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Posts
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Everything posted by JackFarmer
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Yeah, I misread it. Thank you for the clarification.
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Hello JBERT,
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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
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Hm, how would you change their state of mind?
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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).
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Jep, you are right, Anyways, thanks for playing and glad you liked it!
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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. .
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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...
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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 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 :- 9064 replies
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Thank you.
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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.
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I think this is a harmonium. If I recall correctly, several ambient tracks in Dishonored 2 used it as well.
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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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Version 2 has been uploaded a few minutes ago. Check the spoiler for more information.
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Hello Shadow, Great that you liked it and thank you for your comments. I will check the roofs you mentioned and fix this when doing the vital update for the combination lock.
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Hello Kerry000, Well, I have to admit that I never considered it this way. Thank you very much!
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Hello Kerry000, You are right, this was a happy little accident, however, I myself noticed the following: Conclusion: they decided that it's too boring to fly around in circles and took the initiative for some action!
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Hello pwl, Yes, I can confirm grayman's statement above. These creatures are fully functional...and they shoot on sight! In the meantime, the Master Builder provided me with a script to work around the problem with the combination locks for both gameplay settings ("open on unlock_yes/no").. I have asked my beta testers to check as well. Then we will do an update. P.S. I am very delighted that you liked it!
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Happy New Year...and stay in the shades during the fireworks!
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Hello Kerry000, I have just PMed team members for help. I will get back to you asap.
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Hello GUFF, Regards, JF
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Hello GUFF,