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RPGista

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Posts posted by RPGista

  1. @ Simplenoob

     

     

    Yes, the priest and Kevin are connected. There are only hints (like his behaviour when you get to the church), you are supposed to infer whats happening there, and that will also help you to discover how to find the ring.

     

    Glad you guys are enjoying the mantling, took some testing to get it right, and some thinking to make it challenging, and not too obvious. I never tried to get back to the courtyard before, I guess we can all trust you to find every gap in the maps geometries! ;)

     

    I'll try not to give the coin box away: there is actually a way to physically drop the box in the environment after you collect it in your inventory - its the default "r" key for me. This will make it appear on your hands, from where it can be manipulated and dropped with the frob key. "Using" the box wont work here. Think about it, the merchant is leaving that same night, he is not gonna go back to the factory. There might be an obvious place for him to find the box later in the evening, when he decides to pack and leave...

     

    If you read their letters, you will know that Jon was their trusted employee (hes mentioned a couple of times), and also the thugs mention him (spoiler from the previous post: If you hit the thug that comes your way when you are going down the alley the first time, you'll see he has a letter on his belt, explaining the gang's plan, and why they have the box in their possession.) Additional hint: the right spot does have something to do with a related readable.

     

    EDIT: Just saw the pics, how did you get there?! I thought I had nocliped all that area? And no, of course your not meant to be there hehe. Theres nothing there.

     

     

     

    Thanks for the nice words (and all the work!) ;)

  2. @ SiyahParsomen

     

     

    Thanks a lot, really glad you had all those good impressions of the mission, even though appearently you didnt read any of the story? :) Its your choice, like I said, wether to read and interact with the story or not, your mission is to get the ring, but it would make it easier for you to understand whats going on inside the inner alley. The "bad guys" are actually the gang who is operating inside the barn. If you hit the thug that comes your way when you are going down the alley the first time, you'll see he has a letter on his belt, explaining the gang's plan, and why they have the box in their possession. The peasants are afraid of them but minding their own business. All others will basicly protect their houses.

     

    The church is working fine then, its supposed to be like that, you have to be creative to find your way!

     

    The drawings were an experiment, been years since I drew for this kind of thing. Good that you liked them, and that you somehow understood the message without reading.

    I was wondering what room did you think was a secret, because there really arent any. ;) Some are tougher to find, and some pretty tough to enter, but nothing is really secret. There are a couple of "secret" objectives though, it depends on what you do during the mission to acomplish them (one is kind of a consequence for an action, the other is completely optional (has to do with the box)).

     

    Thanks for the review!

     

  3. Thanks boys (and girls, sorry Thiefette!), it was a lot of work, but I think I'm satisfied with it.

     

    A note:

     

    Some of the testers were confortable with the map, others however were getting frustrated by some of the obstacles, and they are experienced players; some amount of experimenting and reloading is to be expected, do not despair if you feel you are stuck, post here and I'll give instructions as to how to proceed.

     

    This is not exactly a typical mission - forget about gosthing, or never being seen; there are no penalties for being spotted, besides having to face the consequences if your not quick enough to fool your enemies. The stealth score in this mission is meaningless. Just be observant of the environment, and you should find a way, eventually. All obstacles are beatable and all situations manageable, I've made sure of that after countless tries.

  4. Very nice... I for one fully endorse the subject you are trying to study and change (AI perception of moving objects and lit ones), as I always felt it was a huge gap you must force yourself never to perform in order to not loose immersion. If you guys can, like Grayman said, sit down and find a simple solution that cover all repercussions, that would be amazing!

  5. Sorry, I expressed it wrongly. I have one ambient world light covering the map. Each room has its own info location entity, with a light level that is equal to the ambient light. There are spaces that are to have lower values than the standard level shared by most of the rooms, so those have different values on their respective entities. Going in and out lowers the light and gets them back to normal gradually; this works fine for ME on all occasions.

     

    Two testers have now confirmed that this system works but only on either enhanced or simple ambient renderer settings. If set to normal, the location settings are not enforced and all you get is the general ambient world light, which ruins this map completely.

