-
Posts
1567 -
Joined
-
Last visited
-
Days Won
73
Posts posted by JackFarmer
-
-
2 hours ago, nbohr1more said:
I believe dmap bug was introduced in 2.07 or later and was fixed in 2.10. Someone probably dmapped it when updating the mission to fix asset compatibility but caused this artifact...?
This also existed with 2.05 and 2.06. As far as I can remember, it always occurred when stairs were created from brushes.
The workaround was to simply convert everything to Func static. Since 2.07, however, I haven't observed this anymore and don't currently see it in my work with Beta 4 in similar constructions.
-
6 minutes ago, AluminumHaste said:
I'm on latest source code build
Wow cool, the statement was true for the 2.10 release and I was not able to create the effect for large lights - have not tried it with newer beta versions or dev builds.
Good to know that it's more flexible now.
-
1 hour ago, AluminumHaste said:
Huh, the wiki says that volumetric lights won't or might not work on large volumes.
Seems to work just fine.
with beta 4?
-
30 minutes ago, bobber1 said:
This is one of the best most visually attractive missions I have ever played! I'm working my way carefully through the Citadel library and cannot figure out how to get to the uppermost rotating library shelves. Is it even possible?
Thank you very much!
As for your question, short answer:
SpoilerNo; everything you need, can be found on the two lower parts.
More precise:
SpoilerThe middle part
Extremely precise:
SpoilerYou should really check every side of the middle part
- 1
-
4 minutes ago, Dragofer said:
Do you mean because of difficulties aligning the grass with the floor? That wasnt easy for me either, at least with the large grass models.
Exactly.
-
I've tried it with the "Myth" area (you know what I mean). Since the terrain is very bumpy, it does not really work (and it is a cave where you would not expect wind); thus will keep the static grass as per the screenhot on Discord.
-
2 hours ago, Acolytesix said:
You know I’m in
Thanks, I take it making "real" screenshots does not pose a problem anymore with your new computer?
Will PM you details.
-
1 hour ago, nbohr1more said:
Bikerdude is the main author ( other than grayman ). JackFarmer keeps in contact with him off-channel so he offered to assist with this post before Amadeus or Dragofer were available.
I wonder if there is a specific reason why I always get such bizarre questions or comments for beta testings or other posts in the Editor's forum (get back to my other beta testing threads and you will understand what I mean).
Anyway, thanks for your explanation; I almost let go of something I haven't written here in six years.
- 1
-
3 minutes ago, nbohr1more said:
If I'm not mistaken, this mission is meant to coincide with the upcoming 2.11 release so I am guessing players will need to be on 2.11 beta-04 ? ( or newer )
Thank you, will edit OP.
-
- Popular Post
- Popular Post
Beta Testing: "Seeking Lady Leicester"
As most people here know, grayman, longtime lead coder and mission designer (best known for the "William Steele" series), passed away in the spring of 2021 from cancer.
According to grayman's will, his son has subsequently donated two unfinished missions to our community. These two projects are completely independent of each other and there is no relation to grayman's well-known "William Steele" series.
The mission "The Black Mage" was completed by me last fall and released on Christmas 2021.
Bikerdude along with Amadeus and Dragofer have worked for almost 18 months on the second incomplete mission "Seeking Lady Leicester", ready now for beta testing.
This is a mansion mission, but it also includes outdoor areas. The playtime is about an hour if you run through it quickly, but if you want to see all the locations and secrets, you'll be busy for several hours. From the feel of it, I would say that this is an advanced mission, so it's surely above "The Black Mage" in terms of difficulty.
I haven't played it myself yet, but I've looked at it, and it looks damn good, just like everything else Bikerdude has produced in the last few years.
Please sign up here for beta testing, if you can test on 2.11 b4 or higher as this will be a 2.11 release. I then will provide you with details for testing via PM which will take place via Discord. It would be very nice if we could get a lot of testers for this mission, because this release will be the last one that will include graymans name in the authorship. He was very meticulous about testing, so let's not let him down.
