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Everything posted by JackFarmer
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Hello Judith & ERH+, That worked! For the first time I am able to include custom sounds to my map and the sounds are now also visible in DR. Thanks a lot for that! *greatpersonalvictory* Stumpy, I will give your suggestion a try as well and will revert to you.
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Hello ERH+, Thanks for your prompt response. What do you mean with "from the start"? I can only find "Satisfied at start". I have tried that, but it does not work. --------------- "sound: I assuming you have text file with your_sounds.sndshd extension" Errr..no, I do not have. What does that mean in detail? Many thanks for your help, JF
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Signs I want to include some signs: How can I center the text? Objectives In the meantime, I have added three critical objects (steel xyz) for mission success. After completion of two objects in any order, the third cannot be finished. The console reports "Item xxx cannot be picked" (or something like that). What can I do to fix this? Custom Sound How can I add my own ambient sound files (stuff written and performed exclusively by myself) to the mission? If I add my own files to the relevant pk4 files of the Mod, the entire folder is not recognized anymore. If I add a new folder to my mission map folder I cannot select the file via DR. I want to replace the main menu music as well (although the original theme is great) with my own file. How can I do that? Diving into water creates display errors As always, you can't reproduce the problem when you want to show it: If the player dives into water, sometimes the screen freezes, but shows a small window in the lower left corner where "the action" takes place. If one returns to the water surface, everything reverts to normal. How can I fix this? Ambient Light does not work After adding the relevant parameters to the info entities as per graymans suggestion (ambient light dynamic_000) everything worked well, but now, sometimes the ambient does not work. For example: Try #1: dmap and map xxx: ambient light off Try #2: dmap and map xxx: ambient light on Is there something I can do about this? Many thanks for your help in advance, JF
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Well observed and I fully agree. Especially Sands of Time does a very good job and - believe it or not - I wanted to mention this particular game in my previous post but skipped it to reduce the paragraphs.
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Core Designs's TR 1 - 3 had quite simple stories (explore area xxx and show where it leads you, that sort of thing) starting or ending each level with a short render video. After said videos, the player was left alone with a hostile and strange environment. The gameplay was not interrupted with comments or further cut scenes and mysterious puzzles/creatures or situations had not been explained. That left a lot to the player's imagination and added much to the atmosphere. Thief 1 and 2 had been produced in a similar way and newer games like The Talos Principles or Dishonoured follow that structure as well. Please compare this style to the modern approaches as used in Crystal Dynamics' TR reboot or Eidos Montreal's Thief reboot. I don't know about you, but to me most dialogues in said games are - to put it mildly - extremely awkward and destroy more than they add, not to mention some highly illogical actions during the cut scenes. EDIT: "Show where it leads you" transformed into correct English means: "Look where it leads you". Embarrasing mistake due to phonectic similarities between German and English wording.
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I played it on my PS3 back in 2009. The console crashed when I had finished ca. 50% of the game. Had to start with a fresh PS3 and a fresh run. Let me be frank with you: I was really happy after I had "finished" (the wording seems to be incorrect due to what happened next...) the final alien. I think this was the only game I played during daytime - sometimes I also insisted to be companied by friends and alcoholic beverages.
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Good. Here is my Top 5: 1. Tomb Raider 3: Adventures of Lara Croft --> Unique soundtrack, extremely reduced story telling, but the overall atmosphere has not been reached in any similar action adventure since then. 2. Thief --> The perfect mixture of stealth play and atmospheric story telling, plus: the cast for the German voice of Garret is great and (to my perception) much better compared to the English original (which is also very good). 3. Oddworld 2 --> The video game for the rainbow warriors. 4. Portal 2 --> Tomb Raider meets Half Life and combines the best of both worlds. 5. Dead Space 1 --> The greatest shocker of all times ("Alien Isolation" comes close; I have to agree with NeonStyle) and to me it is the true successor to System Shock 2.
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So, what are you working on right now?
