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Everything posted by ERH+
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Is there some way to flip image viewed by portal_sky texture, or even reverse info_portalsky camera view angle for particular portal_sky? If I have a window with transparent shutter and disabled VP behind it, it will look more natural if camera will show mirrored image, as window reflect sky.
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You can always alter problem, and turn creature (almost) invisible (but still quite noisy) every time it is alerted. Werebeast is described as shapeshifter, so it could fool player exchanging it's model to something like chest or chair, waiting for player to get closer. Undead ability to see live forces could require use of some protecting amulet: player could read loudly prayer from prayerbook and it make him invisible as long as he have his hands busy with amulet. Or you can alter light role, as undeads are so familiar with shadow, any light source will be barrier preventing them from crossing by. But I think the best way will be customization of monsters, as surprise and unknown are more intriguing than even best build of rules for werebeast. Maybe some tutorials "how to do fire elemental", some stationary sentient guardian, like gargoyle or turret would be more helpful than fully formed AI.
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Fan Mission: Crystal Grave v2 (by ERH+ and Bikerdude) (2013/02/09)
ERH+ replied to ERH+'s topic in Fan Missions
I'm glad of any feedback even if it could be unpleasant (and your is not), so I can make more playable maps in future. I will even fix a bit this mission by changing number of loot, crystals and food, apart of rising a bit difficulty level. -
Fan Mission: Crystal Grave v2 (by ERH+ and Bikerdude) (2013/02/09)
ERH+ replied to ERH+'s topic in Fan Missions
*It was in polish, russian would have different font i think. And I'm glad you enjoyed mission then and now. *I think you reffering to "sword_sheath" sound played by this little moving staple in window shutter. -
I want to know if you think game may require some pen and paper notes, maps, sketches, passwords, etc. , and find it as part of fun? One of my ideas is to encrypt some of readables (as they suppose to be in foreign language) with simple keyword, so you need to exchange every "X" letter with "Y" to read text properly. But is it worth to try, if some of players will hate it?
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Fan Mission: Crystal Grave v2 (by ERH+ and Bikerdude) (2013/02/09)
ERH+ replied to ERH+'s topic in Fan Missions
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Fan Mission: Crystal Grave v2 (by ERH+ and Bikerdude) (2013/02/09)
ERH+ replied to ERH+'s topic in Fan Missions
1,2---At some point of upgrading mission, I start add jump scares and mood hints, in hope that they will be properly placed in presented story. But it eluded out of my mind that whole story is just on three randomly hide, not numbered sheets of paper, and player is expecting more visual presentation of story. 3---There was some huge performance problems and rendering errors in roof area, so one spot frame rate drop had to be tolerable for me as it is not obvious issue. 4---I think it is more about density of details, when I place something small yet important in so deserted area as 6 floored staircase, you will just pass by it running. My fault. 1---Yes that was pointless, I think I just want to learn how to use this part of game (and I still have problems with that, as you can see there is doubled map in inventory). 2---It is just major flaw in this map designing -huge outer area forces us to take every possible way for optimisation, number of textures is just one of them. 3---I would call it lack of direction in my work. I intended a standard, small mission where I will able to complete all my assumptions and execution of objectives will be as easy as it can be-thats why I decided I will just multiple a task like "collect X of something". My major target in this map was "as non linear as it can be", and "no fake windows or doors, no houses filled with stone" and while story line was still just scattered on 3 sheets of paper, I was busy developing architectonical posibilities. So you are right, there is no real reason for character to avoid living dead for all night in search of unknown price. Dead man's diary is rather excuse for simplest objectives I could make, and it was unforgivable to make them not hard but tiresome to complete. 4---Well, player expectations are not something I can plan. I was always think about Thief as a more logical succesor of Doom's invisible secret walls, and knocking on everything can be pleasure, as long as it is pleasure -if player is getting tired and bored and he don't want to finish mission, it is my and only my fault -but goal is still the same and I don't want develop mission as a movie fabula from point A to B to C. It should be maze as twisted and big as I can afford, but I need to keep player focused and with hope of win. But if player just don't want to wander aimlessly, instead he expect theatrical chapters and space bended by storyline-he is not my target. 