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Wellingtoncrab

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Everything posted by Wellingtoncrab

  1. @Bikerdudeturn page is usually something like mouse wheel. If you have multiple maps in inventory you press M or use the map inventory item, and then use the mouse wheel to cycle through the different maps.
  2. This strikes me as not the best idea maybe. You should consider treating each "page" of your in game maps as a different item. Then you avoid the issue of have to design your gui to have page “turn” indicators and you avoid the annoyance for players of have to "flip" to the map they actually want whenever they open it. Plus when you have multiple maps in inventory and you have one open, the page turn command already works to cycle through available player maps.
  3. That is somewhat purposefully left ambiguous, as Lampfire Hills itself is a both a real place and a deeper thing you cannot really touch. You never really quite get there (and you can never really leave). So if I place the mission setting right outside the walls of Southveil. Not quite in The City proper, which why you can see the population sign outside of Stein’s Door, which is a gate into the city itself. The map is also depicted as old (ie potentially out of date) and only specifically depicts the top half of Southveil so it allows room for all kinds of new stuff.
  4. Obviously a lot is embellished, elaborated on, or outright changed, but “The Gatehouse” is what originally establishes Lampfire Hills as “border town with a storied history” and things like the Builder presence referenced in the Gatehouse background were spun out into things like the monastery island on Jewell Lake near the end of the Builder Road pilgrimage site. Which is all a long way of saying - yes Lampfire Hills is skimmed from Purah’s Thief Fms, but it is also skimmed from the existing TDM skim.
  5. You technically already have. On the map towards the south east corner you will find “The Gatehouse”.
  6. @sulliumin my experience weapons are not like other inventory items in that the entity which goes into your inventory is spawned and is not actually the specific entity you picked up, so you cannot rely on a named entity once they are in the players inventory. I had this problem with the sword anyway when I tried to make a similar objective for picking it up. I ended up making the objective controlled by a script, added a frob response to the sword with the frob/response editor which fires a script when the weapon is frobbed (ie picked up), and then wrote a short map script that just set the right objective state to complete.
  7. That is essentially the case - these "greeting" barks are not tied to actual detection or the fire off a lower alert level than is required to actually spook an ai. typically not a problem, as they are only intended to allow ai which are neutral or friendly to acknowledge eachother, but they do get suppressed when this relationship can and does change to hostile (which is what the observer script in this mission does) and I have never been able to find a way to address this in the scripting
  8. @func_klauswow really cool stuff! Nice to see things like the normalize button becoming useful! One thing I have always wanted is the rotation widget in the 3d view is kind of a pain to use precisely for anything other than single axis adjustments because the angles of the widget always remain oriented in world space. It’d awesome if there was a way to toggle the widget between world space and object space so you can handle it as if the angles of rotation plane was bound to the object if you need to. Another small thing would compatibility to copy and paste brushes from trenchbroom into darkradiant. I don’t expect dark radiant to change into trenchbroom, but there are lots of cool resources for trenchbroom and it could be useful for making certain brush shapes or prefabs, such as using this resource here: https://spacehare.github.io/prefabs Thanks for the hard work!
  9. Yeah I don't even really like posting things like screenshots at all tbh, but the mission was also made to be a showcase for new stuff in the game, so doesn’t quite make sense to hide everything either. Just haven’t been quite sure how to reconcile those things. The video at least felt less spoilerly than any of the screens I have tried to take as you could point at a corner and any particular frame doesn't have to hold interest like a still shot would.
  10. @nbohr1moreWhat do you think? There is so much stuff I tried to get as many of the new textures and models into at least a frame as I could but I certainly missed some things.
  11. @nbohr1moreyeah I can get something going for you
  12. @tes Hey thanks for playing! There are no rope arrows in the mission. All of the areas you mentioned are accessible by platforming/mantling, though that can be particularly difficult with some of the Regarding the crashing that does sound pretty strange that it seemingly resolved itself. The crash would always occur when actively using of the triangle pick?
  13. In terms of the options you have after reading this is not strictly correct. You have option(s). No, not every player is expected to do everything. The mission tells you up front the few things you will be required to do. *Some* players are expected to do just about everything, which is appears to be what is happening. Something is funnier when it is more in line with what someone expects? I am not sure I follow at all. In general judging from your past comments you just seem to want this mission to align with some form of personal preference which would be that every time you run into something you can “do” in a mission it should give you a pop up and get registered on some kind of checklist which you then dutifully guides you through to the end of the level, which is totally fine if that’s your preference, but it just isn’t this mission. Displacement is intended to care only as much as the player does in terms of “doing” things. There is intentionally little expectation imposed on players at all. I personally have already worked on all kinds of objective systems in missions, including one that is pretty much exactly like you would prefer, but personally I am just not interested in doing things I have already done and I am happy with result here. But thank you still for taking the time to register your thoughts.
  14. @tesseems like it could be an issue with the with the mission, what were the repeatable circumstances before the crash?
  15. It is normal if you have already found and picked up the same lockpick from elsewhere in the map - do you have both lockpicks in your inventory yet?
  16. I don’t know man - these are also pretty dense. It’s easier to picture the low poly, but still looks like a total remesh with new uvs and then rebaking everything to me.
  17. @Bikerdude 180,000k triangles with tons of curves and mesh detail? No offense and I hope you succeed but doesn’t look like it is going to be easy to make practical for the game and I know some others have already tried with this exact scan.
  18. When I am able and have cause to patch the mission.
  19. Yep I agree - anything “extra” in there can wait until a new patch. Thanks for checking!
  20. Well I really have no idea how to account for the difference - I went ahead and just rechecked and repacked everything again. What I download from google drive is a match with what I am uploading. Apologies for the inconvenience @nbohr1morebut do you mind pushing this version up to the mission database?
  21. Very weird - I haven't repackaged anything and it's there in my local copy which is what I uploaded to google drive I reuploaded the pk4, @STRUNKare you willing to take this link for a spin and see if it work now?
  22. I am looking at the version 6 archive and it seems like the model is still there. It is also displaying correctly in game. Are you seeing a black cube or is it just missing?
  23. Thanks will take a look. The model may have mistakenly gotten culled when we were trying to pull out all the now stock 2.14 assets.
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