JackFarmer replied to Springheel's topic in TDM Editors Guild
@Goldwell: The "rainy street in Grimwood district" video with its hypnotizing calm reminds on the latest Frost/Lynch TV series I watched last week with its long scenes without movement - and I remember your "Red Room" like music in AC2 when talking to the thief... After connecting the dots I come to the conclusion that you must be a huge fan of Twin Peaks! -
So, what are you working on right now?
JackFarmer replied to Springheel's topic in TDM Editors Guild
Hello Goldwell, Great. As always. Wizard. Regarding picture #1: is this a new skybox or is it something I can find in the standard package as well? -
They are running out of ideas. This one looks like a mixture of Dead Space and Mass Effect. Why does almost every game has to be some sort of RPG? I wished some company would start once again with good old action adventures as they did back in the day...I still prefer games like Core Design's Tomb Raider or Crystal Dynamics' Soul Reaver. I am not really interested in good visuals - I prefer good atmosphere, puzzles and mysterious stories with just short video sequences...and most of the new games do not provide for that.
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Chakkman, I still have problems to vote as the games I prefer are available for both PC and PS. Is it ok to pick one which is available for both platforms? I mean, most of the guys picked games available on consoles, too.
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Do you recall the sound wizards from back then with names like Rob Hubbard or Martin Galway or Chris Hülsbeck? Sure you do. I am still wondering how they created their alchemy on the C64. What did they use to create their music? Did they fill in hex data via a machine code display tool?
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It appears you read my mind, how do we serve me request?
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....this is not fair. I started my gaming career (what a bloody word construction) in the early 80s and I think it should be allowed to mention games before the PC era as well?
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Hello Springheel & Destined, Thanks for that; I will do as per your posts. Have a nice week! JF
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I have an office slave who is sitting at a table and writing in a book. I added this as - path anim (s_writing1) -->path anim (s_writing1)--> etc... Question #1: It looks rather peculiar because he obviously writes with his fingers. Can I attach a feather to the animation or does that not work? Question #2: The writing animations lasts ca. 2 or 3 seconds, then there is a short interruption, then the writing anim starts again. Is it possible to increase the "writing" time?
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Placing both the entity and the elevator platform on the basement solved the problem. It works now, thank you very much!
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Hello grayman, Sorry for bothering you once again. In the meantime I arranged the parts as per you recommendation: ...but still it is not working. Do I have to place the AAS entity (in red square) "floating" in the basement or does it have to be in contact with the brushes forming the basement plate or is there something else do consider?
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Hello grayman, Thank you for the prompt response. I have now placed and entity in the floor, but still no effect. The connections betweens the entities is as follows: path corner --> path anim --> button to call elevator (because it could already be in the basement) --> path wait (5 sec) --> path corner - path anim --> button "down" --> path wait (5 sec) --> path corner ---> etc. The AI stays in front of the button, but does not press the button and remains in this position.
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I have a basement reachable only through the prefab elevator (E). If I connect the relevant path corners, the AI does no react and remains at its original location. What can I do to make the AI use the elevator to go to the basement?
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Getting started with the EFX room reverb system (wip)
JackFarmer replied to a topic in TDM Editors Guild
Hello Judith, Thanks a lot for the presets and thanks a lot @stgatilov for the wiki text. Just created the set-up as per the instructions and copied in the cave reverb of yours. Works perfectly and adds significantly to the mood of the settings! Can't wait to hear the other presets in action, expecially the sewer script as I think I have a fitting environment for it. -
So, what are you working on right now?
JackFarmer replied to Springheel's topic in TDM Editors Guild
The Order of Thieves: Qualifying Examination I have connected all areas of my island, and what shall I say? It works! (oh yes, oh yes, oh yes). Let's celebrate with a few new shots: Next week I will start to create new patches in order to replace ugly cliffs and rocks I created from simple patches and brushes. Subsequently I will start adding AI, some more models, readables and a few switches and mechanical devices I have left out till now. I hope to start with beta testing in August...maybe earlier.- 9202 replies
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DarkRadiant 2.6.0 released
JackFarmer replied to greebo's topic in DarkRadiant Feedback and Development
Hello Greebo, Great! Thank you very much for that. Downloading now... -
Gents, Thank you very much for all the suggestions. I will try them out and will revert with the results. Have a nice Sunday.