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Posts posted by JackFarmer
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...the mapping machine did it again!
Congratulations on the release!
I will have a look asap!
Jack
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How does the interactive map detect the player's position? Is it controlled via the info location entities?
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I anticipate lots of models/brushes/func statics have been merged into single models with the "save selection as new model" command?
From flying over the map, I think that should easily be 8,000 + objects without some sort of optimisation.
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Hello cabalistic,
What an effort, congratulations!
Jack
Ist halt Qualitäts-Arbeit aus Oberbayern. Wo soll so was auch sonst gemacht werden?
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I couldn't resist, I just played one hour and (Builder, forgive me) noclipped to see the scope of the mission.
The map size is not insane; it is some new sort of madness which has not been described scientifically till now.
All these details, a mushroom here, a branch there, steam from gratings, if one looks up illuminated windows, balconies, dormers, pipes and practically no vertically flat surfaces.
This must have been hellish to work on. How long does compiling take? Fives minutes is surely not enough.
Great work, guys, really great work!
Jack
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11 minutes ago, Amadeus said:
Agreed, great actor, sucks that the writers of that episode couldn't have done him justice
I am afraid you are right.
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..yeah, you are right...
However, I really like Bill Duke. First time I saw him was in "Predator" and thus I was very happy to see him acting in both "Lost" and "Battlestar".
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Oh, oh, oh!
I will download asap!
Thank you very much!
Jack
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On 6/10/2020 at 8:34 AM, PranQster said:
One of...? Definitely the worst episode.
Hm...maybe @Amadeus can clarify that. He is an expert on the series.
I for one think that "The Plan" was much worse.
On the other hand, "The Plan" was not part of the orignal show.
Thus, maybe you are right.
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On 5/31/2020 at 10:19 PM, peter_spy said:
In general, FMs that are currently in beta should not be used as example to troubleshoot new version of the engine. There are too many variables to take into account, and usually bugs are result of mapper's work in progress. Released missions that have been thoroughly tested and updated by mappers post-launch are much more reliable source material, and even those can have bugs that were not caught around the time of release.
Nonsense.
I have started my map when 2.07 was the latest version.
Since it is very likely that players will use 2.08 for my mission (and I anticipate the same goes for The Painter' Wife"), I switched my 2.07 mission to 2.08 beta as well.
Unfortunately, 2.08 shows severe non-mapping problems I would have to fix for a 2.08 release (especially when it comes to AI behaviour) anyway.
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French indie rock band
Really remarkable.
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On 6/7/2020 at 7:44 PM, stgatilov said:
Committed all the changes to trunk:
8761-8764: new diagnostics for event overflow error.
8765-8766: new cvars: crash on error (allows saving crashdump), promote warnings to errors.
8767: fixed the main problem with flying AIs which caused event spam in Hidden Hands.
Thank you very much for fixing these issues!
After beta testing and integration of the briefing video, I will wait for 2.08 to be released before publishing the mission.
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35 minutes ago, jaredmitchell said:
Well now you tell me that's a possibility! Yes that would be much more convenient, I should look up how to do that while waiting for feedback to come in.
And I did use the readables editor at first, but it kept having issues with relocating what I had already written. I imagine that's related to your first point of project configuration. Hopefully I can go forward a smarter mapper now.
Check here running time 0:00 - 2:20:
In short:
1. Your WIP folder belongs into the fms folder
2. Create inside your WIP folder the file "darkmod.txt" - put in there the following "Title: Whateveryoulike"
3. Start DM and select "Whateveryoulike" from the mission list and install it
4. from now on you can map/dmap directly from here simply using the command "dmap/map mapname" - no further path definition needed
5. Open DR and Open "File --> Project Setup" and do as Springheel explains in the video above. If you are experiencing then xdata problems, just report it in the Newbie thread and we will help you to sort things out.
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Congratulations.
I just watched parts of your stream dated May, 24th, 2020.
Why didn't you create a project set up in both DR and DM directly targeting your WIP? That would have made things much easier when it comes to mission testing (and wip names should - of course - be as short as possible! ).
Moreover, was there a special reason you didn't use the readable editor to create the readables?
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19 hours ago, STRUNK said:
.pfbx is not backwards compatible it seems.
Did you try not making a prefab first, or ungrouping the prefab before exporting it as a model? Maybe you can fix the center problem that way ..
Nope, the attached prefab was just created for the attachment. In the map file itself, I just selected all relevant parts and used the "Save selection as model" command.
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I've adapted the steps as per your description. The two items in question work now as they should.
Thanks.
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1 hour ago, Dragofer said:
I believe you need to manually type in .lwo or .ase at the end of the file path when exporting a model. Can't say why your "Use entity origin..." option is greyed out.
As Geep already suggested, the material used by the model (...sq_shield) is missing frob highlight stages. Those are the 2 blocks referencing parm 11 - you can copy-paste them from any other material and update that 1 line with "map [file path]" so that it matches the diffusemap of your current material.
Thank you for the hints!
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47 minutes ago, STRUNK said:
Did you try exporting as .ase ?
I can't get the .pfbx (my prefabs have .pfb as extention btw) in my editor, but I can get the piping_1 after adding the extention .lwo manually. The center it gives is not the centre of the pipes, but the model seems ok at first look.