Jack
- 10
-
On 12/25/2022 at 1:00 AM, datiswous said:
Cool! Are these screenshots taken with 2.10? Because it could be that I see some dithering pattern in screenshot 3.
I think you are right; these shots have been made over the past few weeks.
-
- Popular Post
- Popular Post
-
Merry Christmas, taffers, and to all taffers in the states, beware of robot Santa!
- 1
- 2
-
9 hours ago, Azaran said:Spoiler
There is a fuse in the storage room in the basement. Use this fuse (I think with R) and fit it into the frobable part of the machine that does not work. After that, you can operate the crane.
Yeah, the mantling on top of the building became buggy the last few years and I do not know why.
Regarding the
Spoilerstorage key: There are gratings that allow you to enter this area without opening the front door.
Is there a special reason why you are playing it in reverse order? Some of the story elements are linked together.
-
12 hours ago, Azaran said:Spoiler
You do not have to go back to the starting area. No backtracking like that needed. What you have identified as a hearbeat is a machine sound.
Search for a room with two water pools. This room has two doors enabling you access to areas where you will have more luck finding what you need.
-
-
10 hours ago, datiswous said:
I'm willing to test. You could give me a testmap with the problematic scene. But you can also wait a year. Maybe we know more then.
Yeah, let's wait with testing.
-
Did not really make good experiences with path nodes and fire elementals in the past, thus I would like to keep them on random patrol. I've placed four of them in two area (each area two), and at first it worked fine.
This is how it looks in the room where it still works ok (in a single event in four weeks one of the bats entered the cave (you can see the cave entrance at running time ca. 1:00) and got stuck. But this did not happen again since then.
Here comes the other area and it is so weird: when I first put the bats there, they worked as in the first video, but then suddenly they stopped moving...and I did not get them to move again since then. Every time I start the mission, they stay in a certain position (not sure whether this is the position at map start) as you can see in the video. Changing the positiond of the bats had no effect.
I understand that small rooms may cause problems but I do not understand that at first it worked as it should, hm....
Anyway, I have wasted lots of time with this. I'll try again next year when I add gameplay, will keep you posted.
-
On 2/9/2022 at 11:41 PM, datiswous said:
Animal patrol mode also works. Weird enough it can be combined with a patrol route to get some random behavior added to the following of the route. So it flies around a bit and then flies to the next point, then flies around a bit again..
Also, in animal patrol mode (with a set patrol route) it can fly at different heights, by setting the path_corner entities at different heights. This doesn't work properly in normal patrol mode.
So I simply use path nodes as for fire elementals to create a route for the bats?
-
On 11/22/2022 at 1:30 PM, datiswous said:
How do I make ai nonsolid? Setting solid: 0 in DR doesn't work
I am not sure that's possible at all. @Dragofer?
-
- Popular Post
- Popular Post
Happy mapping on this beautiful, because rainy and cold, Saturday to all mapping taffers!
kingsal's beastmen, regular pagans, a very fitting AI from another misson and selected mages will be populating this area. You cannot see it in this screenshot, but you feel the humidity when walking around ingame, I am already exhausted!
- 17
-
10 hours ago, SeriousToni said:
Okay setkeyval should be the thing to try for me next
Did it work?
-
-
Hidden Hands: The Anomaly
in Fan Missions
Posted
There will be a final chapter. Since it is a massive project, I am afraid it will not be released before 2024. Also have an attack of mapping allergy right now. If you haven't played it yet, you can try "The Black Mage". It's not part of my series, but it plays very similar as I have co-authored it.
The voice actor is long time DM voice talent contributor AndrosTheOxen. I have to agree with you, there are definitely similarities to John Cleese. Of course, I also asked the latter, but he didn't have time again. He won't get any more cake for Christmas!