Jump to content
The Dark Mod Forums

Komag

Member
  • Posts

    3270
  • Joined

  • Last visited

  • Days Won

    5

Posts posted by Komag

  1. 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?

  2. 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.

  3. 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?

  4. 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

  5. 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)

  6. ... 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.

     

    --------------------

     

    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!

  7. 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?

  8. 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?

  9. 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?)

×
×
  • Create New...