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Posts posted by JackFarmer
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On 9/15/2023 at 3:42 AM, taffernicus said:
Outstanding.
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On 9/5/2023 at 12:11 PM, Zerg Rush said:
She looks familiar. Is this the polish musician you posted earlier in this thread?
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Make the visportal the exact same size as the trapdoor, see attached map with changed portal size.
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3 hours ago, Marbrien said:
I noticed that in The Anomaly the explosives seem to be defined as a key, so maybe the issue is key-related.
That's right. The key entity type was used because all other related entity classes do not work when they should interact with world objects as in the above mentioned example in HHTA. For reasons unknown that only works with the key entity class.
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19 hours ago, thebigh said:
OK, I'm tearing my hair out over an end-mission conversation cutscene. I'm activating a script along these lines
void gameover() { $badguy_atdm_teleport.activate($player1); sys.fadeTo('0 0 0', 1, 2); sys.wait(2); $gameover_cam.activate($player1); sys.fadeTo('0 0 0', 0, 2); sys.wait(2); $start_gloatconvo.activate($player1); sys.wait(7); $player1.missionFailed(); return; }
Basically I teleport the badguy into position, fade to black, transfer the view to the camera, fade back in, and begin his conversation. Unfortunately, he just stands there and won't do his monologue. Sometimes he even freezes completely, not even doing his idle movements. If I comment out the $gameover_cam.activate and noclip there, the conversation does work correctly.
What am I doing wrong?
camera_suppress.map 14.85 kB · 0 downloads camera_suppress.script 609 B · 0 downloads
Here's a minimal example of the problem. Press the red button, the camera activates but the guy's conversation won't play. The green button triggers a script that's identical except that the camera is commented out- and his conversation does trigger.
Give the AI the property
cinematic - 1
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17 hours ago, thebigh said:
Battlestar Galactica reference!
No one has noticed yet, well spotted.
I'm curious whether you can identify the references in "HHTA".
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On 5/9/2023 at 11:53 PM, Zerg Rush said:
Good for an heart attack,
"Not even Mission Impossible has this level of persecution. The policeman is an ace"
If this is real, then it is by far the most incredible traffic thing I have ever watched. You must see it to believe it.
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In the meantime, I played the first level, which means I was able to activate the first elevator.
I don't know the original game, I only know System Shock 2, and I have to say that this one is damn close to the latter, but looks and sounds considerably better!
Absolutely traditional, nothing is explained here, you have to figure everything out yourself. I like that.
As has benn said before, I also had problems recognizing if you can interact with certain objects:
SpoilerThe fact that these strange electricity towers or whatever they were had to be blown up in order to create a bridge, I only noticed by chance. I would have gotten stuck on that for sure.
Anyways, great game.
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54 minutes ago, madtaffer said:
You can clearly see that the developers of Bioshock are behind it.
They already had objectivism, a form of socialism and exceptionism as a motif...what will happen this time? I'm really curious!
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Bioshock Infinite - Burial at Sea, part II
Very sneaky.
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Sound shaders used in conversations are given the reverb effect defined in the associated efx file for the defined info location.
If you have a room with an intense reverb (example: efx cathedral), then the voice files are sometimes not easy to understand. If you could use a different reverb for the voice files (then maybe exf Medium Stone Room), it would be more understandable again.
Question: Is it possible to define a different reverb effect independent from the Info Location for such voice files?
It wouldn't help if I converted the voice files with a more "understandable" reverb using an editing program, because the defined room reverb via the Info Location would still be applied, which would probably only make things worse.
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9 hours ago, Dragofer said:
In this case their advantage would be that you can more easily make it a single-use thing.
Yes, I had thought of that too, but since @refl3ks hadn't mentioned it, I left that step out. I would have solved this then through a Response on the switch; whereby with the Response "make unfrobable - _self" only a unique Frobbing would have been possible.
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Edit: Sorry man, had to correct step #1 as I forgot that water brushes always have to be converted into water entities.
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1. Create a water entity (=water_source)
2. Create a small brush (size does not matter) and convert it into an entity of the class "sliding door" (=water mover) - give it the properties
a. frobable - 0
b. noclipmodel - 1
3. Give the water mover the follownig spawnargs to remove the default sounds:a. snd_move - nosound
b. snd_close - nosound
c. snd_open - nosound4. Bind the water_source to the water_mover
5. Give the water_mover a fitting translating value, for example "400 0 0"
6. Target the water mover from the switch in question
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If there are no overlapping routes of different AIs, then the whole "knock out guard and hide" routine is no longer a game element, because knocked out guards would not be found anymore. I dare say that would then also be criticized again, as it would probably make the game easier in general.
Alternatively, it would be necessary to arrange the routes in such a way that the guards at a distance only see each other at certain points, but sound the alarm if one suddenly doesn't show up anymore. The latter is not possible with the current mod version and I'm not sure if it would be technically feasible.
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On 6/18/2023 at 4:52 PM, STiFU said:
I fully agree. And I also love the visuals. They are just fitting and perfectly resemble what I imagined Citadel to look like when I was a kid.
Here's what I wrote about the game:
Downloading now! If I don't like it, I will come after you. With torches. And fire. And more fire.
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On 6/19/2023 at 10:37 PM, BlackMagic said:
Guess some change in base code over past 4 years.
Rather unlikely. However, I'd be happy to look into the problem if you PM me a download link of your WIP.
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46 minutes ago, BlackMagic said:
if the door is a round brush OR a round model, in the game the door is non-solid and non frobable.
Originally the door was meant to be solid and frobable?
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On 12/26/2022 at 6:01 PM, Dragofer said:
Architecture is mostly done and some sparse interiors exist. There used to be more interiors, but they were lost during an incorrect backup overwrite - screenshots of some of those interiors can be found in #2 to #10 of this album and in the .pk4's screenshot folder (which is the reason why I personally have little motivation to recreate them, rather than working on my new & original WIPs). T
From a mapper's perspective, that's probably the worst thing imaginable. I'm crazy sorry. It looked great and I feel for you that you didn't want working on it afterwards.
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2 hours ago, grodenglaive said:
Is there a spawnarg or other simple way to have a fog light be turned off when the mission starts? I just want the fog to turn on when the player enters a particular area. I have a call_on_entry to trigger it, but it needs to be off to start with or I get the opposite result.
If you don't want to try the script solution as described in the post above, you can try the following
1. Create a blue room far away from the map and put the fog light in it
2. Place an atdm:teleport entity at the fog light position in your map
3. Let the atdm:teleport target the fog light in the blue room
4. Trigger the atdm:teleport entity with a trigger_once entity or whatever you have in mind.
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Fan Mission: A Bridge Too Far
in Fan Missions
Posted
Congratulations on the release!