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  1. The mission has been updated to v2 in the mission database. Thanks again!
  2. Version 2 now available for download. The main fixes are these pesky frob issues. I wasn't able to determine the cause, but assuming it was something to do with the scripts, I've rearranged things a little bit so they are no longer needed. Also I would normally wait a while longer before releasing a fix, but this issue seems to have affected a few people. Apologies again, it never came up in beta for whatever reason. @nbohr1more could you please add to the mission database? Changelog: https://github.com/FrostSalamander/lt3/releases/tag/2.0 Download: Github: https://github.com/FrostSalamander/lt3/releases/download/2.0/faffairs.pk4 Proton: https://drive.proton.me/urls/JPRPJQH8Z8#Pl2a52TQy0WA
  3. "All meat must rest to eat.... All meat must rest to drink.... So watchers and we will sees what goodsey bits they bring...." -Kingfisher IRIS has been updated to 1.3 Download via the link in the original post or here Changelog: Iris now makes use of script events which require TDM 2.11. Overhaul of the objective notification system to reduce notification spam when completing hidden objectives. Threads now have their own notification system and they are marked in the objective screen. Less weirdness when the player owns multiple pairs of glasses (though the glasses now sadly cannot be dropped). Hopefully this helps avoid them breaking. Huge list of other bug and polish fixes. New and expanded content! Known Issues: At some point all volumetric lights and alpha effects behind geometry "hidden" by the xray overlay ceased to be visible when the xray overlay is on screen. This unfortunately breaks some visual effects in the mission when using a certain item, but could not be fixed at the mission level at this time. I could not replicate the issue with soft locking the glasses, so can't consider the bug resolved, but I made as many changes as I could think to help prevent it. Carry the light of The Builder, unto its end.
  4. Well, I finished it and I have to say it was fantastic! It had the verticality of The Painter's Wife and plenty of cool secret nooks to explore, which is what I like to see. Additionally: Thanks for the excellent mission!
  5. totally agree i see much the same trend here in denmark where the inflated prices just wont go down even though inflation has normalized allmost a year ago. also does not help when games like the upcomming star wars outlaws wants 2x the price for what amounts to an optional mission and a game pass welp... if history can be believed it will only alienate consumers and while they might cash in on the hype it will all be over soon.
  6. I used Thief 1/2 as an example. I was referring to new games. Games designed with Ray Tracing in mind that developers might need to compromise polys and textures in order to make their games more accessible if they want to use the technology today. find a happy medium. Should have used mine craft instead, I recently finished playing Callisto Protocol. Beautiful Game, Okayish Game play and got tons of bad reviews for Launching in almost unplayable state. This affected sales. I'm a big fan of Freelancer and would love to try Star Citizen but I know I'll have to wait for either more optimization or get a better card (Won't happen anytime soon). Developers need to be more considerate and pull back and not just a bit if they want to reach more players, on top of that they need to leave room for possible implementation of these new technologies as they come along. Products should work right from the start otherwise will get a bad Review regardless of the quality of the material. I find the Star Citizen approach very controversial. I understand the logic behind it but I don't like it.
  7. Perhaps my imagination is failing me but the only use-case I see for GUI provoked cvar changes at the mission level are for something like Heart of Lone Salvation where players can choose “difficulty levels” that also impact performance. Still, lod_bias seems to be a better way to toggle such differences. Perhaps we need to create new lod_bias entity args like: “lod_bias_cvar” “r_something, 1” which change the specified cvars based on lod_bias min / max behavior
  8. Strange. Just restarted the game and loaded from my last save and... they work now! Perhaps restarting was the answer all along. I probably should've tested that before running to the forums - sorry about that!
  9. Order I got them in: I can drop one pair of the glasses and pick it back up, but if I try dropping both, the second pair just vanishes. They didn't work as a single pair or when I had both. No crashes, though! I'm partway through Seeking Lady Leicester right now but I'll try restarting the mission when I'm done.
  10. Yes: Unfortunately I haven't been able to find the conditions to replicate this, so I am not entirely sure how to fix it. I know that's not very good news. They are not required to complete the mission, but it would likely require a mission restart to get them to work again. Can you tell me:
  11. Congrats on the release Thanks for the great mission. I played through the mission... everything has Only the secret chamber works well. With the rune stone works from the inside The switch didn't come out though 1000 and 1 thanks for 1000 and 1 night
  12. There are two ways to override cvars in a mission: mission.cfg file can set non-archived cvars (starting with 2.12). sys.setcvar in game script can override cvars (starting with 2.13 / dev17044-10746). Of course, there has never been any effort to classify cvars into public and private, no thinking of backwards compatibility of relying on cvars, etc. So overriding cvars should be considered a last resort feature. mission.cfg allows to statically override cvars on FM level. The change takes effect during all missions in a campaign and all briefings/debriefings/menus. However, you cannot adjust cvar value during gameplay, so only one constant literal value can be set. The implementation is simple: mission.cfg file is executed from your mission when TDM engine starts all non-archived cvars are reset to their defaults when TDM engine restarts (due to FM change) sys.setcvar allows to override cvars on gameplay level. These overrides behave like the variables in game scripts, i.e. they are saved/restored to savefile and reset on game start/end. You can adjust the same cvar several times with different values, and savefile will capture the override that is currently active. The minor downside is that these overrides automatically don't carry over between missions in campaign, and they cannot work in briefings/debriefings/menus. Note that sys.setcvar has been available for a long time already, but previously it had different meaning. Previously it set the cvar as if the player set it himself. So the values stuck between restarts, missions, FMs (even saved to darkmod.cfg for archived cvar). Now it always sets the "mission override" for cvar. You can test cvar mission overrides manually using two new console commands: setm {cvarname} {newvalue} --- set mission override for the cvar with given value unsetm {cvarname} --- drop mission override for the cvar It is not perfectly obvious what should happen if mission-overridden cvar is changed by user. Right now the main value of cvar is changed and mission override is broken/erased in this case. So be wary that user can mess with your overrides just like you can mess with his cvars.
  13. Hey @nbohr1morehow come the zombies in The Dark Mod don't have a "resurrection" mechanic to it, similar to how Thief has it?

