stgatilov #5323: customize background in main menu the new way #define MM_BACKGROUNDS_MAINMENU_NOTINGAME BackgroundCustomHHI #define MM_BACKGROUNDS_EXTRAMENU_NOTINGAME BackgroundCustomHHI #define MM_BACKGROUNDS_MAINMENU_INGAME BackgroundCustomHHI #define MM_BACKGROUNDS_EXTRAMENU_INGAME BackgroundCustomHHI #define MM_BACKGROUNDS_BRIEFING BackgroundCustomHHI #define MM_BACKGROUNDS_DIFFSELECT BackgroundCustomHHI #define MM_BACKGROUNDS_SHOP BackgroundCustomHHI
The updated FM works properly in 2.09, except that custom menu background is gone.This means, the background image is gone and the default image shows up again?
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I want to have some sort of wall painting showing grayman's DM avatar in his wip "TBM" that I will complete.
Zergrush posted this image in another thread.
I cannot use the original as it seemingly is IP.
Is somebody here with the skills to create a more or less identical copy of the image above with grayman's red avatar sword?
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8 hours ago, thebigh said:
I'm nowhere near professional but I'm a native speaker (Australian accent) and I'd be happy to help out with speaking roles. Until the middle of Jul I'm travelling and I don't have my good microphone with me but if it's, say, something broadcast over a PA and won't matter if I record potato quality on a mobile phone I can easily get started before then.
Wicked. You'll get PM.
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On 6/22/2021 at 9:13 AM, thebigh said:
Nice idea. If you need a VA for the crazy prisoner, let me know!
Do you also do "regular" voice acting? Are you a native English speaker? If you can answer both question with "yes", then I would be delighted if you could provide your skills for my next project based on an almost complete mission created by the one and only grayman.
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For those of you who haven't seen it yet, Boy Lag has started playing through all of the WS missions and is currently playing WS 3.
I think Boy Lag found the right words to describe the situation.
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3 hours ago, MirceaKitsune said:
Answered my own question: The path finder will ignore patch meshes as well. Noticed as the AI didn't attempt to chase me down a taller slope, just stopped and started throwing rocks as if something was in the way. Luckily this was easy to fix by simply adding a diagonal surface under the patch, AI chased me properly afterward.
Must have overread this. Using MCs is the better choice, see running time 25:00:
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2 hours ago, MirceaKitsune said:
As for RIT that sounds like what I've been doing all along so I didn't miss out. I do it by having paths target multiple paths which results in random actions, often times the AI going to different rooms or looking at different things in each room. I don't feel like placing paths for some decorative AI that only need to wonder around however, could still use an alternative to animal patrol mode for random movements (without the running around like crazy).
I know what you have in mind, but there is no equivalent property for human AI. The best you can do is the RIT method as recommended in the posts above (and you seemingly have already applied the method yourself), but that requires you to use many path entities that you obviously want to avoid.
However, if there was a patrol mode property for human AI, it would cause a serious gameplay problem: players could not learn the human AI behaviour anymore and that would lead to a lot of frustration when trying to ghost the mission.
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Please post your editing questions here as Geep's beta testing thread is, well, for beta testing his latest mission.
As for your questions: I do not know the Komag tutorials, but I imagine that Sotha's and Springheel's tutorials mentioned above are much more up to date when it comes to mapping techniques.
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I recommend that you at least check out the following mapping courses from Sotha and Springheel.
Let's map TDM (Sotha):Sotha's videos teach you how to completely create a small mission, from the idea to beta testing. It also includes explanations for the readables and objectives editor.
TDM New Mappers Workshop (Springheel):
Springheel's videos from this course focus on the most important principles (e.g. on the Visportals), but later on then deal with issues such as the use of keys, AI paths, the creation of water and relating surface effects.
Personally, I had also worked a lot with Fidcal's Wiki articles at that time, but unfortunately these are a bit out of date in some places. Yet, the principles explained therein are still valid. So, if you prefer something you can print out, then the WIKi articles might also come into handy.