You are right; that works. It is a little bit cumbersome, but it is a workaround.
It seems DR 2.8.0 exports prefabs now with the ending "pfbx".
However, I wonder if the exporting problems are a bug in DR 2.8.0?
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Model exporter in DR
1. I've created a "cargoboat" last year consisting of brushes, patches, cylinders, models. I then used "save selection as model" and could export the selection as .lwo file. Works perfectly - see attachment "cargoboat2.lwo"
2. To reduce entity count in my mission, I'd like to save selected pipe sections (see attached example "piping_1.pfbx") as models, too. The problem is, the saved selections do not get saved correctly anymore: the file format is missing (see attached file "piping_1") and nothing shows up in the editor. Moreover, the "Use entity origin as export origin" field is greyed out now when I try to export the selection in question.
I've tried it with many other stuff, and the result is always the same.
What is my mistake?
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Don't custom entities become automatically highlighted when in frob distance?
See attached example. The properties "frob_distance" and "frobbox_size" seem not to change anything.
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On 5/17/2020 at 6:19 PM, Amadeus said:
Funny you bring this up @JackFarmer. I just saw this game last night, it looks pretty neat. love the art style
Little Computer People! That's what it feels like with the reading, typing/painting, sleeping and playing music.
#
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Okay, just a few more final fixes. I will get back to you with PM asap.
Thread in Beta Testing forum will show up shortly.
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Great, thank you very much. You guys will test with 2.07 or latest 2.08 beta build?
The latter would be preferred as I've decided to make this a 2.08 release and have already tested lots of stuff with 2.08.
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Yeah, I can confirm that but I think I although noticed that sometimes hitting the space key actually creates a duplicate.
Workaround: save the resized model as new model in the mission's model folder.
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Hidden Hands: The Lost Citadel (23/07/2020)
in Fan Missions
Posted · Edited by JackFarmer
Hidden Hands: The Lost Citadel
==============================================================
Title: Hidden Hands: The Lost Citadel
Filename : hhtlc.pk4
Authors: Jack Farmer with Amadeus & Joebarnin
Date of release: 18.09.2020
Latest version: 5 (released June 2021)
EFX: Yes
==============================================================
Hidden Hands series:
I - Initiation
II - Vitalic Fever
III - The Lost Citadel
==============================================================
Available via the Dark Mod Mission Downloader (Version 4)
==============================================================
Jack Farmer: Mapping & drafts
Amadeus: Editing and revising of all texts for readables, narration and dialogues, testing of gameplay and gameplay mechanics, all alpha testing & performance optimization
joebarnin: Beta testing lead, debugging and debugging reports
Beta testers:
Krilmar
Joebarnin
Cambridge Spy
manzanita-crow
Shadow
Voice actors:
New Horizon: The educated Builder & Brother Gilbert (Briefing video)
Goldchocobo: The naive Builder, guard (A union of its own)
Jedi_Wannabe: Two guards (Of monsters and master guards)
AndrosTheOxen: Jonus, guard (A union of its own)
Boy Lag: Guard (Evolution of the peasants)
Malasdair: Narrator (Briefing video & in game comments)
Special thanks to:
- Springheel, Sotha, and Fidcal for the tutorials
- VanishedOne, HMart, Destined, Grayman, Joebarnin, Dragofer, demagogue, AluminumHaste, STRUNK, Geep and ERH+ for patiently answering my questions and solving in-game issues
- All voice actors & beta testers for their great support
- All others not mentioned here who answered my questions in the Newbie thread or via PM
Pilfered items:
- Setup for the main menu animation originally developed by Goldwell for "Snowed Inn"
- Portal sky with trees originally developed and arranged by Dragofer for "Down By The Riverside"
- Selected cliff sections originally developed and arranged by Dragofer for "A Perilous Refuge"
- The scary, red-eyed Builder ghosts that have been originally developed by Bienie for "Longhorn Lodge"
- Floating boat set-up originally developed by Bikerdude for one of his missions
Contributors from the Inventor's Guild:
- STRUNK created a prefab (S.T.A.R.S) used for various puzzles and mechanical items, he also helped with models
- Dragofer supplied the experimental func_mover entity (modified by STRUNK to fit the mission purposes)
- Joebarnin provided the script alteration for the mechanical locks
- Grayman adjusted the switch/door mechanics for all sliding doors and fixed several AI problems
Additional ambient sounds by gigagooga
All other new ambient tracks and sound effects produced and mixed by Jack Farmer
Explosion sound taken from freesound.org produced by tommccann
Drowning man sound taken from freesound.org produced by muses202
Engine room machine sound taken from freesound.org produced by Astounded
Electric zap taken from freesound.org produced by Joel_Audio
Briefing video by SirSmokeALot
"Walk On Roses" (title screen reprise)
RC Deickler - Drums & loops
R. Recum - Keyboards
gigagooga - Additional ambient outtakes
This mission is dedicated to all past & present Dark Mod and Dark Radiant contributors - thank you for all of your hard work over the years.
=============================================================
Listen to another crazy inventor and learn more about his sick brain!
Marvel at the latest inventions from the Inventors Guild!
Sneak through long forgotten ruins and face (yes. I know, once again) the unspeakable evil!
Show the undead that the living are not to be trifled with!
Solve puzzles the complexity of which would even melt the brains of Nobel Prize winners!