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JackFarmer

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Posts posted by JackFarmer

  1. 1 hour ago, Dragofer said:

    One solution would be to make each hammer unique. One could be fancy with golden elements, one could be a worn old hammer, another could be a warhammer. Would fit in with the religious theme, too (i.e. how the true holy grail in Indiana Jones was just a wooden cup while all the fancy gold ones were death-bringing fakes).

    Yeah, I know what you mean. The problem is, I have already several other puzzles with such naming conventions in the mission and I do not want to overdo it. Plus, I simply do not want more of those artefacts with adventerous names needing readables to explain their origin. :)

    Thus, I will go with joe`s suggestion. It is not the most elegant solution, but it works.

  2. 6 hours ago, joebarnin said:

    Just guessing here, but maybe there's a conflict because the hammers are stackable, but each uses a different model. Maybe the code can't handle that situation?

    Possible workaround: make them non-stackable. You'll get separate items in your inventory. Does that avoid the problem? You might have to use different inventory names (Ritual Hammer 1, Ritual Hammer 2, etc). Maybe not an optimal solution.

    Is the reason you created four models that the hammers all look different?

    Yes, you are right; giving it differing names (Hammer 1, Hammer 2, etc.) works, but it looks so uncool, as you have now identical objects displayed separately in the inventory.

    The hammers are all identical.

    The reason why I added four models was, that I thought the problem is, that I only have one model and the code searches for additional cm files. That's (of course) not very logical. however, it made no difference anyway.

    Hm....

    Edit:

    This was the original setup (used four times), but it did not work:

    grafik.png.6cb820084d3fd6d33268c90e061da829.png

     

  3. Two more essential puzzles to add, put these last two puzzles are driving me crazy.

    I have a puzzle that requires the player to collect four items (Ritual Hammers). The items shall later be placed somewhere via S/R. (However, that's not the issue.)

    I have created four items as defined below:

    grafik.png.048b280c731c37ea56ed431c32989a58.png

     

    Note: I have created for each moveable a separate model (thus the numbers) and I have saved for every separate model a CM in the models folder.

    Result:

    When I collect all four items (without further interaction), then everything looks ok:

    grafik.png.b1e0404f05a8cf808ebf0109d29bdb27.png

    Four ritual hammers in the inventory. Great.

    The problem is: If I collect more than one Hammer and press "R" for removal, I receive the following game error:

    IDMoveable "IDMoveable_atdm:moveable_custom_Item_190x": cannot load collision model. -"  ("x" is a differing parameter)

    How can that be? Please note: If I collect only one random hammer and press "R", everything works ok and I can drop the item.

     

    Jack

     

     

     

  4. It would be great if mappers could define EFX within DR.

    The info location entities are needed for definition of relevant areas anyway.

    Thus, I wonder if there is the chance to add a new property there, something like: "efx" and when applied, it should display  "Select Reverb" (similar to "Choose Model/Choose Skin" for other entities).

     

     

     

    • Like 2
  5.  

    3 minutes ago, Dragofer said:

    Wouldn't it be enough just to have a speaker playing that sound? You can either set "shakes" in the soundshader (as you've done) or "s_shakes" on the speaker to let the screen shake whenever the sound plays - I've used that in Down by the Riverside mission 2 for metal stress sounds. Can't think of anything else that a func_earthquake entity would have to offer.

    Good idea, will try that, thank you!

     

    • Like 1
  6.  

    How do I get the func_earthquake entity working?

    grafik.png.365ebdcd35a5b5bb2332f6ce03fec408.png

     

    This is how snd_quake is defined in the sndshd file:

    grafik.png.8283111b492f84d090efadb9fcccbbf5.png

     

    Result: When triggering the func_earthquake entity via a simple trigger_once entity in a test map, nothing happens...

    The wave file works correctly and uses 44100 hz.

