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thebigh

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Posts posted by thebigh

  1. Like a square grid of grooves in the floor that the boxes/spheres/whatever can't get out of and are narrow enough to stop the box rotating. That might work, but you'd still need some way of making it so you can start pushing a box in another direction without having to line it up 100% pixel perfect with the intersection.

    Using a script to keep the rotation angle of the boxes at exactly zero is probably easiest.

  2. 3 hours ago, Shadow said:

    Twas a good mission although I never did figure out the right sequence to flip the books. Even after reading the readables and posts in here I was still lost on how to solve that puzzle. Nicely done mission.

    Thanks for playing! I'm glad you liked it.

    Super explicit spoiler for the books puzzle for those still stuck:

    Spoiler

    There are four book cases in Cordling's bedroom, with colours indicated by lights shining on them. If the illumination is too subtle, look at the tops of the pillars on either side. Red, green, blue, and yellow.

    Each bookcase has two frobbable books on it, one higher up than the other.

    The medical log in the surgery contains the combination: RgBybrYG

    Upper case means the top book, lower case means the bottom book for each colour. Thus, frob the top book on the red shelf, then the lower book on the green shelf and so on, in that order.

     

    • Like 1
  3. 8 minutes ago, datiswous said:

    Well, if you can make a sliding wall (door), you can make a sliding room (to expand a hallway), or make a room smaller by moving all the walls + ceiling inwards. I would think.. So much to try out.

    I think it might be hard to make a room that starts off rectangular, then becomes a parallelogram by having one of its walls slide. The two adjoining walls would have to stretch and skew along with it. Possible to fake with simultaneously rotating the two adjoining walls, but not perfectly because for this kind of motion dtheta/dt is not constant.

    About twenty years ago I made a map or two in Duke Nukem 3D. There were some effects that were possible in that engine that just aren't in Dark Radiant. Being actually more of a 2.5D game, it was sector based and you'd basically just plop down a floor plan in top down view, then decide on the altitude of the floor and ceilings. DOOM was similar. There was rudimentary 3D support by allowing you to have overlapping sectors, provided the entrances to both sectors were not simultaneously visible to the player- although intended to crudely allow multiple floors, this feature was leveraged to allow two overlapping but disconnected areas. One of the official multiplayer maps used this to create a "circular" torus shaped arena that you'd have to run around 720 degrees to reach your original location. That wouldn't be possible in TDM without very clever teleporter manipulation.

    Other tricks that were achievable were undulating corridors, where you'd take the corner vertices of the corridor and attach them to the corner vertices of invisible rotating sectors- as the rotating sector swivelled around it would carry the wall vertex with it, causing the wall to appear to move like you're inside the writhing guts of a huge creature. Without being able to control individual edges or vertices of brushes, I don't see how such an effect could be achieved in TDM.

  4. I'm now getting errors looking like this when I try to save a game:

    WARNING:LibJPEG: JPEG parameter struct mismatch: library thinks size is 584, caller expects 568
    Segmentation fault (core dumped)

    The save game itself gets written and loads without issue, but it has no preview thumbnail.

    I'm on Linux Mint 20.2, but the issue does not occur on my Windoze machine.

    I did not have this problem in dev16481-9881.

    My libjpeg-dev version is the latest available, 8c-2ubuntu8.

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