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angua

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Posts posted by angua

  1. Ooooh so many interesting ideas! 🥰

    On 1/16/2024 at 12:23 PM, datiswous said:
      Reveal hidden contents

    Instead of making a typical thief mission where you loot the place, the player could be a character living in the church, or be a friend of a priest who lives there. Somebody died recently and you doubt it was a natural dead, maybe because of something that occured to you recently. You overheard a conversation (cutscene?), or the dead person had sent you a letter earlier (befor they died) with hints that suspect something.

    Or you come as an agent on a mission for the church to figure out why more and more people at the church are missing. You suspect the bishop turned into a vampire/werebeast/whatever and you have to find a proper cure...

    Anyway, I think there are probably better storytellers around.

     

    We had a similar story at one point, where the player has to pose as an acolyte and investigate the death of the former high priest, talking to several members, finding a way to enter the restricted area... After a while setting up all the triggers and conversations and scripts turned into a huge PITA - although it was quite funny to start a conversation and then walk off, having them talk to thin air 🤪

     

    On 1/16/2024 at 8:19 PM, cvlw said:

    I am going to sort-of reveal that this is loosely like the nature of my upcoming mission.  I noted it here when JackFarmer asked about things that are coming along in this post:

    https://forums.thedarkmod.com/index.php?/profile/37993-jackfarmer/&status=3943&type=status

    It too is a builder church.  The player is requested by a hopefully famous character in another mission to handle some business that is affecting the congregation.  I am looking to invoke some info and history laid down in other missions as a hook story.

      Hide contents

    The player is requested to go to the church located in the mountains northeast of Braeden and expose and eliminate a heretic that has been influencing the congregation and corrupting things.  The back stories of Grimmore, Bolen, St Nathaniel, Murius the pagan orphan, and maybe others are gelling into a story.

     

    I'll see to it that our story is not too similar. Although also placing our mission in the same universe and have some familiar characters appear (or at least being mentioned) would be a nice idea.

     

    12 hours ago, ChronA said:

    My friend and I came up with a pitch for you. I think we would also be interested in helping you with dialogue and read-ables writing regardless of the story you chose.

      Hide contents

    Our idea is to create a story that pits an NPC based on Bolen from A House of Locked Secrets against one based on Ulysses from Protecting the flock, in a battle of influence for the soul of the player character. Here’s a rough sketch…

    The player character is the groundskeeper at the church. He is at liberty to traverse the yard at night but is not allowed inside. In the briefing the PC gets a letter from Brother Bolen (B), who is a new priests at the church, saying that B knows that the groundskeeper’s has a criminal past, just like him, and he wants them to follow his own path to atonement. He asks the PC to meet him in secret.

    Thus the player’s starting objective is to meet Brother B.
    Optional objectives are:

    1. Commit no sins of violence (failed if the player ever attacks anyone, including knockouts)
    2. Commit no sins of greed (failed if the player picks up any loot before talking to B )
    3. Thou shall not kill (failed if the player ever kills anyone)
    4. Thou shall not steal (failed if the player ever picks up any loot or equipment, except in their own living quarters)

    At the meeting, B gives the player more exposition and objectives. B is a covert inquisitor who has learned that one of the relics stored in the church is the heretical Cup of Transgressions, and a blasphemous cult is using it to defile the other relics. Your new objectives are:

    1. Bring the Cup of Transgressions to Brother B.
    2. Find evidence about a list of characters at the church, either condemning or exonerating them of evil-doing. (Each character is their own objective.)
    3. Optional: Gather up at least [X] treasures from the church for safekeeping.

    Now the twist, one of the characters you investigate is Brother U, based on Ulysses.  He leaves a letter for you to find requesting a similar meeting. Brother U is a fanatical vigilante who plans to purge the church of evil. He just wants your evidence on everyone first, including Brother B. This makes finding evidence on U optional, and add a new optional objective to find evidence on Brother B.

    Now, as you complete your objectives, 3 different win conditions become available:

    1. You can deliver the evidence and loot to B, and he will instruct you to escape with it all and a letter from him to deliver to the inquisitors in Bridgeport. The contents of the letter change if you failed Commit no sins of violence or Commit no sins of greed, but it does not affect your victory.
    2. You can deliver the evidence to U. Brother U will announce his intention to kill every sinner in the place. If you did not fail Thou shall not kill or Thou shall not steal, then you win. Otherwise U will turn hostile and your only remaining victory condition is to escape alive.
    3. You can complete a blasphemous ritual to drink from the Cup of Transgressions. This will remove all previous objectives, and add mandatory new ones to steal [X] loot and escape. Do those to win.

     

    I like stories with multiple possible endings 🙂

    Looks like I have to (re)play some TDM missions then. 😄

     

    16 hours ago, OrbWeaver said:

    Is that the one with the really confusing labyrinthine library that nobody's allowed to go into? I always thought that would make an excellent (part of a) Dark Mod mission.

    Mmh, we do have a library, but it is probably too small for such a degree of labyrinthinity.

  2. I've just tried

    blend gl_dst_color, gl_one

     

    This does brighten the underlying texture and it reacts to light corrrectly, but even where the image is white you can see the color of the underlying image, so not really perfect for snow...

