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Posts posted by STRUNK
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On 4/7/2024 at 9:42 PM, kingsal said:
The room is suppose to be inaccessible, I think you got up somewhere I didn't intent for players to get to.
Well ...
Spoilerthere are these movable white bales, and I, very legitimately, using other bales to build a stack, managed to take one onto the "wall" and placed it under the window. I could then just climb in and was sad there was no secret to be found : (
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YeeY, I succeeded the 45 second challenge!!
It's not hard at all : P
I'm not telling how ofc : )
SpoilerBut you have to make sure you have a running start .. ^^
Also, I like these "little" missions with extra challenges, like the quite common "secrets" (only found one so far) .. and a very rare "time challenge" only added to my enjoyment!
All of you "april fools missions" contributors: it was a real treat!
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On 4/6/2024 at 11:24 PM, SeriousToni said:
It seems to be ai generated if I'm not mistaking. Sometimes the people have six fingers, sometimes the eyes are strange, sometimes the text is gibberish. But if it is done well I guess it's a comfortable way to enhance your mission intros.
Very nice little mission BTW I really enjoyed it! Loved the rat secret.
Well, it looks very good!
I tried generating some textures with AI, and it look quite good but the free model(s) lost the option to generate images and I'm too cheap to pay for it : P -
Nice menu : P
The intro is grandious!! Who draw these? -
Very enjoyable little mission, I liked evereythig about it!
You should team up with Amadeus!! : P- 1
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Still enjoying the missions you guys make : )
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Somehow your missions play out in a scenery that invites me to just hang around and enjoy.
I was almost 4 hours in this mission, just because is was a nice place to be : )
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Oh great Jedi!! Thanx for the mission. I found the fireflies already : )
Now for the rest of the mission ..- 1
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@datiswous
Could you share your .map file here? -
Looking at the rats anims there is no anim turn so I guess that is not needed for making turns when following paths? (Can rats follow paths?):
anim idle models/md5/chars/simple_animals/ratz/rat_idle2.md5anim anim idle2 models/md5/chars/simple_animals/ratz/rat_idle1.md5anim anim walk_blind models/md5/chars/simple_animals/ratz/rat_idle2.md5anim // grayman #2469 anim walk models/md5/chars/simple_animals/ratz/rat_walk.md5anim { frame 1 footstep frame 11 footstep } anim walk2 models/md5/chars/simple_animals/ratz/rat_scamper_01.md5anim { frame 1 footstep frame 11 footstep } //anim run models/md5/chars/simple_animals/ratz/rat_scamper_01.md5anim anim run models/md5/chars/simple_animals/ratz/rat_walk.md5anim { frame 1 footstep frame 11 footstep } anim search models/md5/chars/simple_animals/ratz/rat_walk.md5anim { frame 3 footstep frame 11 footstep } anim melee_attack1 models/md5/chars/simple_animals/ratz/rat_scamper_01.md5anim { frame 1 footstep frame 11 footstep } anim sight models/md5/chars/simple_animals/ratz/rat_idle1.md5anim { frame 2 sound_voice snd_sight }
@datiswous
Maybe with the half size aas and size the turning on paths works better? -
@datiswous
I've been looking at the aas and stuff again and came up with the following, that seems to be working as is should
For the Bat:"use_aas" "aas48" "size" "48 48 48" "mins" "-24 -24 0" "maxs" "24 24 48"
For the BatSmall:
"use_aas" "aas32" "size" "32 32 32" "mins" "-16 -16 0" "maxs" "16 16 32"
I will update the download in the first post also- 1
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9 hours ago, datiswous said:
This seems to work for me:
For me too, up to size 94 94 94. I don' understand but it works. Without the mins and max, do the bats in your map get in the walls/floor/ceiling with their bodies/wings sometimes? -
I tried different things with the mins and max and non of it works ... so how to make sort of a box around the bats that does work?
When I also comment out the size, the map wil also not load with the message cannot use aas96 -
9 hours ago, Dragofer said:
I fixed that the first time around by reducing the size / mins / maxs spawnargs of the bat to fit inside the maximum bounds allowed for that aas type.
I thought I fixed it too then, but aparently I typed aas96 wrong.
size above 94 94 94 doesn't seem to work .. ok. But I commentend out the mins and max now and the bats are getting in the ground a bit.
The mins and max prevent the bat from doing that so the bat needs that right?
But does it need the size? -
Hmm ... I had all sorts of problems with aas where my map didn't even start: "can't use aas*"
When I change it to aas96 my map doesn't start again.
aas_96 is incorrect indeed so something is going wrong with aas things .. but where?- 1
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5 hours ago, datiswous said:
But in your testing it does not generate that aas error?
It does, and I don't know how to get rid of it.
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On 1/31/2022 at 3:44 PM, datiswous said:
If the room is small, the bat sometimes flies through walls/ceilings
The box around the bat is bigger then the bat itself, so they don't go with their wings in the wall and not with their body in the ground when they do the dive anim. I noticed when I put them in a map too close too the wall, floor, ceiling, they go through it, like putting a builder in with their legs in the ground a bit. Maybe that is causing this in your small space?
On 1/31/2022 at 3:44 PM, datiswous said:I think that the dmap is suposed to generate an .aas96 file for the map.
I really don't know how that works or should unfortunately.
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Amazing work!
SpoilerI was wandering around for hours, visiting places I had been yet, to look for things I previously did not get.
I decided to read a book, I already had, and that looked to be the key to see the things I already could see, but didn't see yet.
So I don't always read all the readables and and just now I found new ways, after playing on and off all day. This migt be the one of the most awsome missions I played : O- 2
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21 hours ago, datiswous said:
Warning: AAS_96 is out of date!
I don't know what causes that. Anyone?
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18 hours ago, datiswous said:
If I would disable the Animal patrol mode, should they then correctly following the path?
Yes, although I haven't tested the bats with paths (I haven't ever done something with paths)
When you open the .def file of the bat there are some spawnargs commented out (with // in front):"patrol" "1" // "wander" "1" // "if set to 1, visit path_* targets randomly, otherwise visit them in order." // "wait" "0" // "How long to wait before following path. Monster will be unresponsive until this time has passed." "animal_patrol" "1" "animal_patrol_wait" "0" //New float to adjust wait time in animal_patrol mode before choosing a new destination.
You can change the spawnargs in the .def file, and reload defs in DR, (removing the // in front wil have them be read by the game). Or you can chnge them in the entity inpector in DR.
For following paths "animal_patrol" should be "0" and "patrol" "1". I think "wait" should be "0" also, otherwise bats might wait too long at reached path nodes.
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9 hours ago, thebigh said:
Someone else reported this, but I have never been able to reproduce it.
If you read this:It seems the problem I had has the same cause as Jacks problem:
9 hours ago, JackFarmer said:In my run with the previous version I had almost all zombies (those outside the building and those inside the caves) standing in front of the respective cameras. Inside the building there had been at least 10 - 15 (!) of them circling around one camera. I thought this was a special challenge for the player to find some sort of explosive to blow them all away!
It looks like an issue between different beta versions .. I guess.
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Spoiler
For me the security camara's worked as they should. I got the update from the installer plus I compiled the source code a few days ago.
Btw, I could headshot (with broadheads) the "undead"(didn't try the ones in the silo) but I guess that's delibarate (in easy mode). -
9 hours ago, kingsal said:
Hey Strunk, do you have a screenshot of where you saw this?
Here you go:
Spoiler
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FM Release: Sneak and Soufflé - April Fools mission (01.04.2024)
in Fan Missions
Posted
Through the side door, you have to use the chef's special lockpick.