     

     

  7. 1 hour ago, demagogue said:

    Oh a third issue is that my history was developed specifically for my campaign, which I also can't guarantee is consistent with the overarching canon... Originally my version of the Menoans was like the Arab/Ottoman equivalents, but it seems the canon interpretation is they're more like the Spanish and the moors to the south are the Arab/Ottoman equivalents. And I think I started to rewrite things from that perspective (replacing Menoa with the southern empire, I have to look up again what name I came up with them, something like Ghazali?), but then that also raised the question of who are the Menoans then anyway, and I had ideas, well if they're like the Spain equivalent, then maybe they'd also been occupied for a long period by the Ghazali. What I mean to say is there are lots of issues like that where basic questions about our world and history have to be answered one way or another that could have big implications.

    Maybe I can put some texts together and we can have a community discussion about it. That might be a fun kind of fan thing for us to do, if people actually got into it. 

     

    To be more specific:

    I would like to set up an objective like "Find all four books describing the history of xxx" in my mission. 

    The books then should include text that focusses on a certain event in the history. The books should then explain the facts scattered over several volumes. It is certainly not necessary for every book to contain walls of text.

    Do you think you could do something like this for me? That would be great.

    The library:

    HHTLC_Library.thumb.jpg.2e01e655444fada00535793d0c122587.jpg

    • Like 4
  8. 5 minutes ago, demagogue said:

    If the City and Tamriel are in the same world, there's all sorts of questions you'd have to answer before you get to that question. I like to think that both Thief's City empire and TDM's empire both should be about as large as Tamriel (we don't often refer to how big our empire is in most FMs or refer to other distant parts of it, but we allude to it in maps and texts, and I think we should be referring to it more often.)  In that respect, I think they'd be evenly matched. But I don't know the history of the City and its world well, so this mostly applies to our empire. 

    On that note, why don't you frame this question in terms of our own universe?

    The Empire of Bridgeport & Sancta Civitas forbids magic, and the neighboring Menoans arguably openly allow magic. So that's the equivalent of your question in our world. And the answer is there have been a long history of wars between the two empires, with magic and religion often being a central point in the conflict, and the borderlands have been part of both empires.

    The campaign I scripted for TDM is set during one of these wars during a Menoan siege of Bridgeport. Long story short, our Empire survives, but it's internally rattled. 

    Hello dema,

    My next mission will include a library and I am currently collecting text for several books. Do you happen to have unneccessary history text you could provide me with?

  9. I want to include custom pictures and followed the workflow as described in the Wiki, but ingame my result looks very dark and greenish:

    texture.thumb.jpg.d3fcb986d4adf99aedf47996fb4b7055.jpg

     

    I have created a 24bit TGA file of the Builders depicted above and created the following material file:

    textures/puzzle/sample
     {
        surftype15
        //description "painting"


        bumpmap          textures/puzzle/sample
        diffusemap         textures/puzzle/sample    
     
        {
            if ( parm11 > 0 )
            blend       gl_dst_color, gl_one
            map         _white.tga
            rgb         0.40 * parm11
        }
        {
            if ( parm11 > 0 )
            blend       add
            map         textures/puzzle/sample
            rgb         0.15 * parm11
        }

            // TDM Ambient Method Related
            {
                    if (global5 == 1)
                    blend add
                    map                             textures/puzzle/sample
                    scale                   1, 1
                    red                             global2
                    green                   global3
                    blue                    global4
            }
            
     }

     

     

    What is my mistake?

  10. 13 hours ago, Destined said:

    For this case, I would suggest the used_action_script (see Wiki page). This way, the player wouldn't even need to drop the skull into his hands, but could use the skull on the casing directly from the inventory. The downside with this is, that you would need to write a script to do what you want to happen. Apart from that you could try to use a custom stim. You could give the skull a custom stim with a low range and the casing a response to the same custom stim and use the S/R system as usual. However, I have not used custom stims much myself, but there is also a Wiki page on how to create a custom stim

    I don't know what I have been doing, but you are right, it works with S/R - see attached map. Grab the skull, press "R", walk towards the brush and see what's happening. :)

    Thank you!

    Geep ist right, the S/R system is a very powerful tool.

     

    frobtest.map

    • Like 1
  11. Yeah, very good with respect to overall message, atmosphere and gameplay.

