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Posts
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Posts posted by thebigh
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Yeah... in future I need to be more careful in making sure the doors open the correct way. That one should swing into the little store room, not out into the hallway.
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I thought it was an interesting tangent to the conversation but OK.
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Self-closing doors are very atmospheric if it's a horror themed mission. It can add a bit of subtle scariness to the level.
Other times you may want to close doors because this also shuts the visportals they're in; your frame rates will thank you.
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I've put loot lists on the wiki for my missions. But then, I tend to hide some loot items really really deviously.
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Cool. That eyeball-searing pink sure will make it stand out in DR. What's it for; how does it differ from regular caulk?
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I can put that up on twitter tomorrow once I've thought of what to say about it. It'll be a change from all the "Happy birthday mission X" tweets. I don't know how to link it with the FB account though as I don't have access to that.
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Count me in!
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I was a beta tester on this; I'm on Linux and I did not get any segfaults.
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Yeah, it's got that squashed colour pallette look to it. Not that I'm complaining, it brings back some nice memories.
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If Dark Mod was a point & click adventure game on Windows 3.1
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Heart of Lone Salvation has an optional objective for ghosting that fails if you get heard or spotted, so that should definitely be possible with scripting.
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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.
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This might be tricky to do properly. In TDM the boxes don't stay nicely grid-aligned when you push them. They skew off and rotate.
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Team Vantablack.
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You mean flip it over so that the visportal texture is facing down rather than up? Yeah, that should be no issue.
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At times while building I've thought something like, this room is half stone and half wood. So I'll take the preset for WOODEN_MEDIUMROOM and CASTLE_MEDIUMROOM and average them. That's about as much micromanaging as I'd want to do though.
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On 5/12/2022 at 2:56 AM, Kopfrkingl said:
Am I right to assume the protagonist of this mission is the retired thief whose apartment we rob in Down and Out on Newford Road?
Well spotted! Yes, that's him.
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Congratulations on the release. This mission was a lot of fun to test.
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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:
SpoilerThere 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.
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One cool effect I'd like to see is a key ring. No more cycling through numerous keys in your inventory, keys you grab go on the key ring which then opens any door to which you have the right key.
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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.
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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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Yes, the Dark Mod wiki has a lot of useful information. You can find an index to some relevant pages here.
TDM 2.11 (dev 16487-9919) does not want to launch
in TDM Tech Support
Posted
I has no problem with it on Linux Mint.