5---It's reminds me Thief1 fan mission where author rename difficulty level to "impossible", maybe this will do the trick . But you've got the point, as I said objectives are generic and difficulty is artificialy raised. On map where finding a way is a main tool of player, it is still good to scatter targets, but they could be more rewarding. 6---Single building in open area was a big mistake in planning this mission, and low number of texture was -as i thought- less annoying countermeasure for bad performance. In general this open space was a trap, as we keep flying in "no clip" mode and repetitively encounter disastrous triscounts. It was hard to find good level for details in this deserted outer area as it can be crossed by player at many angles. 7---Yes, story was put on a hook and poorly merged with physical objects in map. It was intended to be readable, but i should try to force player to focus on it in one way or another. Main story become a trinket, and player become frustrated while competing his meal. Maybe I should add more haunts? 1---Sure it is good to put whole map in line of sight, but blame my lack of knowledge about engine performance -it was realy hard to cut all those empty spaces with Visportals and make them work properly. 2---As I said before, it was my main goal -I'm happy it succeeded. 3---Yes, I would more likely done mission without even single hostile AI, or like this cozy little room on roof in T3 Old Quarter vis a vis Hammerites cathedral. Ofcourse this spell will break as soon as you encounter swarms of flies over several bodies... So much about building homogeneous mood. 4---Thanks! I will try my best next time -after all I just learning on ground of this one. 5---No, I tried to make better use of them, but they produce rendering errors quite often. And I can't apply this surface to breakable objects, so I just had to give up with some of ideas. -
Fan Mission: Crystal Grave v2 (by ERH+ and Bikerdude) (2013/02/09)
ERH+ replied to ERH+'s topic in Fan Missions
Yes, one is armed, one you can pick and use, and rest are just static models. -
Fan Mission: Crystal Grave v2 (by ERH+ and Bikerdude) (2013/02/09)
ERH+ replied to ERH+'s topic in Fan Missions
There are 9 crystals: -
Fan Mission: Crystal Grave v2 (by ERH+ and Bikerdude) (2013/02/09)
ERH+ replied to ERH+'s topic in Fan Missions
*#str_0039 (green key) #str_0040 (silver key) looks like repetitive issue but i was thought we got rid of it. It can't be file working from DR/TDM instalation instead of mission.pk4 , or can it? *Mine trap is just an armed piece of equipment -no trigger zones... Someone else have this problem? And as far as I know you can not picklock an armed mine. *some of keys are not necessary, but here is a list: *last piece of food is -
Intro: "East of the Rahen Mountain, there is a swampy area, a backwater of river Rahna. Approximately twenty years ago the Inventors Guild began their effort to secure the rights to the land and presented the construction projects of water dams and locks in endeavour to create a water trails for flat-bottomed vessels. The prospect of increased economic exchange between the plains and the mountain settlements prevailed over the objections of displeased neighbours and just five years later the water level in ponds allowed for flow of barges. Good mood of the local lord diminished though, as more and more crops and farms disappeared under the water, wells began to stink, and dysentery started to collect a heavy toll. Guild excuses that thawing and hardship of communication with lock's staff was to blame didn't resolve the crisis. What did, was a compensation - a one-off shipment of nearly half a ton of rock crystals. This aroused comments among people not normally interested in the Inventors and their dealings. People like me. The trail leads to one of inaccessible facilities of the bulkhead oversight in the network of ponds, where, the crystals are mined, pre-processed and sorted out. Several months later... Crossing the flooded and deserted five furlongs in one-man boat was risky enough, but I took my chances and tried to take the boat through the lock, to be closer to the guardhouse. The bulkhead mechanism was too complicated for one person to operate though. Now I don't have the means to go back and water scattered my equipment all over the pond. And with no boat the only way back is a walk along the causeway towards the mountains, but for that I will need to get a good supply of food and water, so not to loose my strength carrying the loot." Description: Break in into castle infested by undead. Thanks: TDM Team for great tool and their dedication in improving it. Bikerdude for working out all bugs, optimisation, improving graphics and readables details. Caer (from Polish Thief forum) for translating. Testers: AluminumHaste, Baddcog, lowenz, nbohr1more, adriannn (PTF), Nivellen (PTF). Build time: Basic playable version 1,5 months, final release after 1 year. Update info: Unbelievable how long it was under construction, but I hope you will enjoy exploring this mission . Can't name all things added to previous version -just tons of them. Known issues: Low performance in few spots. Game sometimes freeze a bit in area around building.