If there is anything you do not understand from the videos, please ask in the thread "Newbie Dark Radiant Questions" that can be found in the editing section. Lots of guys there who will be delighted to help.
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Ah, that's the reason; I thought this was already included with 2.08 as this version number was written in the topic header.
Thank you for the info.
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How do I get the cool effect you have posted? This was added with 2.08, but I cannot activate it...? When I use the command given here, I receive some sort of "white" frobbing effect.
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19 hours ago, Dragofer said:
I'd have loved to try out new tools for co-op mapping, but as it happens I wrapped up both of my collaborative projects last year. If I wasn't so perpetually busy these months, maybe I'd even have sought out someone to team up with.
I'm aware that @JackFarmer @Kerry000@atti @Geep @Frost_Salamander have announced their intentions to make (more) collaborative maps, maybe they'd like to try out this new map merging feature in 2.13?
Sorry, no plans for mapping (except the next update for HHTLC) before September. If there is time this summer, I will just expand grayman's original story draft for TBM.
@greebo: All these cool new features in such a short time period, amazing! If you need a break, get on your car or take the next train and come over to my place! I then will organize for a BB (Bavarian Barbecue) with fireworks and loud rock music honoring your efforts future generations will still talk about!
Jack
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Try shifting the candle a little bit like:
2350.13 525.125 72.9981
Then it works on my end:
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Well, received my Subnautica Below Zero BD two days ago for my PS4.
Same technology used as for the previous game...but that is what I wanted.
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10 minutes ago, thebigh said:
Now I feel as though I've been issued a challenge.
Let's see how much I can achieve by the end of June.
That's the spirit!
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15 hours ago, thebigh said:
Is this damp squib releasable? Hell no. Will it ever be? Also not. It's just so ugly and badly designed.
Well, you have invested 24 hours of your free time and you actually managed to publish something playable.
Why don't you simply use this draft for the next challenge, something like:
1. Geometry remains, but will be visually dramatically enhanced and polished with new details and assets.
2. Add readables, better patrols, better lights, etc..
And set yourself a time frame of let's say four weeks with subsequent beta testing?
Then you can alter everything in a more relaxed way and the result will surely be a cool addition to the current mission portfolio with similar vibes as in this other small threatening mission. Forgot its name, was it "The Creeps"?
I'd love to help you, but I don't feel like mapping for the time being.
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8 minutes ago, roygato said:
I've played a fair amount of these kinds of "five-minute wonders" when it comes to Thief 2 fan missions, and I've seen a whole hell of a lot worse. I've seen worse in "real" missions that supposedly work. Big A for effort for sure; some of us just sit here and only daydream of making missions.
Absolutely.
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Just checked the Boy Lag channel and he already added his playthrough videos (4 of 5 secrets), 1900 loot):
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Just now, JackFarmer said:
It does not look that bad -the ambient and the spare lighting really create a weird mood.
It would just need more time for details and so on. I really like the atmosphere of the setting and
the sitting zombie is a great idea. I am just wondering why I never did something like that till now!
Have a good nite sleep and thanks for your efforts!
Edit: Why did you give my previous post a "confused" ?
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It does not look that bad -the ambient and the spare lighting really create a weird mood.
It would just need more time for details and so on. I really like the atmosphere of the setting and
Spoilerthe sitting zombie is a great idea. I am just wondering why I never did something like that till now!
Have a good nite sleep and thanks for your efforts!
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32 minutes ago, thebigh said:
If anyone's interested in looking at a five-minute run through the most hopelessly ugly level ever I can put the file up.
Hm...wasn't that stated in the OP, I mean, showing the result to the audience?
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23 minutes ago, Mawerick said:
"Grayman Avatar" painting (done)
in Art Assets
Posted
@Zerg Rush
If you want to help me, then you have time until November/December to create an unique "painting" that resembles the mentioned iStock Excalibur image but includes a sword with a red handle just as in grayman's forum avatar.
Thank you very much in advance!
Jack