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Everything posted by JackFarmer
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So, what are you working on right now?
JackFarmer replied to Springheel's topic in TDM Editors Guild
Hidden Hands: The Lost Citadel, Part I: The Weir Thank you so much @Dragofer. The skybox forest section of yours is perfect for the mission's requirements. As with Vitalic Fever, I will introduce several new Builder's inventions. Some examples are shown above: a. the medieval walkie-talkie (strange messages ahead!) b. the century-old crane (can be rotated in two (!) directions) c. the ancient AI charger (nobody knows how it actually works) ....and lots of other items/machines for which I still have not figured out what purposes they should fulfil in the first place...let alone how they should be named! Hmm...Amadeus will have to come up with lots of crazy readables explaining the items in question! The mission will consist of three parts. All three parts will be in one mission. Hopefully I can show more at the end of the year. -
launching DR gets unhanded exception
JackFarmer replied to joebarnin's topic in DarkRadiant Feedback and Development
It must be located where Joe says. Something like that: C:\Users\username\AppData\Roaming\DarkRadiant Most probably the folder "AppData" is hidden on your machine. Check your credentials and settings. -
An alluring & titillating French voice, and Martin L. Gore is singing background. Hmm...maybe DM should have done it this way back in the eighties!
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This topic must not die, thus I have to take over. This US band is named after a song from German's most influencial music group from the 70s:
- 345 replies
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- music
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Tagged with:
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Me too.
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Cheers, babe, I am delighted that you enjoy this mission und beste Grüße aus dem tiefsten Süden!
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I am afraid it has not been uploaded to the in-game mission loader till now. Please use one of the download links provided by nbohr1more.
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So, what are you working on right now?
JackFarmer replied to Springheel's topic in TDM Editors Guild
@JW: The shot is a little dark. Please note: Screenshots from DM do not possess the gamma settings from your DM preferences. Thus, you have to adjust brightness/gamma manually via a program. Please replace your shot from above with a brighter one. -
So, what are you working on right now?
JackFarmer replied to Springheel's topic in TDM Editors Guild
Early shot from Hidden Hands: The Lost Citadel (Part I: The Weir) The mission will consist of three parts. -
I have the feeling that this happens more often with vertical brushes next to stairs made of brushes as well?
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Back in the day when Stan Ridgway was singer with Wall of Voodoo they did a cool version of a famous J. Cash song:
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yo.
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A hint for you:
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The object does not trigger because....
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Canada's best since Neil Young. Period. I have to admit, they do a lot of covers (most popular perhaps their take of the Townes Van Zandt song "Waiting around to die" used in an episode of "Breaking Bad", season 2), but this is why I bought all three available albums from them (and I liked all of them):
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Hello Dyger, I am very sorry, I did not foresee this problem during mapping and beta. The relevant command does not work consistently for reasons I do not understand
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Hidden Hands: Vitalic Fever Filename : hhvf.pk4 Date of release: 20/07/2019 Latest Version: 5 (21/04/2025) Version 5 - changes: - fixed defective ambient light - added subtitles (thanks to @datiswous) - added compressed briefing video (thanks to @datiswous - fixed/replace (defective) textures - added a few new models and items - added new title & loading screen - ...made a few tasks a little easier - dmap with 2.13 Hidden Hands Series: I. Initation - II. Vitalic Fever Jack Farmer: mapping & drafts Amadeus: alpha testing, geometry fixes, performance checks, drafts for gameplay and objectives, revision of all readables, dialogues & narrator texts Grayman: AI fixes, gameplay fixes, trap fixes Duzenko: alpha testing, performance checks and improvement tips Beta Testers: - Joebarnin - Cambridge Spy - Boiler's Hiss (aka "The architect's darling") - Jedi_Wannabe (aka "The man of many voices") - Amadeus (aka "The Writer") Voice actors: Malasdair Narrator Jedi_Wannabe All four guards chatting about the guests, chickens, inventions and unusual job interviews New Horizon The educated Builder Goldchocobo The naive Builder Special thanks to: - Springheel, Sotha, and Fidcal for the tutorials. - VanishedOne, Stumpy, Destined, Grayman, Joebarnin and ERH+ for patiently answering my questions solving all the in-game problems. - PsymH (aka "Stringer Bell") for connecting me with the right guys on TTLG for additional voice acting. - Goldwell for teaching me how to integrate a custom video in a fms and helping me with troubleshooting during the integration of one of the Builder's voices. - 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. Contributors from the Inventor's Guild: - Destined wrote a new definition for the "spidsey-babsies", enabling those beasts to move through tunnels. - Grayman wrote a script enabling Halfrid to hold the quill only when it is needed. He also fixed several other AI problems with respect to path finding, damages and interaction with light switches. Pilfered items: - Portal sky with hills and trees originally developed and arranged by Sotha for "Thomas Porter: The Transaction". - Frobbox booster re-created from a map originally developed by Grayman All new ambient music and sound effects written, performed and mixed by Jack Farmer. Briefing video by SirSmokeAlot Pictures Version 5 - changes: - fixed defective ambient light - added subtitles (thanks to @datiswous) - added compressed briefing video (thanks to @datiswous - fixed/replace (defective) textures - added a few new models and items - added new title & loading screen - ...made a few tasks a little easier - dmap with 2.13
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A lute player that responds to player's actions
JackFarmer replied to JackFarmer's topic in TDM Editors Guild
Check my post on April, 25th and the following discussion: This was also the very first thing I tried, and I am sure that it dit not work which made me search for other options. On the other hand, with different objectives types (grab item "xxx") it works perfectly - I had such a set up in my first mission. Conclusion: - you can silence a speaker with completion target when triggering this event through a "grab item" objective - you cannot silence a speaker with completion target when triggering this event through a "high alarm" objective (and the other way round) -
That was my first thought. The problem is, some of the completion targets in the relevant objectives are already occupied with other commands, and I think I cannot add more than one completion target...?
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Hello grayman, Unfortunately, it does not work, and I did not want to bother you again with this problem. If ok fro you, I will create a pk4 with a quicksave shortly before the player can end the mission.
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A lute player that responds to player's actions
JackFarmer replied to JackFarmer's topic in TDM Editors Guild
Yes, this is the only thing I could integrate into the mission. Turning the speaker off though does not work; the speaker needs to be teleported away. If I could teleport the speaker back into place once alarm level decreases and lute players starts playing the lute again, then everything would be ok. However, that does not work.