    Personally, I think that Bioshock 1 mirros the  "frame-him" gameplay story of several other well-known games (Thief, System Shock 2, Dead Space 1, Dishonored  1 and the newest Prey) that is:

    1. Player fulfils certain missions instructed by an apparently well-meaning third party

    2. Player finds out that he has been framed by the third party (and/or the third party used a disguise)

    3. Player has to deal with the consequences and eventually turns against his former alley.

    If you look through the events happening in all of the mentioned games, you can easily identify the similarities. :)

    However, I liked all of these games, but I was quite disappointed with Prey; the gameplay did not appeal to me and the loading times towards the end of the game when you had to re-visit several areas over and over again was the nail in the coffin.

     

  12. dropitem.jpg.f170ae71d6b5def85212f2320890262c.jpg

     

    1. The player shall pick up an item (A) that goes into the inventory

    2. Then this item shall be dropped into the player`s hand (keyboard "R").

    3. Then the player shall frob a casing (B) with the item (A)

    4. When the casing has been frobbed, item (A) shall be removed from the inventory and the till then hidden func static (C) shall show up (and some other action shall be triggered. e.g. a light shall be turned on)

    I anticipate I can do that with the objectives editor ("let entity A be within a radius of xxx"), but I would like to set this up via S/R...that is, if it is possible?

    I have attached a test map. I do not know how one can frob something when holding an item in the hand. Maybe this is not possible in the first place?

     

     

    frobtest.map

  13. 7 minutes ago, Dragofer said:

    In the testmap the frob stim has ID #1, while the frob response has ID #2. When you delete the frob stim the frob response keeps ID #2, and it looks like the S/R system doesn't work if there's no ID #1. That looks like a bug.

     

    Ah, I saw that and already thought there was something wrong when.

    Thank you, I will use this set-up then.

     

     

  14. 43 minutes ago, Dragofer said:

    That's good to hear - but you don't need to give the book a frob stim, only a frob response. T

     

    You mean the fake book? I just removed the frob stim from it, but then it does not work anymore...

    attached: testmap with working set-up (book = fake / scroll = goes into inventory - the door was just to test whether I can bind the fakebook to a rotating unit)

    fakebook.map

  15. On 3/1/2020 at 7:35 PM, Dragofer said:

    @JackFarmerYes - the fake book is frobable and has a S/R towards frob that frobs the real book and deletes _SELF.

    It'll look like you added the fake book to your inventory, even though it was destroyed and passed on the frob to the real book that's far away in your blue room.

    I finally got it; the fake book can have both stim and responses. Thus I gave the fake book the stim "frob" AND the response "frob". Additionally, the latter received to actions: 1. frob "real book - 2. remove_self. That works perfectly.

    Thank you very much, that solves one of the last problems with the puzzles.

    However, there is one more problem that might work with S/R as well but I do not know how to set it up. I will post this issue here asap.

    Jack

  16. 6 hours ago, Dragofer said:

    @JackFarmerwhat you can do is make a fake func_static book - frobable and bound to the bookcase - and give it S/R to frob the true book that's in your blue room + remove _SELF.

     

    remove_SELF is supposed to remove the fake func_static book from the map once the "real" book has been added to the inventory?

  17. 1 hour ago, demagogue said:

    This is completely aside, but I've always wondered why non-English speakers say they "will revert to you", since the word revert has nothing to do with replying. They do it here in Japan too. Literally it's saying that I will transform back into you, my original form. Oh well, I'm not going to change the usage of who knows how many 100s of millions of people and this is off topic, so carry on. XD

    That's not correct English? Oh lord, how embarrassing. I have been using this phrase for years now. I do not recall precisely, but I think I adopted this "saying" during my work stays in Singapore and KL ca. ten years ago....

  18. 54 minutes ago, Dragofer said:

    @JackFarmer If the flame entity is def_attached to a torch you can trigger the torch to toggle the flame. If it doesn't work for a torch, then I 100% know it will for an oil lamp like atdm:lamp_oil_wall_hanging_lit. Can start with that lamp entity and modify it to your liking.


    If you want special properties on the flame, i.e. custom light_radius, you can use "set light_radius on flame" etc. spawnargs.

    Check the name_attach spawnarg on the lamp/torch to see if the def_attached flame is really called "flame".

    Thanks, will check and revert to you.

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