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Posts posted by Komag
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Anonymous contests I did in the past were a real pain the butt to replace the proper files afterward. Better to just not be anonymous and be mature and fair, I think it's fine
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While the planet landing thing looked pretty cool, it really was an awful scale, like the planet is only 50 miles big or something. Still, a step in the right direction
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I really don't have much time for anything, but I've started a little project for this contest, hope I can finish it up in time (I'll try keep it simple enough so that I do)
By the way, I guess it's not anonymous? I mean, people will just release their missions with the author known, and we'll just all be reasonable adults and not care who's who, right?
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The funny thing is, Thief was WAY more detailed than other games released at the same time. I remember being amazed at the individual paintings in that one hallway in Bafford's. I looked at each of them for a couple minutes. I loved it.
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Actually DR now has an easier way - just select the entity you want to attach, then also select the thing you want to attach it to, and in the menus select "Entity" - "Bind selected entities"
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WOW, very impressive! (though I can't stomach puerile JRPG gameplay)
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I too love that first shot, really really cool stuff!
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Could there be some sort of indication that a key has unlocked every lock associated with it? Then the player would know, and the only reason to keep the key would be just in case you want to relock things.
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I like cycling through individual keys actually, kinda fun to get the right key I found in basement or maid's chambers, the secret lock or whatever. A keyring would sorta rob that from me I think. I definitely like drop-able keys, should be default, the mission designer can make certain keys undroppable if they want. Good level design will allow me to know pretty well when a key is no longer needed.
Paranoid players might keep every key forever though, so I can certainly understand why they would want a keyring instead of cycling through tons of keys in a large mission.
Maybe some sort of compromise system?
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I think the stairs need a redesign, but I like the area a lot
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crosspost!
Yes, I see how it works now. The positive numbers appear to be seconds of delay, because I actually timed it with a stopwatch! The negative numbers might be something like seconds, but actually start the pendulum at that point in the swing in progress right from the map start, instead of just making a delay
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Still wondering about that "Phase" setting though, doesn't seem to affect anything
EDIT - messed with more, found that using number far outside 0.0-1.0 made a difference, such as -20 or -6 (the positive numbers like 4 or 12 just caused a delay for me but no starting angle change)
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... I finally found some answers from another older thread
jdude, on Aug 24 2008, 07:24 AM, said:
I think this pendulum function needs some fixing up. The angle parameter isn't listed in the list of it's parameters and it probably should be for convenience sake. Also speed adjusts how far the distance is from the left sway to the right sway, not the actual speed of the pendulum. I am unsure yet what the speed parameter is for this function.
greebo said:
The frequency of a mathematical pendulum depends only on the length of the "rope" and on gravity. That's why the "freq" spawnarg is in there, use this to make it faster.
The "speed" spawnarg controls how far the pendulum is swinging from one end to the other end. It should probably be called "operating angles" or something, but combine the angles with the frequency and you get a certain speed as result.
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I first played around with the "freq" setting and found that with my current "speed", a "freq" of .05 nearly matched it. Then I was able to double both "speed" and "freq" and in effect move the pendulum twice as fast but at the same distance and angles as before. Works great!
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old thread, but the first post mentions "I made a tweak to the old pendulum movement to try to make it more like a real one ... which move in a much smaller arc and slower".
Did this only affect the grandfather clock object, or was this an effect on func_pendulums?
I'm trying to work with a large func_pendulum and adjust it's speed, but there doesn't seem to be any way to do that. the "speed" property is more a matter of swinging degrees and not actually speed at all.
Plus, I can't seem to get any reaction out of adjusting the "phase" property either, am I doing something wrong?
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Yeah that's what I meant, that's it's actually the same, and I see what you mean that it should be even slower crouched with a body.
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Very nice work!
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It's likely it just seems you're moving faster because the ground appears to go by faster when your eyes are closer to it
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I absolutely feel a small size restriction inspires very fun creativity. Some of my all-time favourite Dromed missions only existed because authors were forced to cram lots of gameplay into a small space in the contests.
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You only need to jump once, that's it. All the rest you can go on the right side on the tiny ledge, easy peasy
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You could have it be a real person and just set up so they get killed right at the start by some arrow or something
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That's it? I sort of was starting to try that, wait till all the noise is finished, but I thought there was some tell-tale click sound that was the "good" click or something. I think I don't like how it is. Basically you have to hold it for a while to hear the pattern to memorize when it ends - is the silent time just shorter on higher difficulty?
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Let me add though that the idea sounds cool. Maybe there would be some alternative entry or approach for players who don't want to risk the trap, and some hint that it exists
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I've never ever been able to learn any way to pick locks without anything other than stupid dumb luck, so such a trap would definitely not be welcome to me.
(I can't hear or see anything indicative of when to let go of the pick - am I just being daft?)
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oops, I already restarted and quicksaved over it.
I did notice that the good save was about 40mb and the new good quicksaves are also about 40mb but the bad quicksave was only about 6mb.
If it happens again I'll copy the bad save file and let you know
So, what are you working on right now?
in TDM Editors Guild
Posted
I don't know if you can move the position of the skybox camera, but yes, the camera in the skybox is the point of view you get, so if you can move that camera up to a higher position before you see out the higher ledge, you'll get the effect you want