    They're quite a weak creature as of right now, it's merely a walking corpse that slashes you, making attacking them to kill them an actual strategy.

    Would be better if they had some cool mechanism to it that truly makes them a danger, such as the resurrection idea itself.

    1. Ansome

      Ansome

      If I were to guess, it's probably because you can't turn an AI into a ragdoll and then back into a normal AI fluidly in Id4. I've managed to hack together a system that resembles the original Thief zombie system, but with every other enemy ragdolling on kill/blackjack, zombies entering a static animation and then rising up from it is rather jarring by comparison.

    2. chakkman

      chakkman

      I would stronlgy vote against making any of the undead creatures even stronger than they are. Bad enough that 99,9% of the missions don't give you adequate weaponry to deal with them...

      Not sure what you mean with "resurrecting", by the way. In the original Thiefs, the only thing that happens is that they stand up again, when you slashed them from behind with Constantine's sword. It simply doesn't kill them, it just sends them to "sleep", and they wake up when you get too near them. The only way to kill them is to mutilate them, with arrows with holy water, or with fire arrows. Which is practically the same as in The Dark Mod.

  14. Congrats on the release. It's a stunningly beautiful mission. I could almost use a walkthrough, but I'll plug along in the meantime
  15. Not sure if you confused tdm_frobhelper_fadein_duration with tdm_frobhelper_fadein_delay here, but if anything, I would discard the delay. The fadein_duration is supposed to smoothen the appearance of the frobhelper, thereby making it a bit more subtle. Why would you want to delay displaying the frob helper and then have it pop in instantly? If a player wants it to be intrusive, the hover option is the way to go. Subtlety was a key requirement in the design of this feature. Thats probably something we should fix.
  16. I really liked this mission, the variety, the architecture, the verticality, the soundscapes, the nice little touches like In some ways I think it expands the TDM universe in a totally new direction, like few other missions do.
  17. Regarding "Fade In" and "Fade In Fast" I think I know what these two visions were going for. "Fade In" wants to delay the help as much as possible (not to spoil the fun, I guess) by making use of an initial delay - where nothing happens - and a slow fade in. "Fade In Fast" takes a more direct approach (in disagreement with "Fade In", I guess) and goes for a shorter initial delay - where nothing happens - and a faster fade in. In my opinion the fade in speed (tdm_frobhelper_fadein_duration) must be discarded. Players should not be waiting to see if they can detect the helper but should wait because they know the helper is about to popup in its full glory.
  18. Yep, sorry about that! I know that figuring out using space effectively in a new engine/editor comes with experience, I just wanted to see if anyone had any thoughts that could put me on the right path for my anniversary mission. I'll play through those levels you mentioned again and take some notes. Thank you as usual, Nbohr1more!
  19. Hey! Can I claim to be a newbie here? I am trying to make an improved version of the Ropescroller script that sets a shader parm on the rope texture to make it scroll and fakes movement. I am working with a 3 state elevator rather than the two state elevator that was in "A New Job" ( where my original script was designed ). The elevator position entities only offer call_on_arrive and call_on_leave spawnargs so you cannot distinguish when the middle buttons intend to go up, down, or called to player. I tried adding a frob_action_script spawnarg to the buttons but it just kills the entities. Is there a preferred way to query which button was pressed and pass that to a script variable? As I can tell, the "elevator buttons entities" don't offer any end-point for making such a request?
  20. So why would this feature not work on a 32bit TDM version? I only noticed that it still works on door that don't have a keyhole at all :)! Also what happens if you peek through a keyhole into the void, in case the mission creator didn't add something behind a door.
  21. Any tips for managing space efficiently when mapping? Although I'm proud of my first FM, its interior spaces were admittedly too open for their own good. I'm working on my submission for the 15th anniversary contest and making extensive use of AI models and measuring tools for scale, but I'm still uncertain as to what the ideal, comfortable amount of open floor space is in a room.
  22. Yeah, TDM team has made huge strides in that mission. On my wife's computer, Radeon 6800XT, Ryzen 5800X3D, I'm getting about 140 FPS at the start of the mission.
  23. Try TDM v1.07 with the mission "Rightful Property" and you will see vanilla idTech4 make a modern system struggle If id Software never released the source code, who knows how bad things would still be. I think that's why stgatilov was getting ready to do more executable hooks to bypass limits in the engine.
  24. Hm I thought that The Adventures of Thomas: Lucy's Quest was the benchmark on amount of ai in a mission.
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