     

    I need to know if theres something to be done about this, if its a tdm thing or if I missed something. I dont think I can release the map and expect people to read through some readme text explaning this; if they happen to play it on normal renderer, they'll get a completely different experience than the one intended, and its not even supported (things happen in the darkness you are not supposed to see).

     

    EDIT- noticed the ambient light was badly named, maybe I just forgot to save when I was going through it after importing the map to the startpack one... Could this be part of the issue?

  6. Okay, this is getting depressing - I was about to release this mission at lunch but I got a report that if you play with your ambient rendering set on "normal", all of a sudden info location settings for dynamic ambient lights stop working and you get a constant bright ambient light, which Im assuming is the world ambient light that is still there. I NEED for certain places to go darker than the general ambient light level, so what I did was to set an ambient light level on all info location for all areas, changing just the ones that need to be different. In my laptop, I can even delete the ambient world light and it will work normally, but a while back I found out other computers will show the lack of an ambient world light regardless of the location settings. Anyway, the tester says that if you set the renderer to enhanced, the location system will behave correctly, but none of the other testers experienced this, and one even plays with the renderer on "simple", and had no issues. Regardless of what renderer setting *I* play on, they always work. So Im at a loss here. Is this normal with dynamic ambient lights? How am I supposed to force this on players who WONT read any instructions and might happen to have the renderer set to normal? I need to solve this before releasing the damn map.

  7. I understand completely SeriousToni, you needent apologize. There are two things to keep in mind in MY case though, and I'll come back to your point later - when the contest started I had already designed (with a lot of bold choices, of course! :) ) my map, which would be coming before I even knew about it. It wasnt meant to be included inside this tight time frame, but at there were talks about the contest in the forums and I thought it would be a good way of discovering new talent so I decided to adjust my ambitions to the time available so that I could be one more participant, as we needed examples to attract others. My mission is not inside any rules. It is just my first mission, and I wanted to make it from the start a bit different from the norm and exploring things like physical puzzles, linear but divided paths, relatable characters (with a sad tone) and some more complex AI behaviour than your generic go here, go there, go here, go there guard. I ended up with a HUGE amount of stuff to learn, and I can safely say, now that the mission is completed, that I spent 70% of the time trying to learn, figure out, reverse engineer stuff in the game, rather than actually tweaking or implementing it. And I spent a LOT of time creating my architecture, so you can imagine the number of hours lost just to get to know the engine. I believe its a mistake to say you can make a tdm mission in a couple of weeks, like it is sometimes suggested. The examples used to show that come from guys with huge knowledge of the engine and/or map making (Greebo, Melan, Fidcal, etc). It takes a lot of time to understand this stuff, let alone design and make it interesting. In my case, working mostly 10 hours a day, your left with weekends which can make it really hard to keep up the progress.

     

    The mission is ready right now, and has been for several days, just solving issues and waiting for reports from betatesters. As for your point, Im not surprised many people gave up along the way, I imagine after being confronted with this very difficulty I just spoke about. You guys should be happy you kept at it and you had the capacity to create your vision and also respect a set of rules and a deadline. And from what i see, coming up with awesome products! So you guys should be proud and happy, regardless. I didnt enter the competition to really "win" or to "compete", it was mostly an excuse to map and to give me a defined structure, Im actually glad I finished it when I did or I would have spent many more months doing essentially the same, as the mission is pretty much how I imagined it. Anyway, sorry if you felt my mouth was bigger than my actions, I was trying to keep the whole thing interesting during these months, but I dont think I ever bragged I was doing awesome, if anything I was always pointing out all the problems I still had to solve and that it was going to be pretty hard finishing it. Well, with help from a lot of knowledgeable guys, its finally done, and I hope you and others will find it interesting.

  8. Haha, no need for despair my friend (leave that to us! :( ), its not like I can rush my beta testers, I have to wait on the feedback to release a bug free mission. It will be here as soon as we all agree it is ready. ;)

  9.  

     

    Indie studios maybe? Faster at work than community efforts like TDM/Broken Glass, but less money than lumbering dinosaurs that make more playable movies than games.

