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Posts posted by JackFarmer
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Update:
Started playing ca. 2 hours ago.
I have finished the prologue and a few minutes ago a talkable elevator said "Good luck, idiots" to my two lads.
I must say: I love it! Thank your for this recommendation.
The J/R sequences are not too complicated and most of the puzzles have been quite logical (till now). I never made good experiences with P&C in the 80ies and 90ies (Manic Mansion, Monkey Island Series), thus this game is some sort of revelation for me.
The dialogues are great, especially when it comes to comparing gameplay technology over the decades.
The soundtrack is great, too. The themes used till now provide for seriousness and the track played in the area with the "banging door" reminds me on David Bowie's 1995 album "Outside". A good reference with respect to the "apocalyptcial" circumstances.
Right, let met return to my guys and do some more serious combining....er,I mean "crafting", of course.
Jack
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10 hours ago, PranQster said:
Pole in hand was super easy. But binding AI to anything goes kaput.
I recall from an earlier discussion with Springheel and Obsttorte to use an audience entity for that.
However, I never tried it and thus do not know whether that could work.
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While waiting for final external contribution before I start optimizing/beta testing my next mission and having nothing else to do (except for staying at home and doing tedious household chores interrupted only by spotaneous running or drinking sessions), I have decided to follow your recommendation and thus will do something I haven't done till now:
I will create a steam account to get this game!
Hold your breath and stay tuned for the shocking experiences I will share with you guys!
Jack
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Reminds me of old Amiga music software we used back in the day...this is much more advanced, of course.
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This looks cool and funny.
Thank you for your reports.
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First thing that comes to mind is Volta 2: The Cauldron
Though, one should have played Volta 1 before starting Volta 2.
Both missions are excellent and DM references.
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27 minutes ago, refl3ks said:
Side note: I'm in the process of blending the road in better with grass, any suggestions would be appreciated.
Check Amadeus' recently released mission "A good neighbor". It uses patches with the following material:
textures/darkmod/nature/grass/grass_edge/path/dirt/dry_earth_muddy_path
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Ah, yes, of course, the usage is defined there, thus DM does not like its removal before editing of the custom_script accordingly.
Will do!
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That worked! That worked!
Activation of both func_movers and subsequent frobbing of the map does not cause crashes anymore!
I removed the def file but kept the reusable_script as removal of the latter prevented DM from starting in the first place.
Thank you very much for your help!
In my potential mission "The Inventors Guild", you will not only get a mention, you will get your own statue - in the "Hall of Inventors"!
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You are right, I have just tried two arrangements:
1. If the player grabs the map BEFORE activating the bobbing, then everything works fine and the grabbed map causes no problems
2. If the player grabs the map AFTER activating the bobbing, then DM crashes to desktop.
In total, I have two of the func_mover_dragofer entities in my map.
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15 minutes ago, STRUNK said:
Ok, I'm working on a very simple script now and only have to know how many object jou want to have bobbing, and if I know how much they should translate, and in what direction, I can put that in the script already.
Sorry, I think we have a misunderstanding here, your scripts work perfectly. I have found out that a different item causes the problem:
Once the player carried out several steps (that includes activating the bobbing entity), an in-game map (entity name: map_of) can be grabbed by the player. As soon as the player grabs this particular map, the game crashes to desktop.
Even more strange, I have two of these maps in my mission, but only the second one causes the problem.
Thus I have copied the relevant entity into a test map, and there everything works fine. Conclusion: there must be something wrong in my WIP map.
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59 minutes ago, STRUNK said:
Maybe replace the def and script files with the ones below, where I got rid off a lot of code that you don't need.
custom_func.def 2.69 kB · 0 downloads tdm_reusable_script.script 2.07 kB · 0 downloads
I am afraid the crashing comes from the map's complexity as copying the relevant assets (map of_entities) to a test map shows that everything works as it should.
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24 minutes ago, STRUNK said:
Maybe replace the def and script files with the ones below, where I got rid off a lot of code that you don't need.
custom_func.def 2.69 kB · 0 downloads tdm_reusable_script.script 2.07 kB · 0 downloads
Thank you! Will give it a try!
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41 minutes ago, STRUNK said:
Ok, that sucks. Could you send me the puzzle so I can try to fix this somehow?
Thanks, let me try some more changes. If I do not get it working, I will get back to you.
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18 hours ago, STRUNK said:
Correction, it works, but after activatiion DM crashes. Not always, but very often. I have tested the function on two machines with differing hardware configurations.I found the problem: some related readable is causing the crashes.
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2 hours ago, STRUNK said:
Yes! I can already see the end of the tunnel
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Hmm..the link above does not work any longer.
However, I did exactly as describe by you with the first file (though I had to add the .txt file with "Bobbing" as this was not included with your .pk4.
In game it looks like below:
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1 hour ago, STRUNK said:
I mimicked a func_bobbing with the experimental func_mover_dragofer and it works if not set to interuptable: so the up or down movement always completes after shutting it off.
It's essentially what you could do with a sliding door, but with this func_mover you can set acc- decelleration time, so it looks like a func bobbing. It is triggerd by a trigger_timer, set to 0.1 sec longer then the move time of the func_mover, so it keeps bobbing when the trigger_timer is activated. Deactivate the trigger_timer and the bobbing stops.
Thank you for that. However, I do not get the pk4 working (if I use the lever, nothing happens). You sure this is the same setup as in the video?
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Yeah, I tried as well, but it does not work. That would have been a cool solution.
For some reasons hide does not work with func bobbing.
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I am still trying to find a way to activate/deactivate func_bobbing entities, but still I had no luck.
So far I've tried:
- start_on
- start_off
- on
- off
Is there really no way to start/stop this entity?
Lair of the clockwork god
in Off-Topic
Posted
Hm....Northern American non-metric system?