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Posts posted by JackFarmer
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On 11/4/2022 at 7:19 PM, chakkman said:
Do you realize how contradictory that is?
I am afraid you will not get a reasonable answer.
However, try this podcasts series. Very interesting. Unfortuantely, for German speaking audiences only.
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On 10/31/2022 at 5:24 AM, cvlw said:
Hello TDM crew.
I am wondering how to address the situation JackFarmer noted here:
JackFarmer question on particle dripping through brush
I wish to have a simple drip particle. However the drips fall through brushes and modules. I am not {yet} ready to edit particles.
Is there any way to stop particles with a brush or such?
Thanks
Clint
If my recollection is correct, then @Dragoferhinted that it probably could be done with some sort of periodical checking of the distance between the droplet and the brush; a non-trivial scripting task for a newbie I suppose.
It surely is way easier to learn particle editing. If you need help on how to do it, just ask here.
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On 10/19/2022 at 4:53 AM, thebigh said:
It's hardly competition. I'm going to get demolished XD
I am looking forward to your work and I really liked your first two releases, period!
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Mr Axel plays the massive DM reference, Volta 2:
https://piped.kavin.rocks/watch?v=dd6pJk14JaU
@kingsal: That's how I play the games as well, cautious to the max...and because I want to see as much as possible from the cool looking world!
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1 hour ago, MirceaKitsune said:
Think I'm about halfway there. Found another bug in the meantime. Latest dev version of TDM if related.
Please do not report problems in the game thread when it's not map or 2.10 related. Thank you.
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If you continue at this pace, each of my rooms from my next project will be created with a different version of Dark Radiant!
When are you actually going to play another mission or two? When you retire?
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On 10/24/2022 at 6:57 PM, datiswous said:
I was wondering if certain custom assets can be re-used after the mission is used. For example atmospheric background sounds.
1. If you want to use custom work (sound, models, textures) from released missions, best thing is to ask the author if he/she agrees. So far, Sotha is the only one who permits unlimited usage of his custom work (he expressed that here on the forums). He just wants to be credited.
2. If mission authors from released maps are not available anymore, then I do not know what to do. @Dragofer@nbohr1more: Any suggestions?
On 10/24/2022 at 6:57 PM, datiswous said:I mean in general, this is just an example. Or for example in the situation that somebody adapts the unfinished mission, but does not use all the assets from it.
I would say, that's the same situation as described above, just replace "released mission" with "abandoned work".
As for my released work, feel free to use whatever you want.
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On 10/26/2022 at 10:30 AM, Obsttorte said:
This is a mission bug. The quill is attached to Percys hand for writing, and removed once he stopped. But there is nothing in the code that checks on whether Percy is already holding a quill. This can cause a quill to be spawned although there already is one, and as the naming is fixed, you suddenly end up with two entities sharing the same name, which is not allowed.
The attached modified script should solve the issue. It belongs in the maps folder inside the pk4.
(I hope it is okay to provide the fix, it doesn't change anything artistical).
I think it is getting too much for me; I have changed the script shortly after the release for version 2....I don't know what happened then, however it looks like that:
1. Version 2 on my backup system does include the old script (????)
2. My personal version 2 in the fms folder includes the new script.
However, back then I solved the problem by adding $PercyQuill.remove() at script start. Checked back then and checked it now and it works as it should. Can I use my approach for the next update or should I go with your solution?
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4 hours ago, Goldwell said:
Some screenshots from my upcoming "horror for Christmas" contest mission. It's set in one of the abandoned districts of Northdale.
I hate you!
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To me this looks good.
Would it also be possible to replace the keyhole with a combination lock entity from stock?
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10 minutes ago, Obsttorte said:
And don't use brushes for that!
@Jedi_Wannabedid that with extremely small brushes (and of course at extremely small grid size as well!) in his first mission.
I anticipate you would get multiple heartattacks if you would check the relevant item in DR.
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On 10/12/2022 at 10:07 PM, chakkman said:
Looks cool, wishlisted.
I knew you would like it, after all, it carries some of the old Core Design Tomb Raider vibes!
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13 hours ago, thebigh said:
This is more or less my approach too, but I also roughly decide beforehand what textures I'm going to use. For me it becomes difficult to do it later on.