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I almost have no hope this time will be no demolished visportals or other bugs... I give no word for that it will be soon, even as I want to release it tomorrow.
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You can look around in cockpit while holding Lctrl, and even some of monitors can show actual data (ammo placement in particular locations etc.). But torso should by default have more inertia, so only arms would react for every mouse movement, letting you to look around in cockpit.
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No, I'm talking about customisation of undead skeleton. Just like I can choose head's models of any AI, I want to disable collision and texture for particular limb.
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Would it be possible to detach skull or arm from animated model? I know it not good idea for right arm or for balanced walk animation, but it could not hurt with existing crippled leg skeleton animation, and when undead swings his right arm he simultaneously throw his ribchest forward so it could look like bite attempt. I understand invisible particular ribs are to much to ask, but rigged parts? And crawling (legless) undeads could be fun too.
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It is still beta, so there are many more issues -for example I must restart game after few matches, or everything slowing down to 4fps and/or all textures turn into blank yellow sheets. There are two kinds of SRM, guided and not. In fact light mechs are no less deadly, especially when enemy is slow and have problems with turning around. and LRM and PPC have minimum range of 90m, so you can do nothing with them if enemy just stick to you. I mostly play with thermal vision, because targets glowing at any range, even if they are not labelled by targeting system.
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There is no offline practice mode, but you will die in seconds even when have some experience. Biggest problem is credits income from matches, and devs still reworking it: for first 25 matches you get "cadet bonus", so after 25 matches you will have for sure almost 8KK C-bills, but after that average income per match could be 100.000 -and mechs cost from 2KK to over 10KK. "Practice" starting mechs cannot be customized, and you have to grind hard if you want build some really cool machine. Heart of Mechwarrior was always in checking different sets of engine, armour, heatsinks and various weapons, and devs pull away this best part of game from newbies -definitely it won't help in popularising game.. Here's handy comparison of mechs and weapons, and MWO wiki: http://mwomercs.com/forums/topic/27065-ohms-quick-reference-sheets-for-all-mech-hardpoints-weapons-engines-pilot-lab-images-pdfs-excel-inside/ http://mwowiki.org/wiki/index.php?title=Main_Page
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In HL1 You had to move in undergrounds, somehow in HL2 they use same rule in apartment blocks. I can't remember how many of them become a one-way street -and it was just laziness of designers.
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Guys, do You have some architectonic data base of blueprints, of common buildings and city structures? It is easy to find church or castle's plans, but nothing else, and study of genuine mediaeval or later buildings will be vital for anyone who want to work on editor. They are for sure boring, (there will be probably hallway and rooms just on one side of it) but it is no point in inventing of something what we wish to imitate. Or accurate mapping of building facades, is there any site there You can find exhaustive description?
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One question about light: I have horizontal spot light, and next to it there is a mirror. While I cant see my shadow in FPP on wall, I see my self and my shadow on wall in mirror. I assume a player model is not rendered in FPP, but can I change it?
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Wow, new city over the lost city. It looks even more odd than I thought. About technical side, there is still hard to avoid open spaces, it will probably looks like 'rooms' filled with 'opened' building.
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Sry, I've looked at some 'abandoned places' threads but in vain.edit: another shot but still nameless.
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I love such places, too bad demolished buildings have so complex geometry and it's so hard to place portals... And here some fine interiors and trinkets: http://www.gardnermuseum.org/
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For this point we just have make straight english version, but yeah we should think about multilingual one. I will ask admin to add You to thread, just check out link again later.
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You should see "Crystal Grave beta" (http://forums.thedarkmod.com/topic/13724-crystal-grave-beta/) thread in "Editing & Feedback" forum bookmark.