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JackFarmer

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Everything posted by JackFarmer

  1. Wow, new paintings as well! I really like the guy in picture #3. He looks both terrifying and scared. This will add massively to future horror missions. Oh yeah. Edit: Would be great, if you could post some shots of your work in the relevant thread, I am really curious to see your efforts so far.
  2. I've created a ventilator, then tilted it a little bit towards the ground. The problem is: it does not rotate correctly anymore, it also moves along the other axis (just a little bit). Is there a way to fix this?
  3. From HHI: Can move the mouse everywhere I want under 2.07 - always receive 60 fps in this particular place. I hereby award the guy(s) responsible for this with the new title "Premium Professional". This title cannot be delegated. Thanks again for this!
  4. Hello grayman, Very good, spares me to re-open the map again. Loading the map takes a long time, as you know. Hello Zap, Ah, yes, now I understand. It is the barred door in the basement. You are right; this particular door is actually smaller, but we did not receive problems during beta. I have checked again, and it works fine for me, hm... Sorry, I am afraid I cannot help you on this problem.
  5. I thought there is a "hanging skeleton" model somewhere, but I cannot find it. Any ideas?

    1. Show previous comments  3 more
    2. chakkman
    3. JackFarmer

      JackFarmer

      Skeletons hanging in graveyards? I really doubt that. :)

    4. Springheel

      Springheel

      Everything related to bones/skeletons is in graveyard.

       

  6. You mean the "Audience AIs" which can be found in the prefab folder under the section "ai" ?
  7. Yes, I recall a post (I think from Springheel) somewhere in the editor's guild. I think he also created a test set up to find out the AI behaviour when offering both an elevator and stairs and had this test running for several hours. I think the result was, that the AIs quite often preferred the stairs.
  8. Hello Zap, You mean the door to the right from the elevator? It is a standard size used in the entire building, hm... I am afraid I have no solution for the interruption of the music when quicksaving (found this out after the release). Did you try the highest difficulty level? The mansion is quite well lit then. The necklace is definitely in the pool! :) Thank you for comments and have a nice day! JF
  9. Hi Steve, You've made my day. :) On the other hand, I am pretty sure they are all on the same team. Hm...maybe I should check again. BTW, watching this just provided me with a new idea of how to use these guys in my third mission.
  10. No, your post is not too long. On the contrary, I am very happy with your detailed analysis of the good an bad things as I spent a year creating the mission. This will help me in the future. And you are right with your criticism; there are lots of things that could be improved. Actually, you pointed out most of the problems I identified myself: Thank you very much for this and I hope you will like the upcoming mission as well. JF
  11. Hm, how would you change their state of mind?
  12. Have you played "Stolen" from 2005? The game exactly suffered from this; knocked-out enemies woke up after a short period of time and there was no way to eliminate guards permanently. This kept the players really on their toes...and was most probably the reason that the game did not receive better ratings (although all things considered I personally liked it).
  13. Jep, you are right, Anyways, thanks for playing and glad you liked it!
  14. Uih, 2.07 already out? Very kühl & thanks a lot! :)

  15. I already tried several approaches in the past (thanks @VanishedOne & ERH+), but I can't create such a moveable item even as per you description above. 1. Created a "brush model" --> Converted to func static --> Used save selection as xxx.lwo under the models folder of my WIP ---> model shows up there 2. Created model xxx.low and changed location to the coordinates 0 0 0 3. Created collision model over xxx.low at coordinates 0 0 0 ---> converted to func static 4. Saved collision model model for xxx..lwo --> the collision model shows up in the models folder 5. Deleted model and cm model 6. Created entity atdm:moveable_custom_item and selected xxx.low --> xxx model shows up 7. Added properties grabable/frobable 1 8. Ingame: cannot frob or grab the item in question I don't get it. .
  16. Hello grayman, I recall similar problems with HHI under 2.06. On the highest difficulty level there is a zombie in the entrance of the crypt below the graveyard. During beta testing, the zombie would be sometimes dead at games start (I noticed this maybe two or three times, but most of the time it worked ok). After the release one player also metioned a dead zombie lying there (and thought it was intentional and a very good decision). Coincidentally, I just dropped my new master spiderman in my WIP (2.06) and he's dead everytime I start the mission: At first I thought this might have something to do with the walk speed, but returning to the default value does not change anything. Hm...
  17. Hidden Hands: The Lowest Bid (Working Title) This will be the second mission with the newest member of the Hidden Hands who goes by the name "Lucian". The mission will take place ca. one year after "Hidden Hands: Initiation". Lucian will have to infiltrate a rural house owned by a certain mad scientist he already came across on Blackstone Island. Once again, passionated haters of spiders will have the chance to challenge a new beast - this time with the name "Beelzebub" and domesticated by a certain pagan woman after her beloved spidsey-babsy "Rustyfood" was cruelly drowned by a heinous (and unknown! ) thug before he became a full member of the Hidden Hands. This nerve-racking challenge referencing "Alien: Isolation" will take place in the entire basement, and I have a message for all thiefs who killed poor Rustyfood in HHI: Pushing one lever will not help this time! Geometry: ca. 50% Models/decoration: ca. 20% Lights: here and there AI,gameplay, music & readables:: 0% Mission will be much smaller compared to HHI; Amadeus & Duzenko will help with narration & performance. I hope to have a beta at the end of March. ...and here are some shots from areas I consider ok: : ...and one showing one possible entrance to the "Basement of Brutality" - one can almost sense the presence of danger :
  18. Can somebody please point me to a mission using both the moving thunder clouds texture and the prefab box "thunder & lightning"? I have no luck arranging it in the correct way.
  19. I think this is a harmonium. If I recall correctly, several ambient tracks in Dishonored 2 used it as well.
  20. Hello cavador_8, Thank you very much for your praise, this is really very kind! And you have created a walkthrough as well, I have to admit that I am speechless. Cheers! JF
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