Have you looked into the "Replace textures" function? I made good experiences with it recently.
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2 hours ago, Something Hank said:
On my actual first map I'm trying to work with, I've been using the idea of VERY roughly outlining the level layout with sloppy brushwork, to get a feel for where everything should go and how the place should flow. Ideally, I've set myself up with very primitive versions of what the level should look like, when I begin decorating it and making it LOOK nice and functional later.
Can't speak for the others, but I start all new areas (and often whole maps) exactly how you describe: brush it out, add portals, add lights and add tentative ai with level comprising routes in order to see whether
a. there are problems with AI navigation in general and
b. if it is possible to sneak around AI in critical areas.If you want to create your own modules from brushes, then you should check Sotha's tutorial.
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2 hours ago, joebarnin said:
It’s been many years since I played the original, so I won’t be useful as a comparison tester (old vs new). But if you’re looking for another pair of eyes, I can give it a go
Thanks Jeff, please give it a go. Beta thread is already up with a download link.
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10 hours ago, chakkman said:
It would be strange if there was a general raise in awareness between difficulty levels anyway, if you think about it. There's already a setting for general awareness, which is player defined, and, if the difficulty settings really affected awareness, then the player wouldn't be aware of it. I don't think it does. But, would be great if someone with more insight could confirm that.
I know what you mean; an automated awareness level increase/decrease depending on the difficulty level plus separate options to increase/decrease the awareness in the options makes no sense, but I could swear that grayman mentioned it somewhere, and as you can see from joebarnin's post above, he recalls that as well.
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19 hours ago, Anderson said:
Sorry, is it acceptable to test in a few months if it will be released? At least to note any errors for future updates.
Can't speak for the others, but I will surely not work on bug fixes for this mission in December or so. I am just checking whether this stand works identical compared to the previous version (except for the reverb, of course).
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Is there a mission with bear model like depicted below?
I thought there was one, but cannot find it...if not question would be, where could I get one for free usage in a DM mission.
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5 minutes ago, STiFU said:
I have been an advocate for mission ratings a long time. I understand both sides of the coin of course, but the casual player likely prefers to just pick one of the best rated missions and start playing instead of reading through all the mission descriptions, potentially digging through forum entries to find a suitable mission. Things like average playtime, general mission type and player rating would be really helpful here. Or maybe instead of rating, something neutral like "number of times played / downloaded".
I think that would be way too elaborate. How about rating on the mission finished screen?
Yeah, you are right, way too elaborate. Your suggestions sounds more workable.
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18 minutes ago, nbohr1more said:
I guess I’ll add my name to the list.
I presume this was coordinated with @Springheel or another member of the team eh ?
Thank you.
Yes, I have agreed this with Dragofer last night.
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20 hours ago, Loginnerer said:
I have heard that AI relights torches only on highest mission difficulty. Is that correct?
No, it has to be / must be set by the mission designer for each light and AI separately and can of course be activated for all difficulties. Plus, this is not possible for all types of lights.
20 hours ago, Loginnerer said:Does mission difficulty stack anything on AI awareness?
Or are the changes in mission difficulty only what the author sets them to be, and there isn't anything pre-determined by TDM itself?
I am pretty sure that longtime and sorely missed DM contributor grayman posted somewhere ca. five years ago, that AI awareness rises slightly with each difficulty level independently from the mapper's settings.
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18 minutes ago, marbleman said:
Do I really need to lay it all out? What if I was considering writing an essay on why designers put save restrictions into their games and why some players want to see these restrictions and then try to refute these points?
This is (was) your intention?
The database lists ca. 150 missions. So far, only one mission can optionally be played with save restrictions. According to your own account, you know how the discussions in the other threads with this subject went (if I recall correctly, not exactly many mappers participated in these discussions which is also telling).
No offense, but for the reasons mentioned above I simply do not understand why you think that exactly on this niche forum you would find plenty of arguments pro safe restrictions from both mappers and players.
@nbohr1more: As per the original author's own suggestion, it would be a good idea to move this convo to the OT area.
New PC :)
in Off-Topic
Posted
Congratulations!
Most important question: does the DM screenshot function on your new hardware work as it should?