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Posts
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Joined
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Days Won
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Everything posted by Wellingtoncrab
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@kingsalone thing I can’t quite recall without access to the defs right in front of me is the damage multiplier on broadhead arrows for undead actually 0? In this case the arrow defs might have to be tweaked to get a damage response at all?
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@wesp5if you look in the weapon def for broadhead arrows there is an undead specific damage multiplier. you may find on the zombie def itself you have to tweak the “damage_scale head”spawn arg on the zombie ai itself. You may also want to adjust sneak_attack_mult depending on what you want the damage model to be for stealth vs alert states
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The damage model on ai is exposed mostly through spawn arguments - by default stealth damage to the head is a kill provided the material doesn’t get in the way (so no plate helmets). Not trying to promote my own mission - but if that is your play style I opened up the lethality of arrows in Iris significantly and find it rather satisfying. A well placed head shot will stop a charging guard in its tracks and stealth damage to non metallic material is lethal on both the chest and head. I am sure other authors may have done similarly but it’s hard to say as I think it’s an underrepresented play style. Regarding head shots killing undead -
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Looks quite promising to me! The item picture in the store is a great touch.
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Such a cool mechanic! I would have loved to do more with them. When you’re just mapping away you don’t have an inkling what all else is being worked on - I made sure to incorporate these as I was worried it was cool mechanic that might get overlooked in the 2.10 release. Boy was I wrong , I don’t want to spoil anything but perhaps there is another contest mission where they really get their due.
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I do believe @madtafferencountered that error as well during beta testing and it ended up being an issue with the TDM install - as this is a script event brand new to 2.10 - you are absolutely certain you have the release version of 2.10 installed and not one of the betas or dev builds? You have tried reinstalling?
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I went through a did a fresh 2.10 install and fetched the mission from the downloader - this alone was not enough to replicate the issue. Can you tell me more: For example you said you got a grey screen - can you hear any sound at all? You said you got an infinite load - does this mean you were able to get to the loading screen before the grey screen appeared? What are your system specs/os? Are you using the 32 bit or 64 bit install?
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I’ll be willing to do some testing and will keep an eye out for the beta thread
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Sorry you ran into the problem! It certainly sounds like a memory allocation issue based off the malloc error - I may down the line make a version with lower resolution materials which might make it conceivable to actually run, but I am not certain how good of an experience it will ever be on that kind of hardware.
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Ah shoot thanks for the catch! Looks like one of the xdata names got tweaked when I was packaging everything up to be edited. The offending instance has been fixed, but I am going to check to .map file just to confirm all the xdata references still match. Should have a hotfix up shortly and hopefully it's a small enough change saves will be compatible.
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"My dearest son, Despite my better judgement, I have exploded." -Ramblings of the Heretic IRIS has been updated to 1.1 Download is via the link in the original post or here Changelog: The highest difficultly setting now includes additional AI encounters or expanded more varied patrol routes. The stealth damage model, weapon handling characteristics, and alert timers have all been tuned across difficulties. Thanks to @Dragoferfor improvements to the ai scripting, including fixing a bug which prompted AI to sometimes turn hostile when the player collides with them Iris now features "grammar" thanks to @Amadeuswho for reasons beyond me agreed to edit 116 pages of xdata and the result is a much more readable experience Fixed an issue with the combination lock script which did not work correctly for players who have "Open Doors on Unlock" set to "No" Fixed some other instances of missing collision for some meshes Additional polish and attempted optimizations Carry the light of The Builder, unto its end.
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I haven't noticed much of a difference here between 2.09 and 2.10, but I have been on the 2.10 dev builds for a long time - could be a simple as when you install a new version of TDM it typically overwrites your cfg file - this sets the ai difficultly settings in the gameplay menu to default which as Goldwell points out is quite insanely sensitive. Could it be you had adjusted these before and they simply got changed back? I would definitely adjust them to your taste either way.