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Posts posted by ERH+
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Also, I can't find elemental's model, so I could modify it - its directory supposed to be models/md5/chars/monsters/elemental/tdm_elemental.md5mesh but I've unpacked all related archives and still don't see it.
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19 hours ago, nbohr1more said:
you could also use a parm value for rgb in the light material def and just have your script decrement the parm.
And if I want pulsating light I would need something like (time * sintable) but my attempts failed - how it should look like?
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I remember from some fm lights that are dimming gradually (not in levels) when switched on and off. Is it a program in the material, or some function of light entity?
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I was thinking about creature looking like this from the Tool's "Vicarious" music video"
https://www.youtube.com/watch?v=h_TUP2vuaDs
Or x-ray vision from Sniper Elite bulletcam.
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Can I use two models simultaneously on one AI? I'm thinking about semitransparent human model, plus skeleton model - as both of them are using same bones and animations they should move together nicely, IF I could stack them together (also binding additional models of internal organs).
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Is there a way to display atdm:gui_message while a camera is active? I can use a semitransparent screen attached to camera but it requires actual texture for every text block, so message would be much more versatile and easy to modify. 'cinematic' '1' don't work.
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What do you mean by positioning the shovel? It ment to be picked up into inventory and
Spoilerused as a key on the heads.
Also, is this save/load crash an actual crash, or is loading screen just freeze when you click it and the progress bar is stuck in one place for a long time? If later, I see something in my other mission and it eventually finishes loading.
In other instance the game crash when the memory (I assume) still is filled with previous session, but after fresh game start the save works fine - so it may be related to mission file size.
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5 hours ago, Swedish Taffer said:
Is it just me? I cannot get the family objective. I looked at a let's play video, but cannot see what makes that objective canceled. What i have left is that, and find the key and ritual objectives.
I'm not sure if it changes state to canceled in the very first version of the mission, showed in first walkthrough i've seen. In current version it waits for the endgame cutscene to play and then is checked out. Otherwise the mission would end along with 'heads' objective, before cutscene could even start - in the first version there was no end cutscene.
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Yes it wasn't designed with the story in mind - I've made a keep and swamp first, then started thinking what could be happening and what could be achieved by the player. I had vague horror clichés in mind as I wanted to make "just a Halloween mission", so story (based on the Peruvian folktale "snake lover") is cramped between existing architecture and objectives mechanics, more as an afterthought than starting point. With many things already in place I was thinking about restricting player's movement and push him through a rat maze, or aim for mood of foggy desert and risk to make it boring.
After all it gave me an idea for making few gameplay styles on the same map by incorporating difficulty levels in different way. Every level would be a story of e.g. different character: one is a thief, one is an assassin, and yet another is a detective. All would take place on the same map with most of elements shared, but objectives would draw the story from different perspectives.
I'm thinking about using self drawing map for detective's blackboard with trees of clues, suspects, evidences appearing as the player finds muddy footprints, wax stains, ink imprints, etc. I'm thinking here about flash games like The Scene Of Crime or Rizzoli and Isles - Thief is about looking for small objects, and I want to give some twist to it.- 1
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22 hours ago, Jedi_Wannabe said:
Is it nice though? He was the reason I waited until this January to join and start posting. I've lurked for a decade and didn't want to come out of the shadows until he made his final exodus. I've dealt with relatives in my personal life with schizophrenia, narcissistic personality disorder, and pathological liars and lemme tell you I can spot that shite a mile away. Watching his descent from hero to zero was sad and disappointing. His contribution to the mod and his talent and technical prowess were all marred and tainted in the wake he left behind. I'm going to make a bold statement and say my goal in time is to be better than he was/is. I've barely been mapping a few months but give me a few years. If I were a betting man I would put money down on the fact he masquerades around here under the guise of a newb. I'm sorry for venting I don't want to derail the thread; it's all been covered before. I just fear history has a tendency to repeat itself. He's still human and I'm not saying he's a bad guy that we must treat as a leper, but maybe exercise caution.
Pretty screen shots though.
And peter_spy, I really am excited every time I see new work you show off.
19 hours ago, Jedi_Wannabe said:Quite a trap that would be. Narcissists love doing that, I got my identity stolen by a relative and they ganked $8k from me. But somehow it wasn’t their fault.
Never underestimate them.
Sounds like he doesn’t want anyone to remember him as anything other than a golden child; also a symptom of NPD.
If nobody has picked up where he left off by the time I finish my campaign I might just do it out of spite. I resent his detriment so much I wrote a short story in February about a prominent builder’s fall from grace and his whirlwind decent into madness as he tries to cover his tracks. The taffer’s job in the mission is to gather info and evidence to expose his shameful acts to the public. I wanted the parallels to be blatantly obvious. But my current story project has been in my head for five years so one thing at a time.
i am truly sorry to throw the thread so far off topic, in case you can’t tell I am still butt hurt about it. Thief is my #2 favorite series (across all mediums) of all time, and this mod is what the sequels after Metal Age were supposed to be what we all wanted and hoped for, so I see what he did as setting the entire community and mod as a whole back years of development, despite however much his contributions added up over the years. Don’t get me wrong, I still like and appreciate his work, but it’s harder to enjoy now.
How peculiar, so many decisions motivated by hatred. And you waited literally for years to see someone trip, just so you can dance on their grave? Odd, to say the least.
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I think some locks open fast and have 2 in this arg.
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Now the frame rate sticks out. Is there a similar process for adding additional frames in between existing ones?
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When I try to load your save the mission starts from the beginning, and the script responsible for frobable loot looks appropriate for this particular coin stash. On higher difficulty the same script is activated after you read the hag's note on level 2 - on lower it is activated on map start, and it works fine when I'm playing. Could you crouch onto chest, directly above this stash, and check if maybe it is just related to small frobbox?
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What difficulty have you chose, with objective is already fulfilled?
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New version! (link in the first post)
Some smaller and bigger bugs fixed, but most importantly
now player can choose a pocket lantern and/or loot available for harvesting from the start - in the difficulty menu.
If anyone want to play the mission as in original version (with bugs fixed) it is now on difficult level. Enjoy!
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Are you using saves from earlier mission's version in updated one?
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Does it apply for the latest mission update (1.21)? I didn't installed 2.07 hotfix and use win7, don have that problem.
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Strange. Anyway, there is a slightly updated download link in the first post (version 1.21).
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A compass - you have it in your inventory from the beginning!
In newest version the room with breakable ceiling have entrance to the sealed level. The same goes with the second room accessible from the window.
I will add small lights to the second map and the shovel.
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You need to use the crowbar, and proceed like with lockpicking a door.
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One of mission's text files
readme.txt file:
Version: 1.1
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readme.txt file:
Version: 1.1 BUILD TIME: about 6 months.
this info is literally one line above what you just quote.
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With version did you played? It should be in one of text files in unpacked mission folder: 1, 1.1, 1.2?
DR VR
in Off-Topic
Posted
Yes imagine drawing a blueprint with your left leg - that would be as intuitive as doing anything precise with a wii controller. I can't wait.