     

    post-483-0-13764400-1380094417_thumb.jpg

     

    Maybe you could use this in combination with the alphatested image to mask the edges a bit.

  3. Maybe it's an inverted filter stage. So the used texture is white where the dirt should be and the shader does "1 - image" which results in dark dirt. If you darken the image with the color keyword, the resulting dirt becomes brighter. Using a larger color of 0.8 will cause the dirt to become a little bit brighter, while larger values will cause it to fade and become more and more invisible.

  4. I'm trying to get this to work at the moment... currently I have a flying builder guard (looks really funny... for some reason the head and shoulders detach from the body and float a little bit above the torso... :D ). I'm changing his move type from fly to anim with a path entity, and when he touches the ground, he slides all the way to the wall and keeps moon walking there... :P

  5. I've added some very basic support for flying AI. It's full of hacks and not quite functional for now. The fire elemental can follow a patrol route of path_corners at different heights now (but not through doors, it will just bump against a wall in the way and circle there), but in combat it just charges at the player's feet and circles there indefinitely.

     

    There is a new exe and pk4 for windows users, but someone will need to compile for linux. Thanks.

    • Like 1
  6. Thanks for the feedback, I'm happy you guys like it :)

     

    I absolutely could NOT frob the coin stack in the chest with the gold bar.
    There is no coin stack in the chest with the gold bar :mellow: If you mean that object in the upper right, that's a func_static ink pot... If it really does look like a coin stack, it can be replaced with something else or removed in an upgraded version of outpost.
    If it only took a week I expect a sequel next week ;)
    Possibly not any time soon, since we had our personal "release" in August, which took 9 months. ^_^ We're currently spending most of our time maintaining this project... :wub:
  7. Thanks for the feedback everyone, this is appreciated! :)

     

    Hopefully this effect was completely intended, otherwise something is a bit spooky for sure :rolleyes:

    This is why

    the kitchen staff was so nervous ;)

     

    No, seriously, this is some kind of physics bug, I think I have already seen something similar in Saint Lucia. Good one though :laugh:

     

    Oh, and could you please continue the player footstep discussion in another thread and keep this one for map-specific feedback? Thanks!

    • Like 1
  8. Yes, the collision sounds are already louder at higher speed (both for the player and the AI).

    Below a certain minimum velocity no sound is played at all (currently a cvar, tdm_bounce_sound_min_vel, which is 80. You have to be fairly close to a surface while dropping). Between minimum and maximum velocity (the cvar tdm_bounce_sound_max_vel, which is 400. This is reached when you drop something from a little bit above eye height), the volume increases, and above maximum velocity the volume stays constant at the value defined in the def.

     

    The decrease of the propagated volume between the max and min velocity is the spawn arg min_velocity_volume_decrease, which is currently 20 db.

     

    I can convert the min and max velocities to spawn args if needed, and maybe the max vel or the volume decrease could be increased a bit along with the max volume in the def, to make the difference between low and high volume alerts a bit bigger.

  9. No this is not supported by the code yet, but I made a new sound shader for the Lord, it's called "tdm_ai_lord_notice_pickpocket" On the other characters we just moved the sounds into the "missing items" shader.

  10. It looks like the last few Lord vocals are missing in the sound file. The last one that is there is the greeting to noble female, then the following are missing:

     

    greeting_xpriest_1 "Greetings, Father."

     

    Greeting Generic: A casual greeting

     

    greeting_civilianxcivilian_1 "Greetings."

    greeting_civilianxcivilian_2 "Well met."

    greeting_civilianxcivilian_3 "Good evening."

     

    Greeting Inferior. You're a noble and see a civilian. You're better than them.

     

    greeting_noblemanxcivilian_1 "Stand aside, you."

     

    Greeting inferior guard. You’re a noble and see a guard. Evaluate their performance.

     

    greeting_noblemanxguard_1 “Stay alert, man.”

    greeting_noblemanxguard_2 "Keep your eyes open!"

     

    Generic Responses: These should be said fairly monotone and noncomittal, as they could be replies to many different greetings.

     

    response_1 “Yes.”

    response_2 “Indeed.”

    response_3 “Quite Right.”

     

    Is it possible that they weren't recorded? Or maybe they are in another sound file?

  11. More specifically, there are problems with the following files:

     

    WARNING: Couldn't load image: models/md5/chars/guards/citywatch/leather_tunic02

    WARNING: Couldn't load image: models/md5/chars/guards/proguard_02/skins/proguard02_chainmail_worn

    WARNING: Couldn't load image: tdm_commoner_tunic_greenish

    WARNING: Couldn't load image: tunic_inside

    These are referenced in test_springheel.skin

     

    WARNING: Couldn't load image: models/md5/chars/thief/thief1_local

    Used in springheel_characters, models/md5/chars/inventors/engineer2/engineer_collar/ties

    file was removed some time ago

     

    WARNING: Could not find head entityDef atdm:ai_head_commoner03!

    used in atdm:ai_guard_brute and env_ragdoll_guard_thug

     

    On a side note: I just made a test map with all (well, most) available characters and their skins as well as all the heads. Man, we do have a lot of variety now! :) It's test/ai_skins.map

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