     

    I guess thats probably what they mean, since it is clearly the tendency today - a story driven interactive movie instead of a preexisting, complex static world where you connect the dots and fill the story with a bit of your own imagination.

  10. Wow, I did it somehow! Yes, maybe the triggering of the visibility entity was doing something to the exit obj, now that it is visible, I can finally have it working correctly! I also put the path corners of a certain AI well away from the exit brush, just in case it wont flag it like you said (though it shouldnt, only idPlayer). Now only small things to take care of, and Im done... Thanks a lot.

  11. To be fair, both of them start the Map pathless. A trigger set on motion by the player activates a "conversation" set of actions that at the end sends them to a path network, maybe that has an influence. Will carry out some tests, thanks for the tips and sorry for the constant questioning, just wanted to release this asap (wairing for beta testers feedback).

  12. Another minor thing Im getting - after giving a couple of unarmed AI path routes, they are now unable/unwilling to flee to their flee points for some reason, even though they were doing it just fine when they had no path network. They will just stand there after sounding the alarm...

  13. Thats what has been keeping me then, he simply cant unlock the door... Didnt see that coming. He can easily open it when unloacked, but I had to lock exactly because the player could leave it open, so since he would frob it two times, it would look dumb for him to instead of opening, close the doors, then stare at them, then open again and leave. I made sure the player wouldnt have time to lockpick it before he went into the room (triggered event), but now I'll have to think of something else quickly. Thanks for the clarification guys.

  14. I would ask if anyone is free for a limited play test before public release - I would really like to hear from a native speaker because Im mostly interested not only on mission feedback but also on a revision on all readables, as I wrotte them myself, and there should be things to correct in there. The point is to send a packaged mission to be played, so at least beta testers will be able to have the intended play experience if they choose to help.

     

    Bump

  15. Any reason why a path interact wouldnt be able to open a wardrobe door? I have given the character can unlock for one door, for both doors, have locked both doors or just the peer master, no combination seems to work, he tries but the doors wont open (it works if its unlocked).

  16. I have tested my exit system and it does work - i was able to exit correctly through the brush ONCE. By tweaking with the objectives because others werent working, this one is getting skipped by the previous mandatory objective, a get item which is supposed to enable the exit one and also make it visible. When i get the item, the mission is completed. The only difference i can see from other examples is that the exit objective is not visible, and the get item targets a set visibility entity when completed in order to make the exit one show up. Been days of this, finally all others are working, except this is happening.

  17. Sounds like a brilliant idea, absolutely needed by guys like me! One small reservation, however: I remember you mentioning you were thinking about working with Blender for the tutorial, and though it isnt as encompassing as yours aims to be, Katsbits has a getting started blender tutorial with the same principle (making a (very simple in that case) chair in blender, up to texturing and optimising). The model is very simple and Im sure this one would be awesome to learn the techniques not mentioned there (working with high polys, modelling complex stuff, getting it all game ready), as well as having a community tutorial, just saying that there might be other things to work on too - I would also suggest something that I didnt really find much about (though Katsbits does mention it briefly in some tutorials): how to model map architecture in a modeler and then making it playable inside the engine, like a small house for example, or a tunnel, or an exterior piece (like arcturus moving grass test map), those could also be pretty interesting!

  18. Hey, thats an amazing recover there Xarg! Press on, it will feel good to finish it and making all that work available. I'm pretty much finished with the map too, only waiting on some help from biker on making my objectives work properly. I'll do one more "detail pass" in the meantime, but I would ask if anyone is free tomorrow morning (or as soon as I can pack up a beta version) for a limited play test before public release - I would really like to hear from a native speaker because Im mostly interested not only on mission feedback but also on a revision on all readables, as I wrotte them myself, and there should be things to correct in there. The point is to send a packaged mission to be played, so at least beta testers will be able to have the intended play experience if they choose to help.

    • Like 1
  19. I actually think the side view is the best view for this animation, because you cant notice the small seam that happens when the second step hits the floor (that was already greatly minimised by Arcturus), and it flows very well... If only there could be small adjustments to the head direction (it should indeed face the player, and not be so inclined IMHO), and maybe the weapon angle because of the clipping thing, this would be an awesome addition, great work.

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